Jump to content

Hirnsausen

Member
  • Posts

    554
  • Joined

  • Last visited

Posts posted by Hirnsausen

  1. It would be so wondeful, if plant seeds could be introduced into this game.  Not just of a few, but of many plant species.

    Among them trees, orchids, chili peppers, pumpkins, grape, grass, golden wheat, tomatoes, bananas, pink cherry blossom trees, and so on.

    Important: those plants can grow only in real soil. Means: on your land, inside your base (on soil) or inside your spaceship (on soil).
    Each X amount of voxel soil (see my other suggestions) would need a soil moisturizer element, and a plant light element, but those are just 1x1x1 voxels in size.

    Another interesting attribute of these plants, especially the trees, is that they grow only until they touch a honeycomb voxel at any side, so they never grow through walls or ceilings.

    Sown on land, they can make a land plot looking very beautiful. And they allow for future possibilities like harvest and production of some goods.

  2. Imagine a space yacht with its own onboard gardenor habitat. With plants, even trees growing there.

    About the soil: it would be nice we could place soil from our inventories into a voxel-bound shape, like a square that is open at he top. And in a way that there is no soil outside the voxel boindaries, only on top where there are no voxels it would be possible to have a bit more soil.

    I have some more ideas for this concept, here in this Suggestion Forum.

  3. The market lists items that have no active seller f any kind, anywhere. I think, there should be a button that would - if so wished - remove all items from the market list that no one sells. So the buyers can concentrate on the items that are available and don't lose time to get tricked by items they could never buy.

    Options:
    - remove list entries of items no one sells
    - remove list entries of items not being sold at your current market

  4. Would be useful if using a special button would allow us that this tool can then reduce the selected area. A wrong area has been selected (too much), so the player holds down a special button and clicks within the selected area, and the area beween inside click and selection edge is beign removed from the selection.

  5. If a player wantsto disassemble a ship completely, there should be a right-click option to recycle it. All honeycombs and all elements would be inside the (linked) inventory again. Some big ships take ages to be disassembled especially because the voxel selection tool (7) cannot capture much area.

     

    If that container is full, disasselbling stops. Then link to another container, and activate DISASSELBLE again. Repeat until everything is stored.

  6. The planets as they are now are not so bad. Quite nice.

    But what I really think they need to become festivalks for the eyes, are better atmospheres! If you look to games like Ark Survival Evolved, you know what I mean. Thise atmospheric features (and not just their clouds) there are gorgeous, making it a real pleasure to be there. The late afternoon skies and early evenngs can even give you amazing emotions. That is what I want for DU, that sort of beauty.

  7. Only those functional elements that are attached to the hull of the main core can be used, on multi-core ships.

    Please extend the usability of functional elements to all areas of the ship.

    Also, seal the connection of those additional cores so they do not fall off if there is a hard impact. Thanks.

  8. Inside organizations, players come together in one ship and take missions. The mission cargoes of various players are ending up in the same or various containers.

    It would be useful, if the mission cargo has the name of the player who accepted that mission. This allows to know, to which player that mission cargo belongs. Helps to organize the cargo and containers.

  9. The talent learning queue needs two things:

    - each talent in queue needs a button to bring it to top ("learning now")

    - a search bar to jump to a talent in queue (very useful especially when many talents in queue)

  10. Interesting idea! I could imagine to declare an area between voxels as "Storage Area" and the game caculates based on the volume of that area (and on player talents) how much it can carry. Same with fuel tanks.

    But I cannot work with voxels good enough to create good-looking engines from voxels, here I prefer the element engines.

    Maybe, offering both possibilities would be the best solution: voxel-based otems and also element-based items. o everyone is happy.

  11. I propose a new feature, called "decals". A player-uploaded image can be placed right onto the honeycomb hull surface if his ship or base.

    Decals come in different sizes but are always 2b2 in size. They are ultra flat, can feature transparent areas (PNG graphic format allows that), and can be moved to all directions like an element. If a hull is curved, the content of that "decal" follows that curved shape.

  12. Please make it possible that the existing pattern of carpets, if so desired, can be replaced with a player's uploaded image. The rough fabric texture would still be there, though, just the pattern is beign replaced.

  13. Any base or any ship could have one of various decorative types of functional mailbox. Size not more than 1x1x1/2. Every player can access such a mailbox to leave messages for the base or ship owner. That would be a pre-defined formsheet (to avoid spam and other mis-use):

    One of a few purposes can be selected;
    - Your ship/base here looks great ( (own linked name automatically inserter) think
    - There is a problem (own linked name automatically inserter)
    - Please contact me (own linked name automatically inserter) for other reasons
    - (etc.)

    If a mailbox contains any message, it has a small yellow indicator light on, otherwise off.

  14. I think, any functional ingame seat (hover, command, etc.) should have a built-in mini storage for ine up to 3 items, limited volume, limited mass. That storage, as small as it is, is armored to withstand heavy impacts. Thought to contain small amount of Scrap or other small items like an XS or S Container allowing tiny craft to become multi-purpose by swapping an encampment chair with a small container).

  15. Yes, me again, and again with some stupid suggestion... ?

    The existing antennas are probably meant for bases and large ships. But we need small antennas for our smaller ships, too - may they be purely decorative or even serve a real purpose.

    I can imagine small antennas that have a socket in the size of an Adjustor XS but are maybe just 1/8 of a voxel in diameter, and a minimum of 4 voxels long. 
    From there on, different length, and eventually also thicker (1/4 V, 1/2 V).

    Antenna EXTENSIONS would come in same thicknesses but without the socket, they can be connected to the ends of socket-antennas in different angles. Their lengths are different (1 V, 2 V, up to the same length as the socket antenna if the same thickness is). Those extensions can also be used to be added to the side of the socket antenna, like a YAGI antenna, etc.. So the spcket antennas should be just a stick/pole coming out of that socket. Plain shape.

    Functionality: up to you, developers. Maybe some sort of communication? Up to you. Can be simply decorative, too.

     

  16. Would be nice to have for the same wing attributes
    - more shapes available (rectangular shape, forward-swept shape, dragonfly-wing shaped, etc.)
    - a wing where the user can do shape configurations (still same attributes)
    - a voxel shape declared as "wing area" (declare as "Wing XS", "Wing S", etc., voxel mass sets the upper limit of which wing type that would be)

    Also consider ornithopter wings of different sizes. Those vibrate in comparison to normal wings and in such a speed that they appear as blurredtranslucent shape producing a SSSSSSS sound when close to it. Those wings cannot be too long as that would be too much stress form their material, they give amazing lift but not much gliding.

  17. Make docking easier. a boat just needs to touch a surface that had previously been marked inside Building Mode by the player as "Hangar Voxel" or "Hangar Area". On touch with this special surface, the boat is docked.

  18. I want to be able  to
    - give a slab to the shoulders of my friend that his avatar is being catapulted forward by half a meter (friends only)
    - hug other avatars
    - shake hands
    -etc.

×
×
  • Create New...