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Options for Minerals

Posted: Fri Sep 05, 2014 3:05 pm
by firecage
Currently I am busy adding in more uses for all minerals. A PR for basic mineral flooring is up so far, and I am busy with mineral statues. Though I would appreciate it if you guys post more ideas for minerals in this thread.

1. Mineral Floors(PR is up, it is basic so far)

2. Mineral Statues(WIP)

3. Mineral Rods(Still to do)

4. Mineral Tables(Still to do)

Re: Options for Minerals

Posted: Fri Sep 05, 2014 3:29 pm
by Ezel
You want miners? Scientists? We'll we got ideas!

1 mineral Rods everyone with their own special abilities
Diamond Reflects laser
Plasma when getting hot burns
Uranium radiates the shit of everything
And etc

2 Mineral tables
Cuz metal creation got metal tables
So why not sandstone creation with sandstone tables
And etc

3 mineral bucket
Cuz plastic isn't the only thing that can hold water

4 uranium reactor
Like in dah real world
Provides electricy

Here are muh ideas

Re: Options for Minerals

Posted: Fri Sep 05, 2014 3:32 pm
by firecage
Sure, 1 and 2 would be cool. 3 kinda feels trolly. 4 is outoff my league.

Re: Options for Minerals

Posted: Fri Sep 05, 2014 11:57 pm
by Wizardjenkins66
Uranium rods should be used as fuel for that reactor. Make sure to bring a bucket of water to it every 10 minutes or you can say goodbye to the station!

Re: Options for Minerals

Posted: Sat Sep 06, 2014 5:00 am
by Raven776
Diamond bucket of water.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 5:03 am
by Wizardjenkins66
Raven776 wrote:Diamond bucket of water.
Diamond shoes. Diamond Cabinets. Diamond sunglasses.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 5:03 am
by Incomptinence
Pacmen (super?) and mechs can run off uranium sheets already, actually not sure if the mech reactor got removed though it produced a lot of rads including for the driver.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 11:42 am
by Whoisthere
Mineral tools that take less time to do the job. If you have a full set of diamond tools, you can decon a r-wall in seconds! If you have a diamond saw/scalpel, you do surgery faster, AND with an increased chance of success that comes into play when you're operating on a table in maint using a bedsheet instead of surgical sheets!

Non-depleted uranium boolits! Irradiate AND do more damage!
Uranium borg exoskeleton! Prevent human harm while irradiating everyone!
Diamond-reinforced wall! Like a plasteel-reinforced wall, but more reinforced!
Diamond windoor! Think blast doors, but transparent!
Diamond pipes! Can't be blown up!

Re: Options for Minerals

Posted: Sat Sep 06, 2014 12:35 pm
by Ezel
I got some new ones

1.mineral turrets like
Diamonds improve the defence a lot
Uranium radiates the shit out of you but slows shooting speed
And etc

2.mineral weapons upgrades
Those improves ammo hold
With diamond being the hights

3.mineral crates
Diamond can't be pulsed
Uranium speaks for itself but can be pulsed easily
Plasma when pulsed or lasered it goes into flames

4.mineral airlock assembly
Why having a stupid door
If you can make shiny airlocks with locks

5.mineral swords
Blades that can be made by using minerals
And can be combined with different minerals
And also can be broken by using it to much
Every mineral should have a different break chance
Like Plasteel hilt diamond blade very sturdy and sharp

Re: Options for Minerals

Posted: Sat Sep 06, 2014 1:18 pm
by Scott
Silver ID cards = Silver
Golden ID cards = Gold
Diamond ID cards = Diamond

Takes one sheet to make.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 2:10 pm
by Miauw
Scott wrote:Silver ID cards = Silver
Golden ID cards = Gold
Diamond ID cards = Diamond

Takes one sheet to make.
fund it.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 4:39 pm
by QuartzCrystal
I made a separate thread for my suggestion: http://www.tgstation13.org/phpBB/viewto ... f=9&t=1326

Essentially we should be able use gold to make a chair, but instead of a regular chair it's The Golden Throne and when someone sits on it they die, cannot be removed from it, and teleportation mishaps no longer occur. Second Golden Thrones don't do this and the person becomes valid for being a filthy heretic.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 4:43 pm
by Wizardjenkins66
Mineral armor, So we can be knights in shiny armor.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 6:35 pm
by Scott
Let's keep this space related, or we start adding blacksmiths.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 6:59 pm
by Kelenius
Scott wrote:Let's keep this space related, or we start adding blacksmiths.
Space blacksmiths.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 7:09 pm
by Scott
Well, we do have space wizards. If we add armor, we should add swords and shields.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 8:05 pm
by Ezel
Scott wrote:Well, we do have space wizards. If we add armor, we should add swords and shields.
Spess knights vs spess wizards
genius

Re: Options for Minerals

Posted: Sat Sep 06, 2014 8:18 pm
by Scott
Golden shields should reflect spells.

Re: Options for Minerals

Posted: Sat Sep 06, 2014 9:21 pm
by bandit
Scott wrote:Golden shields should reflect spells.
it's silver you clown

haven't you ever played nethack

Re: Options for Minerals

Posted: Sun Sep 07, 2014 2:45 am
by Alex Crimson
I like the Tables, Statues and ID ideas. But can we not go making 100 different objects with silly abilities?

Also make too much interesting stuff and it could negatively effect actual jobs that require those minerals. Like R&D. Science would never see a diamond again if every head stole them to make diamond IDs.

Re: Options for Minerals

Posted: Sun Sep 07, 2014 8:09 am
by Ezel
Alex Crimson wrote:I like the Tables, Statues and ID ideas. But can we not go making 100 different objects with silly abilities?

Also make too much interesting stuff and it could negatively effect actual jobs that require those minerals. Like R&D. Science would never see a diamond again if every head stole them to make diamond IDs.
I see you never mined as a "scientist" they can get their own shit lazy bastards

Re: Options for Minerals

Posted: Sun Sep 07, 2014 3:32 pm
by Raven776
Science needs at most 10 of every material to get shit done. I say make mining easier, make minerals more useful for other purposes, and just let everything trickle down to where it needs to be. The fact that there will never be a case of 'too much minerals' no matter how well mining does is sad. I wanna see rounds where mining hits the jackpot and assistants are running around making diamond dance floors. At least it'll give people something to do besides reside in the tide.

Re: Options for Minerals

Posted: Sun Sep 07, 2014 8:37 pm
by Cipher3
Raven776 wrote:Science needs at most 10 of every material to get shit done..
>Ignoring Robotics
>Implying the point of R&D is to do R&D and the fancy gadgets are meaningless.

For the record, a Gygax alone takes about 10 diamonds to make, assuming your stuff's upgraded. A Durand can eat up 30 or more silver/uranium.

Re: Options for Minerals

Posted: Sun Sep 07, 2014 8:47 pm
by Scott
I'd feel sorry for robotics if they actually handed over the military mechs to security.

Re: Options for Minerals

Posted: Sun Sep 07, 2014 11:23 pm
by Cipher3
Scott wrote:I'd feel sorry for robotics if they actually handed over the military mechs to security.
That's not something to pin purely on robotics. Most departments that create something use it themselves instead of handing it out to whoever else. Any branch of science, cargo, botany, etc.

Re: Options for Minerals

Posted: Mon Sep 08, 2014 1:51 am
by Lo6a4evskiy
Cipher3 wrote:botany
I dunno, usually bananas and weed are everywhere but inside hydroponics.

Re: Options for Minerals

Posted: Mon Sep 08, 2014 1:55 am
by Cipher3
Lo6a4evskiy wrote:
Cipher3 wrote:botany
I dunno, usually bananas and weed are everywhere but inside hydroponics.
Because the botanists find it funny/are druggies.

Re: Options for Minerals

Posted: Mon Sep 08, 2014 2:45 am
by Alex Crimson
Mechs are meant for other departments. None of them can be used by the Roboticist for anything other than feeling like a badass or griefing.

Re: Options for Minerals

Posted: Mon Sep 08, 2014 2:50 am
by Cipher3
Implying those are a problem.

Re: Options for Minerals

Posted: Mon Sep 08, 2014 3:16 am
by Arete
It would be nifty if some departments had a means to send toys to security through a special chute and automatically get SecHUD-tagged as PATRIOTIC CITIZENS or something. People would definitely use it to send bombs or reroute the tubes to steal the goodies, though I don't know whether those are points for or against the idea.

Re: Options for Minerals

Posted: Mon Sep 08, 2014 3:35 am
by bandit
Arete wrote:It would be nifty if some departments had a means to send toys to security through a special chute and automatically get SecHUD-tagged as PATRIOTIC CITIZENS or something. People would definitely use it to send bombs or reroute the tubes to steal the goodies, though I don't know whether those are points for or against the idea.
There's disposals and mail tagging, though not enough people use it.

Re: Options for Minerals

Posted: Mon Sep 08, 2014 2:30 pm
by Raven776
Waaaay off topic.

Re: Options for Minerals

Posted: Mon Sep 08, 2014 4:53 pm
by Cipher3
True, but now I wonder if I can mail a full scale syndi-bomb.

Re: Options for Minerals

Posted: Mon Sep 08, 2014 9:36 pm
by MisterPerson
What does any of this have to do with minerals? Can we start talking about minerals again?

Re: Options for Minerals

Posted: Mon Sep 08, 2014 11:23 pm
by Arete
MisterPerson wrote:What does any of this have to do with minerals? Can we start talking about minerals again?
Minerals are currently only consumed by scientists making things they have an immediate desire for. If scientists have more reason to make things for other departments, then demand for minerals is increased, which is the implicit goal of this thread. Before more toys are added, it should be determined why the current toys aren't being used.

Re: Options for Minerals

Posted: Thu Sep 11, 2014 2:24 pm
by iyaerP
On the topic of mining, I would REALLY like to see the ore vendor in the same room as the point redemption machines. Weather that means moving the ore smelter back to mining, or moving/adding the redemption machines into cargo, it would be nice to not need a shuttle ride to get stims/jetpack.

Re: Options for Minerals

Posted: Thu Sep 11, 2014 5:02 pm
by Scott
Arete wrote:
MisterPerson wrote:What does any of this have to do with minerals? Can we start talking about minerals again?
Minerals are currently only consumed by scientists making things they have an immediate desire for. If scientists have more reason to make things for other departments, then demand for minerals is increased, which is the implicit goal of this thread. Before more toys are added, it should be determined why the current toys aren't being used.
Chemistry, Virology, Bartender, Engineering all use minerals. We need more minerals and better distribution.

Re: Options for Minerals

Posted: Thu Sep 11, 2014 5:39 pm
by cedarbridge
Scott wrote:
Arete wrote:
MisterPerson wrote:What does any of this have to do with minerals? Can we start talking about minerals again?
Minerals are currently only consumed by scientists making things they have an immediate desire for. If scientists have more reason to make things for other departments, then demand for minerals is increased, which is the implicit goal of this thread. Before more toys are added, it should be determined why the current toys aren't being used.
Chemistry, Virology, Bartender, Engineering all use minerals. We need more minerals and better distribution.
Chem already has access to the ore machine and gets a notification like science does.

Re: Options for Minerals

Posted: Tue Sep 16, 2014 10:38 am
by Alex Crimson
So where are the Mithril and Adamantite floors/walls/statues?

Re: Options for Minerals

Posted: Tue Sep 16, 2014 11:05 am
by Incomptinence
Cipher3 wrote:True, but now I wonder if I can mail a full scale syndi-bomb.
You send it in though a shute by pull clicking it into the entrance (not a bin) but you cannot mail wrap it and tag it. So if you cut their disposals bin off from the network and put a shute (made by atmos, found in mail room and mining) on the other end you can basically do that as a deadly twist on the "HAHA LET'S POP UP INSIDE HOP OFFICE!" disposals trick.

Hard to pull off because of the infernal beeping though, I have tried.

Re: Options for Minerals

Posted: Tue Sep 16, 2014 11:50 am
by Silavite
Scott wrote:
Arete wrote:
MisterPerson wrote:What does any of this have to do with minerals? Can we start talking about minerals again?
Minerals are currently only consumed by scientists making things they have an immediate desire for. If scientists have more reason to make things for other departments, then demand for minerals is increased, which is the implicit goal of this thread. Before more toys are added, it should be determined why the current toys aren't being used.
Chemistry, Virology, Bartender, Engineering all use minerals. We need more minerals and better distribution.
Engineering is the only one of those that requires a significant about of minerals, and that's metal, sand, and maybe plasma for plasteel.
Chemistry needs maybe one or two sheets of plasma and one or two other extraneous substances.
I've never been bartender, so I can't speak for that, but the most I've had a bartender talk about minerals in game was to see one come and ask me for iron as a chemist once.
Virology needs plasma, I guess. Though Xenobiology needs plasma as well.

Re: Options for Minerals

Posted: Tue Sep 16, 2014 12:56 pm
by Incomptinence
The ore redeemer stuffed up the distribution chain we don't quite need MORE ore but we can easily get large demand for plas steel which it can't even make and the shift to it stopped the use of ore tubes and miners pooling their ore into collective loads to be transported by ONE MINER allowing the others to keep mining. You can still mail loads to anyone who might need it but miners seem to see their smaller individual loads and just decide to haul them to science alone and are less inclined to share.

Being located on the station instead on in place of the original smelter, which we still have even though it only has one unique product, was just another phase in ergo's comprehensive redundant hatred of the miner.

I do miss several exotic mineral flavour constructs and I do wish they were made cheaper resource wise.

Re: Options for Minerals

Posted: Tue Sep 16, 2014 3:02 pm
by Raven776
Any miner that hauls their load to science deserves to be murdered in the dorms.

Re: Options for Minerals

Posted: Tue Sep 16, 2014 3:07 pm
by Alex Crimson
I usually just take Diamonds and 1 sheet of Gold, Silver and Uranium for research. Better get my damn drill. Ive seen a few people get all prissy and demand that Miners should be bringing all their materials to R&D, but that really isnt the Miners job. Get it yourself, lazy bums.

Re: Options for Minerals

Posted: Tue Sep 16, 2014 10:06 pm
by bandit
Alex Crimson wrote:I usually just take Diamonds and 1 sheet of Gold, Silver and Uranium for research. Better get my damn drill. Ive seen a few people get all prissy and demand that Miners should be bringing all their materials to R&D, but that really isnt the Miners job. Get it yourself, lazy bums.
cargo could do their actual jobs and use the mail system

Re: Options for Minerals

Posted: Wed Sep 17, 2014 7:33 pm
by Scott
WHAT'S THAT? CARGO DOING THEIR JOBS PROPERLY?

Re: Options for Minerals

Posted: Thu Sep 18, 2014 2:09 pm
by Saegrimr
Scott wrote:WHAT'S THAT? CARGO DOING THEIR JOBS PROPERLY?
Image