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Laboratory update
Faustie radio_button_checked
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#1
Jan 2, 2016, 09:30 PM
[Image: event-laboratory.png]

Introducing our new laboratory update!

This update allows both law-abiding citizens and criminals alike to make use of the new laboratory entity, with which you can manufacture assorted chemicals and medicines. Unlike existing contraband, this isn't inherently illegal; its primary purpose is to manufacture legal items, such as medicine.

This functions similarly to existing contraband, but it is more interactive.
First, you place the ingredients (spawned from inventory) into the entity. Once compatible ingredients are in, you press your 'Use' key (normally E) on the laboratory to begin to process. Once it's finished, you can press E to receive your manufactured items.

Currently this is released with two recipes, one for poison, and one for health kits. Health kits can be manufactured using biomedical enzymes and blood clotting agents. The recipe for poison is a secret, but it isn't too complex. While there's an initial cost to purchase the laboratory, if you keep it running for a while, it's a great way to earn money and to cheaply produce health kits (or poison).



Recipes and items

- Health kit recipe
Biomedical enzymes + Blood clotting agents = 3 health kits
- Poison vial recipe
- New item: Biomedical enzymes
- New item: Blood clotting agents

Damage module

While it won't explode in normal use (at least not with the first two recipes), it can become dangerous once sufficiently damaged, for example, in a fire fight. If damaged enough, it will explode, and this could cause a fire. Unlike contraband explosions, this explosion can damage both players and any surrounding laboratories. You'll be warned that your laboratory is damaged by sparks and an electrical hissing sound. Future updates to this are under way.

Future updates

We've already begun planning future additions to this system. Antidotes, steroid recipes, and new medical/chemical items. If you have any ideas, please post them in the suggestions forum.

Thanks to the many admins (and a few players on ts) who provided their ideas and input for this update.
Update will be live next server restart.
(This post was last modified: Jan 3, 2016, 08:40 AM by Noble. Edited 1 time in total.)
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#2
Jan 2, 2016, 09:31 PM
Enzyme is going to love this. Can't wait to try this out!
[Image: H9hqjyZ.png]
(This post was last modified: Jan 2, 2016, 09:32 PM by Nacreas.)
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Maniac radio_button_checked
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#3
Jan 2, 2016, 09:37 PM
Can't wait to play around with this!
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#4
Jan 2, 2016, 09:45 PM
Whoaa
Good job Mister Dev's
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#5
Jan 2, 2016, 11:00 PM
Great job!
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#6
Jan 3, 2016, 03:01 AM
...Enzymes

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Great update man, looking forward to mess around with this in-game.
Sincerely, Enzyme
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#7
Jan 3, 2016, 03:22 AM
Sounds good, gives a bit more to toy with! Big Grin
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#8
Jan 3, 2016, 03:28 AM
Sounds awesome!

#UpdateGalore
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(This post was last modified: Jan 3, 2016, 09:03 PM by Blurr.)
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#9
Jan 3, 2016, 05:35 AM
(This post was last modified: Jan 3, 2016, 05:35 AM by Decay. Edited 1 time in total.)
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Falcon radio_button_checked
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#10
Jan 3, 2016, 06:00 AM
Fallout font.. It's gained my interest.
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#11
Jan 3, 2016, 06:42 AM
Awesome, how about crafting tranquilizer ammo instead of buying it from gun dealers? Big Grin
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#12
Jan 3, 2016, 11:48 AM
Sounds great!

(Jan 3, 2016, 06:42 AM)Brandon Wrote: Awesome, how about crafting tranquilizer ammo instead of buying it from gun dealers? Big Grin

Would probably make sense, but I think it would be taking away business from one of the merchant jobs which is actually still getting some business, unlike others.
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(This post was last modified: Jan 3, 2016, 11:49 AM by Blazing.)
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#13
Jan 3, 2016, 11:56 AM
(Jan 3, 2016, 11:48 AM)Blazing Wrote: Sounds great!

(Jan 3, 2016, 06:42 AM)Brandon Wrote: Awesome, how about crafting tranquilizer ammo instead of buying it from gun dealers? Big Grin

Would probably make sense, but I think it would be taking away business from one of the merchant jobs which is actually still getting some business, unlike others.

Agree, if we manage to get everything on our own it will lower the RP on other jobs and make them useless.
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#14
Jan 3, 2016, 12:06 PM
Looks great!
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#15
Jan 3, 2016, 12:17 PM
Blazing, Kobi: it's worth looking in to, certainly. We have the assets needed now to make a sensible recipe. If the concern is taking RP away from jobs, then it's generally best to tie the system to those jobs, such as how the laboratory system is still tied to the doctor, who sells most supplies.




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