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@SECBATON-GRIFFON SECBATON-GRIFFON commented Sep 14, 2025

[content]

What this does

Adds these two new kinds of nanobot recipes.

  • Energetic nanobots, made with 1 unit nanobots and 10 units ferrouranium. Ferrouranium is a new chemical that works the same as uranium with no other real uses aside from this yet, but is created as a by-product from iron uranium EMPs.
  • Cargonian nanobots, made with 1 unit nanobots and 40 units plasma. (open to better recipe suggestions than this)

Energetic nanobots allow the recharging of any item worn or held on-person, in a similar manner to how it works in cyborg recharging stations. This only includes energy-based guns, stun batons and defibrilators, but as a bonus from this, it fixes broken flashes and syringes, which was something I decided to throw in. Splashing them on an object recharges it too, and on floors creates harvestable radiation for collectors without any actual negative effects from radiation. Stepping on a conduction plate while consuming these counts as a power source for them, scaling with the amount contained. Overdosing on them causes the user to be shocked by any cable they're over, tiled or not, by the amount of electricity in the grid, so watch out!

Cargonian nanobots are slightly more frivolous, causing the user to spout various cargonian slogans, be able break open crates twice as fast with guns and be able to build crates, coinboxes, notice boards, barricades, conveyors and turret frames twice as fast. "Overdosing" on them causes the user to order and approve gun crates while trying to order other things.

Why it's good

More nanobot varieties, a good way to let users recharge things on their person for things like blob rounds, cargo themed chem.

How it was tested

Consuming the nanobots, spawning the rechargable items, holding them, checking their sprites, breaking open crates on them, building the relevant items on them.

Changelog

🆑

  • rscadd: Two new nanobot recipes are available, energetic and cargonian nanobots! Energetic nanobots are made with 1 part nanobots and 10 parts ferro-uranium. (which in turn is made by mixing iron and uranium, which still also causes EMPs)
  • rscadd: Adds energetic nanobots, which allow players to recharge things they're holding such as energy guns, stun batons and defibrilators; and be used as a power source on conductor plates. Splashing them on the relevant objects works for recharging them too, and on floors creates harvestable power for all radiation collectors nearby, scaled on volume for range. They also heal radiation at a decent rate. Overdosing on them at over 10 units causes players to be shocked by any cable underneath them to the power of the grid, if possible.
  • rscadd: Adds cargonian nanobots, which causes players to announce their allegiance to Cargonia at random intervals. Aside from this, it lets players build crates, coinboxes, notice boards, barricades, conveyors and turret frames twice as fast; and break open crates with guns twice as fast. Taking more than 10 units of this, however, makes players have a strong tendency to want gun crates in cargo orders too.

@D3athrow-Issues D3athrow-Issues added the Content Adds something. Neat! label Sep 14, 2025
@boy2mantwicethefam
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boy2mantwicethefam commented Sep 14, 2025

Cargonian nanobots sound like complexitycreep (for their design that is), I advise limiting it to simpler things like the slogan spouting and maybe a check while the Cargo console menu is open where the user auto-buys Cargo crates (with sufficient access). Maybe have them be able to use the consoles without requiring the access since as rare nanobots they should still do something, but I think the concept is flawed, it's far too niche for a cargonian to want to use it. Energetic nanobots should be fine.

@Eneocho
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Eneocho commented Sep 17, 2025

Cargonian Nanobots should simply dissolve the access circuitry on crates if poured on them (essentially emagging them). If consumed it dissolves your ID (shouldn't have consumed it dingus).

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4 participants