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Nanomachines, Son

Rob Nelson requested to merge pull/8466/nanomachines into Bleeding-Edge

Created by: TheEliminator16

Adds nanobots as a reagent, made from nanites. The base nanobot goop requires nanites, uranium, gold, nutriment, and silicon to make, and is produced in small amounts. From there, you can turn them into either medical nanobots, which heal damage very efficiently (except toxin, which it does OK at healing, but not great), metabolize slowly unless they are healing damage, and eliminate viruses, or combat nanobots, which act like creatine with no gibbing at the end.

Both need to be used in specific doses to avoid really big problems. Medical nanobots, if used in amounts over 5 units, gib the user and spawn a "cyber horror" in their place, a hostile mob that heals damage done to it over time. Combat nanobots need to be used in amounts from 5 to 10 units, under 5 does nothing while over 10 gibs the user.

I am well aware that this probably needs lots of balancing and tweaking my shitty code, so I'm hoping to get lots of input in this PR before merge.

Also removes the mass drunkenness event by popular demand, fix #8238 (closed)

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