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Hello, In DU there is a lot of potential. Despite being a sci-fi game, DU can have a lot of scientific material in it, and this is what it is about: add science based mechanics, that could potentially be used to do IRL research. The mechanic is simple in concept, but adds a ton of complexity to the game. All material crafting should be done with material combinations or chemical reactions (material combinations being alloys, assembly etc...) chemical reactions would be made in a chemical reactor, where you input molecules in certain proportions, and it outputs the realistic output. during that process, it either absorbs or emits heat according to this concept that can either be used to produce or needs energy to work. different energy levels can mean different outputs. the crafting system would be quite like in reality: you get the ore, crush it to improve reaction speed and efficiency, put it in a chemical reactor to extract your wanted material into a solution, extract that material from the solution in another reactor, let it dry to get a powder of it, and melt it in case it is a metal (last step not required, but needed to use it as block). Additionally, that would allow for scientific like discovery of compounds in the game (it is to decide if it remains fictional or is realistic to cooperate with material research labs irl). if we go with the scientific discovery one, a physical simulation of the reaction will be made on 3 of the client's computers, so it can be validated. all three of them will get a reward for it: the compounds but also the rights of exploitation in case of discovery. these mechanics should be worked on a bit more tho. I hope this makes it into the game as it would make it quite educational if not a benefit for science, and would add the required complexity to the game to make it worth specializing in such fields. EDIT: how would these new compounds interact with the mechanics: 1: they can be used for further reactions 2: have their IRL properties 3: if 2 is non existent, as if not discovered, it will deduct its properties from composition of the groupings it is composed of (like all alcohol molecules will burn, or will have the color, or be explosive etc...) globally each molecule has different stats. In crafting, you do not need a specific molecule, you need a molecule grouping, for instance for fuel you can use any carbon chained atom, and the more the molecule has carbon atoms in it the more power it will produce when used as fuel. Procedural texturing could be used to generate the alloy textures depending on the impurities and compositions of alloys, and on the colored molecule groupings.