Bottom post of the previous page:
I mean if botany cannot produce anything at reasonable pace before a chem dispenser is provided than the current situation of 'tide for the dispenser every round' is going to continue whether change happens or not. It's not particularly hard to get into tech storage, easier on Box and Delta than Meta or Pubby (Pubby starts with some mutagen anyway), and isn't reliant on the department which currently suffers from a playerbase that takes the role to do literally nothing productive except blow themselves up. Since we don't punish people for wasting roles like that consistently we won't punish people for breaking into tech storage.I guess this is the magical 'conflict' everyone talks about in effect. Yes I do like it when security sees fit to perma me for removing a wall or an engineer killing me for being in a room. Magical conflict there, I felt the immersion.
Obviously there is a core problem with botany's design that causes this problem. It's either the over effectiveness of various chems or the fact that chems are eaten en-masse to produce anything. I don't get why the core method of changing plants or mutations requires drowning plants in chems. That makes absolutely no sense from a functional standpoint and it means botany really does literally need a chem dispenser of its own to produce meaningful goods. I go through a whole dispenser just getting to Gaia and then Earthblood Eheat and that's on Saltpetre alone. Mutagen barely makes a dent. It's saltpetre that matters more.
Maybe we should look into having fertilizers be retained in the soil upon application (with negative effects for drowning the plants in a chem), applying their effects as changes to the plants over time so botany is still partly reliant on the chems but can make smaller amounts of the chems go further while slowing their productivity to however long mixing the chems into the fertilizer will take to alter the plants. At least then it makes more sense from a botanical standpoint.