I have that mod, just imagine the possibilities of an almost totally modular base!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#32
Ideas / Modular Construction
February 28, 2015, 02:34:10 PM
The idea of modular construction is that you build something basic, like a hydroponics farm, and you add physically adjacent items to it to improve performance.
One thing that can be made modular is the nutrient paste dispenser. basically, make it less efficient but have a smaller size. Maybe 15 food to a meal but 1*2 size. To make it use less food, you research nutrient resynthesys (hope I spelled that right) and build a repressor module onto the paste dispenser. This module makes it use 2 less food to get something done, but makes it use more power. To make it produce better food, you research a new module and build it on to the paste dispenser. Now it makes simple meals, but it uses 5 more food and a lot more power. To actually get potatoes in there in the first place, you build and input port, then attach a hopper.
Another thing that can be made modularly is the research bench, which could have things like a bio lab attached to make it faster an open up new options for science. This would also add more progression to the game as you unlock the ability to add more things to it so you can do more science. It also would make more sense researching antimatter reactors at a bench with a magnetic containment field, computer simulations system, and an experimental alloy processor than just doing the same science at a wooden desk.
I have 2 ideas as to how player can select what modules they want to build.
1. A second dropdown list in the build screen. basically, you go to something can be built modularly and click it. instead of bringing up the stuffs menu, it brings up a menu of different modules for that thing, which can then be made of stuff.
Ex. hydroponic tray->auto-harvest module->gold
2. Putting an interface for selecting modules to build directly inside of that thing`s interface.
Ex. select research bench->select build module->stuff system->place blueprint
Now that I have given you my ideas and some examples to work with, I would like to hear what you have to say that could make this idea better.
One thing that can be made modular is the nutrient paste dispenser. basically, make it less efficient but have a smaller size. Maybe 15 food to a meal but 1*2 size. To make it use less food, you research nutrient resynthesys (hope I spelled that right) and build a repressor module onto the paste dispenser. This module makes it use 2 less food to get something done, but makes it use more power. To make it produce better food, you research a new module and build it on to the paste dispenser. Now it makes simple meals, but it uses 5 more food and a lot more power. To actually get potatoes in there in the first place, you build and input port, then attach a hopper.
Another thing that can be made modularly is the research bench, which could have things like a bio lab attached to make it faster an open up new options for science. This would also add more progression to the game as you unlock the ability to add more things to it so you can do more science. It also would make more sense researching antimatter reactors at a bench with a magnetic containment field, computer simulations system, and an experimental alloy processor than just doing the same science at a wooden desk.
I have 2 ideas as to how player can select what modules they want to build.
1. A second dropdown list in the build screen. basically, you go to something can be built modularly and click it. instead of bringing up the stuffs menu, it brings up a menu of different modules for that thing, which can then be made of stuff.
Ex. hydroponic tray->auto-harvest module->gold
2. Putting an interface for selecting modules to build directly inside of that thing`s interface.
Ex. select research bench->select build module->stuff system->place blueprint
Now that I have given you my ideas and some examples to work with, I would like to hear what you have to say that could make this idea better.
#33
Ideas / Re: Suggest A Personality Trait!
August 25, 2014, 07:54:17 PM
I think I have a few to add.
Oblivious: (Colonist) seems to have no knowledge of the world around them.
doesn't feel pain and won't suffer a mental break, but they cant benefit or suffer from ugly/pretty things or social chats.
Strange: (colonist) just has something about them that makes them seem off.
no one will talk to this colonist. this also applies to prisoners, so they would be basically impossible to recruit.
Compulsive Cursing: for what ever reason, (colonist) just won't stop swearing!
50% chance to double the effect of a social chat due to a funny curse, 50% chance to make a social chat a debuff.
Oblivious: (Colonist) seems to have no knowledge of the world around them.
doesn't feel pain and won't suffer a mental break, but they cant benefit or suffer from ugly/pretty things or social chats.
Strange: (colonist) just has something about them that makes them seem off.
no one will talk to this colonist. this also applies to prisoners, so they would be basically impossible to recruit.
Compulsive Cursing: for what ever reason, (colonist) just won't stop swearing!
50% chance to double the effect of a social chat due to a funny curse, 50% chance to make a social chat a debuff.
#34
Outdated / Re: [MOD] (Alpha 5) Mechanical Defense v0.3.2
July 19, 2014, 05:21:50 PM
Nothing Here
The file you're looking for has been deleted or moved.
The file you're looking for has been deleted or moved.