Jump to content

dmitrynest

Member
  • Posts

    48
  • Joined

  • Last visited

Reputation Activity

  1. Like
    dmitrynest got a reaction from DarkAster in voxel and element rotation.   
    We need, of course, a more understandable and simpler voxel control system. But not at the expense of functionality. I agree.
  2. Like
    dmitrynest got a reaction from Hirnsausen in Drone Surface-Mining System   
    I liked the idea. I agree that if there are drones, they are not available immediately, but after learning the skills. Otherwise, it will be too easy for beginners.
  3. Like
    dmitrynest reacted to Hirnsausen in Expanding Stairs/Ladders/Ramps for Vehicles   
    Is there a forcefield that is 4 voxel wide? That would then be, indeed, what could be used. Though a ramp, stairs or ladder would look better, more realistic. Yeah, what's the minimum width of that forcefield?
     
  4. Like
    dmitrynest reacted to Hirnsausen in Honeycomp - Mirror-Reflective   
    Suggestion
     
    We are in need of honeycomb materials that are HIGHLY reflective like a mirror. Different shades of colors and also light to dark, but all like mirrors.
  5. Like
    dmitrynest got a reaction from Aiwhisper in Idea. Gradual assembly of buildings, ships and more.   
    This is a fair question. Hours 10. I agree.
  6. Like
    dmitrynest got a reaction from Emptiness in Idea. Gradual assembly of buildings, ships and more.   
    This is a fair question. Hours 10. I agree.
  7. Like
    dmitrynest reacted to Dakanmer in Exploration tools   
    1600's: Galileo uses a telescope to observe celestial bodies
    1700's: many improvements to telescopes; many discoveries about the solar system
    1800's: larger telescope made
    1900's: telescopes improved and launched into space
    Early 2000's: more telescope improvements and more space telescopes, including one meant for deep space
    Modern Era of the DU universes: ships that can travel at great speeds; the ability to magic ore from the ground into a Bag of Holding; wireless container connections that magic stuff between containers and wherever you want to put them; teleporters; anti-gravity generators; force fields; scanners that will tell you how much of what types of ore are in the immediate area (territory)...but the only way to explore the solar system and galaxy is to physically travel through it and see everything in person.
     
    There should be an element, or series of elements, that can be used to detect celestial bodies in a radius or cone (or separate elements for short range radius and long range cone). If unknown planets exist, we should be able to find them without relying on luck or days/weeks/months of staring at a screen scanning space as you travel from corner to corner in parallel paths 2-300 SU apart in all axial directions. “Space [...] is big. Really big. You just won't believe how vastly hugely mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space." If we have rockets and ore scanners and the ability to travel between universes, we should at a bare minimum have tools for exploration that extend beyond just our own eyeballs. We have PvP radars, but no non-PvP (scriptable) radars. We have short-range telemeters, but nothing that could be used from kilometers away to get a LiDAR scan (like for night time travel). Exploration was one of the selling points of the game, yet it doesn't exist in a meaningful way.
     
    We should have tools for exploration, and reasons to explore. Discovering new planets is great, but must that information be shared with the whole community once it is found? Maybe the discoverer wants to have their own corner of the universe for as long as possible, maybe to exploit resources before the rush begins. What about about exploring the planets? What about oceans? Beyond just finding ore deposits or caves that are mostly just neat aesthetics, exploration has no meaning in this game, and there are no tools beyond ore scanners to make exploration about more than just resource hunting. With space, telescopes or radar-like elements would fill that role, giving individuals/orgs the ability to explore, and either share their results or keep them secret. With oceans, sonar or some other device that gives you an image of what's around you. All of these exploration scans could be displayed on a screen/widget (or, better yet, a 3D holographic device), and be scriptable by providing raw data...because LUA is another selling point of the game that is being downplayed (rumor has it that people complain about it being OP...but so is anything else if you don't have the skills. Piloting is OP if you can't fly or have no interest; it's not fair that others can move planet to planet when you're stuck relying on their skills to get you places. Same illogic applies to scripting).
     
    Maybe other players can suggest exploration options, but it's something that I found seriously lacking.
  8. Like
    dmitrynest reacted to Aiwhisper in Idea "Laboratory"   
    Researching tech, especially tech you can sell sounds interesting but instead of unlocking current elements in the game I think making variations of items would be more interesting.
    like engines with more power but use more fuel, if you don’t tune them correctly while researching or cargo containers with more space but also more weight or higher build cost. Stuff like that where you could research trade offs or spend more time to make more perfect items like engines with more power AND lower fuel costs.
  9. Like
    dmitrynest got a reaction from Aiwhisper in Upgrade \ expansion of factory buildings.   
    Idea:
    Upgrade \ expansion of factory buildings.
    - Buildings now have an "extension" function. Those. can be attached to the building
    a block that will improve its efficiency or provide new functions.
    1) Production accelerator.
    2) Own buffer mini-warehouse.
    3) Platform for a transport drone.
    4) Own substation.
    5) Programming unit (mountable tablet).
    6) Upper sign for displaying information.
    7) Shield generator.
    * - On special highlighted points of the building - can be installed
    outbuildings.
    * - A building can have several outbuildings of the same type.
    * - You can configure installed extensions in additional
    sections or tabs of the building window (which will appear after installation).
    * - Thus, you can make the workshop more efficient, practically
    with the same placement area.
    * - Until electricity is introduced, there are no drones, etc., then you can while
    confine ourselves to points 1, 2, 5, 6.
    * - This also applies to containers, but they only have items 5 and 6 available.
    * - The signboard can be configured without the Lua language, in it you can
    choose which building parameters will be displayed (you can display several
    parameters at the same time). This is for those who do not want to study Lua.
    The displayed parameters can also contain the name of the building, which
    can be edited (so that later it is easier to understand which production
    chain is in front of the player in front of his eyes).
    The sign can also work in programming mode, for this, an extension
    from point 5 is used.
  10. Like
    dmitrynest reacted to Aiwhisper in Ore Regeneration on Planets   
    I really like these two ideas, luckily I think salvage/recycling is on the map to be added as there needs to be a way to get rid of damaged ships.
     
    hopefully they do add some kind of dirt into ore mechanic but with Super low yields. Se did a great job of this where it requires a lot of power to run this kind of industrial units and DU will be getting power later on
  11. Like
    dmitrynest reacted to Emptiness in Ore Regeneration on Planets   
    The amount of ore in these deposits and the resource conversion rate is also very far from realism.
    A cubic meter is 1000L. Yet I can mine an iron deposit of a few dozen (hundred?) cubic meters and only get ~5000L.
  12. Like
    dmitrynest reacted to Gottchar in A way for dedicated miners to play, stripmines   
    The Problem:
    Currently almost everybody is a miner to some extend, but the tools and talents do not lead to a substantial growth in ore gain. While more machines lead to more machines, ore is gained at a rather static rate. This of course has a good side, as otherwise the whole planet would look like an advanced factorio world in a month. Still, the boringness and unscalability of mining not only hinders unlimited growth, which is good, it also limits trade and specialization, you may have noticed how ore usually sells for more than whatever you can build with the ore.
     
    Solution:
    Allow people to become dedicated miners, but in such a way that it needs constant dedication and effort to have a well working mining operation. Just like a factory always needs some tweaking, changing and expanding (hopefully even more in the future), a stripmine should not just be set up and  generally and constantly generate ores when this is done, but need supervision.
     
    The idea:
     
    Enviromental changes:
    Instead of just useless dirt and high value ore, there should be something in between. Soil with a certain amount of minerals, or "low yield ore" if you like that better. Soil with a 1% hematite (iron) content would mean it is too tedious for normal mining, but if you had a more large scale operation it would be worth it.
     
    The following elements/items for a stripmine:
    - A static scanner
    - Static drills/extractors: These are set certain grid coordinates and just extract all minerals in those coordinates. Imagine seperating your land into cubes the size of a static core L, each drill would try to work a cube of that size. Selecting the drill gives you an interface that lets you choose a depth (in 100m steps) and a 2d grid of squares, pick on and go. You can not queue them up. Assuming you have a scanner, some or all of those grids were already scanned, so you can choose whatever you think is best currently. (sidenote, while I call them drills, they are not actually drills, they are more like your mining tool)
    - Oil: Oil is like fuel for drills, they always need a little, made in chem industry. Higher tier oils may lead to better yield/speed.
    - Soil seperator: Like a refinery, but for mineral rich soil. So for example "Hematite rich soil" goes in, "Hematite" comes out.
     
    Also, sooner or later (as there is currently no regeneration) you will have to pack it all in again, move it a mile and set it up again.
     
    Conclusion:
    I hope it is evident that I would not want to upset the whole economy and flood the markets with a huge supply of afk farmed raw materials. But I do think there should be a way for dedicated mining operations which on one hand lead to yield, but on the other are not too simple and can just be left alone for a week to come back and find 100 full L containers.
  13. Like
    dmitrynest reacted to Sarcinthos in A way for dedicated miners to play, stripmines   
    This is brilliant. I love the idea of low yield soil and minerals that can be processed into minerals.
  14. Like
    dmitrynest reacted to Kinson in Limited mobile industry elements   
    First off amazing game, that needs to be said. Secondly apologies if this was already suggested.
     
    I recognize and applaud the decision to not allow industry on ships (why build a static construct when you can have a mobile factory) but I'd like to suggest introducing a mobile/dynamic fuel industry element and the same for a mobile scrap industry element that can be placed on dynamic cores. For balance you could restrict or reduce the output compared to its static counter-part, in the form of longer craft time/smaller output or decreased efficency. You could also limit the number of mobile elements by core size, until a suitable power system is in the game. From my point of view, it's benefits would be three fold; greater independence when exploring space/getting caught out less often out of fuel, something to do/manage during long space flights (I hope DU will get much bigger in the near future) and finally I think its fitting with sci-fi genre (deep space ships need to be able to autonomously refuel). 
  15. Like
    dmitrynest reacted to Emptiness in We need construct based tools (mining, salvage, repair, etc).   
    I see no reason why a civilization with such advanced hand-held tools should not have vastly more powerful construct based tools.
     
    I envision a mining ship with an x-ray vision mode that allows pinpointing of resource nodes from a km away underground, excavating a passage to the node, and mining it.
     
    Let's make it happen, NQ.
     
    Oh and also, resource nodes really should be a lot bigger in general. 10x the current minimum size as the new base minimum. Same resource count per hex, naturally.
  16. Like
    dmitrynest reacted to Emptiness in Industrial tapes   
    Or Dual Factorio Universe.
     
    Both would be awesome.
     
    hmm. flying spidertron, anyone?
  17. Like
    dmitrynest got a reaction from Luukullus in Industrial tapes   
    Exactly. For example, an assembler has robotic hands that assemble and weld an object. There is smoke and hot metal in the oven.
  18. Like
    dmitrynest reacted to Luukullus in Industrial tapes   
    Generally i think the idea is okay.
    But at first they have to get in line with the performance =).
     
    Maybe also get the existing devices to life. (3D Printer is really working with an animation or something like this ? )
×
×
  • Create New...