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  1. Honeycomb is the Major game content of DU which pretend to let players build what ever we want But as it is now, it is tooooooo constrained and limited, buggy, and never looking as we wished, specially in between updates where dev dont know which numbers to tweak for better render results The resources needed for making honeycomb: Some honeycombs such as concrete / brick / wood / glass(panels) should require more simple recipes, not requiring mined and refined ores, but raw stone, sand or wood, directly from the planets grounds and trees Those could be considered as construction material, mostly for static constructs, and their weight should be increased for discouraging players using them on dynamic constructs The honeycomb weight: As for now they are 0.1 times the weight of their relative correspondents on earth In my opinion the word HONEYCOMB is well chosen, and give this futuristic aspect of a 3D printed honeycomb material But i think it is still a bit too heavy, since in aerospace, it wouldn't happen to build ships with thicker hull than 5 or 10cm I also think some honeycombs shouldn't have this weight reduction, or less reduction For example: concrete * 1 / wood * 0.25 / metals * 0.075 The diversity issue: Here is my most hatred part of DU, the numerous amount of different honeycomb colors and finishes nightmare for industry managers nightmare for players to spawn blueprints, that have dozens of 0.5m3 of different mats filling hundreds of container and inventory slots (that must be a lot of data in back end, but also lot of data for everyone uploads and downloads on front end) All refined material should have 1 and only 1 raw honeycomb with a raw aspect, on which we could later apply the color we want and the shininess we want in build mode Removal of the "voxel replace tool" => replacement by the "voxel paint tool" I dont think anyone using this voxel replacement tool at all, it has its equivalent when copy pasting using the select tool A paint voxel tool could use a popup window, around the bottom of the screen, same as the scanner does for the ores filters. In which we could select our desired custom color from a palette the shininess we want from matt to glossy an optional bump map (stripes / screws / holes / galvanized etc...) The finish name "galavanized", change back to matt Galavanized is an anti rust coating process for iron, using zinc From PTS server the "galavanized white iron", is the only correct color and aspect (the texture is pretty nice btw) So : galvanized only applies to iron, certainly not to aluminium, copper and others iron can be painted aswell with anti rust paint, but galvanized wont be galvanized is more of a raw finish texture, more than a color or a shininess (which could be added as a bump texture in the paint tool options) Textures scale New textures are gorgeous but they arent scaled properly (official and PTS) Texture edges blending is also necessary So Novaquark, if you desire to optimize, reduce lag, reduce loading of containers etc... the diversity issue should be your concern. If you desire to really let players build awesome creation, just unleash the constraints and give us more freedom of choice We are not paid for testing, and for taking time developing our feedback on the forum after years of testing, so it would be nice to have a better reading of the gold mine for the game development that this forum is (taking notes, and putting them on a big white board is an idea) After all, WE players are creating the content of the game, but if we dont have at least the few main features of Minecraft, which is gathering wood to make wood, not mining coal to make wood, that aint gonna work Cheers
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