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About DarkPhosphorus

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  • Birthday 08/20/2002

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  1. DarkPhosphorus

    Endless exploration

    Its kind of a bummer that once you unlock all nodes, that's it. Like, play the game, and done. How about some endless, openworld, exploration expansion. It would be really fun for some open-world multiplayer galaxies, trading system and economy, and special augments. New planets appear as more and more people join the world, and asteroid field events can resupply people with soil and resources to build their planet with. In this galaxy, you can own, buy, sell, create, and reset planets, once you have the resources. Asteroid fields that appear have a chance to contain rare backpack mods for increased stats like power storage, resource booster, terrain tool boosted augments, etc. A new currency that can be traded for materials and between players would be necessary. The galaxy would be the map of the open world that contains all of the planets and players in it. This is the kind of game that I dreamed astroneer would be, this would open up so many possibilities.
  2. DarkPhosphorus

    Medium Canister and Soil Dispenser

    I think this is a great idea, something I actually addressed in a previous suggestion a while before 1.0 release. Compare this to the capacity difference between a small and medium battery, eight small batteries has half the capacitance as one medium. It would make sense if a medium canister would have the capacity of 16 small canisters, respectively. As for the crafting materials, I think a reasonable recipe should be: one glass, one ceramic.
  3. Most likely, astronium has a planned use in the near future. But I am going go to include it in one of my two ideas. I have two ideas, one is for energy storage, the other for generation. They have their pro's and cons, such that apply to real-world obstacles in their development. The Flywheel: Skip to the next paragraph under flywheel if you want to get to the point. Many of us have seen videos of free-energy flywheels, (free energy devices are fake clickbait) but wait, there's more! They aren't entirely useless. Flywheels convert their rotation to electricity by rotating magnets with their momentum, inducing a current in stationary copper coils. The idea behind this, is that they can "store" energy by adding a constant electric current to the coils, pushing the magnets, spinning the flywheel. This works vice versa, transferring energy back and forth between electric and kinetic (rotation). The key to this is that, you can spin something as fast as you want, until the internal structure of the wheel wont hold it together. It takes a lot of force to do that to carbon. Their bonds are like *hella* strong. This means you can really put a lot of energy into this. What determines how much energy that can be converted to motion in these are friction, and the mass of the flywheel. To reduce friction, levitate the flywheel on a magnetic field, and put it in a vacuum. Therefore, a flywheel energy storage device would be a stationary mechanical battery that has massive energy storage, but would slowly lose energy over time, due to the very slight drag. This could store many yellow tubes of energy, many more than the medium battery, but lose one every 5 seconds. [Energy storage= 256 - 1 per /5 seconds] [Charging rate = +4/second , only loses charge when not charging.] The Fusion Reactor: This is a machine that takes massive start-up energy, and requires constant supply of hydrogen gas. It fuses the hydrogen atoms, and gives ya 100 times more energy that it needed to start up, as a product. For the game this would be quite over powered, so lets reduce that to 20 times the energy, and let it consist of multiple large parts that are expensive to construct. For those who need a lot of power for whatever reason, this is the way to go. [Energy generation = 2048 per 16 hydrogen and 256 start-up energy]
  4. DarkPhosphorus

    Machine modularity

    I think this game needs a complete modularity overhaul. no longer print rovers, spaceships, cranes, etc. Instead, you use medium printer to make all of the basic parts, and create your own custom vehicles and spaceships. Basic Parts: Tank, Canister, Battery, Metal Sheet/frame, Motor, Thruster, Cables, Wire, Solar Panel, Seat, Wheel, Light, Drill, Sensor, And more... All of these are obtainable via crash sites or crafting. When printing on vehicle bay, these basic parts will be required rather than raw resources. This way the player can explore crash sites and salvage parts, or go mining and craft the parts. Some parts may be costly, so it would be better to salvage, others cheap to make with available resources. Research System: Player must research individual parts, otherwise has to locate them at crash sites. Player can unlock a basic model for vehicle on vehicle bay, or build them custom. Crash Sites: Obtain all listed parts excluding the canister, wheel, and drill. Special Part: Programming Chip - required to make self - running and sustaining machines. Used as the center of unmanned machinery; connected by wire. Spaceflight: The heavier the spaceship, the more fuel consumed. ships and vehicles must abide by basic physics. This means weight balance, payload, lift power and electric power. Also, space flight will be more manual. Possible Custom build examples: Crane, longer drill, Elevator, Self-mining drill (use sensor, detects ores, etc) All of these changes would really make this game much more challenging, intricate, and fun.
  5. DarkPhosphorus

    Machine modularity

    What about forges, where u can store metals as liquids and require constant power to keep it melted? that would be fun. that would make automation possible with obtaining and refining metals. Vehicles are too easy to make. can we have a LOT more modularity? It would be so cool, fun, and challenging if I had to obtain a motor, a battery, a vehicle frame, and a seat before i could drive. | Copper + Space ship part --> motor | 2 aluminum --> vehicle frame | lithium + compound --> battery | what if you could build ur vehicles with parts like these as if they were legos?? SO COOL!! I wana design my own space rover! I would play this game forever if i could build my own things with more basic parts! To me it feels like this game is missing something, and i feel like adding this would really fill in that gap! and finally, sorry for grammar.
  6. DarkPhosphorus

    I Had a Dream About this Game

    I just got on today and played. I guess i was wrong, i mean.. how could it be made better? it already looks so cool. Changing anything would change the style of the game. nevermind! I guess all thats needed is to add more to discover and see, which is what is already being done.
  7. DarkPhosphorus

    I Had a Dream About this Game

    OK first of all, I had been playing a completely different game day in and day out, away from Astroneer, waiting for some nice update. One morning I had a dream before I woke up where I was walking along some astroneer-like landscape. Here are the differences, and why those differences would make this a better game. Atmosphere, Resources, Landscape Texture. The atmosphere of the planet in my dream was a more natural one, which brings me to the suggestion that the atmosphere on some planets is made a bit denser. The texture of the landscape and the first person view really gave me a sense of scale and made it feel more realistic, like I really was on an alien planet. On this planet in my dream, I looked around, seeing resources/ores that looked more natural, like the ore of some rare earth metal, not in its crystal form. The ores or soil bound resources were smaller, more random patches and uneven natural shapes. What I am saying is that there should be more visible colors and detail that make every patch of land unique and have its own mysteries. This would eliminate the repetitive "Everywhere all the same" feel to the planets. In a future update, I suggest adding to the natural formations and scale for resources. A patch of resin or compound would be smaller, and have a yield that compares the size of the resource obtained. In minecraft, you could explore the landscape for hours, and since the natural formation varies a lot with the variety of biomes, exploring can be more visually rewarding. Certain types of biomes are more abundant with certain resources. In a way, this game already accomplishes that, where a "biome" is defined by the planet, but they lack key visual details that add the exploration feel of varying lands. What really makes this game fun is the feel that everywhere I go, I find something new, something different and unique. Where I could play for hours and hours and never get bored until I have seen everything.
  8. DarkPhosphorus

    Asteroid Mining

    I had this idea too. I agree. decent illustration btw.
  9. DarkPhosphorus

    Space Ship platform

    I think that there should be a separate base model / platform specifically for space ships, so that when landing, the game doesn't use all open vehicle bays as landing sites. This way, a player can define/specify the landing spots.
  10. DarkPhosphorus

    More Things to do and Some of My Ideas

    I feel like i didn't explain the soil container thing very well. I think that large soil canisters printed from the medium printer should be added.
  11. DarkPhosphorus

    Power Prioritization

    the only issue is, what if the base did run out of oxygen? what then? In order to make this possible, the first base that the player makes should have unlimited oxygen like it already does, and if a different base runs out of oxygen, they will no longer be able to respawn there, and respawn at the original base. This way, the players will have to keep the oxygen running themselves once they explore new planets/landing sites or make new habitats.
  12. DarkPhosphorus

    Power Prioritization

    the oxygen tank that I am talking about is a larger one that is part of to the main pod, (which would explain where all the oxygen is coming from), and It would have about 32 or 16 times the amount on a backpack.
  13. DarkPhosphorus

    Power Prioritization

    I think that there should be power prioritization, a sequence or order of base models that power flows to, or where it is connected to the base model first. This way, a player can avoid wasting power to complete a research when the sun is down, or when their power is limited. Then a player can use the power for base models like the printer, to print something of high priority before using all of the power on research. Along with this, I think that generators should only run when there is something that is missing power, to avoid wasting endless organics/coal when the power is fully recharged. This way, I can just put a bunch of organics on my generators when I need a lot of power, and not have them run when everything has full power. The use of power / storage seems like such an interesting concept in this game, and once there is more than enough power to go around, there's no use for it. I think that some of the new content that may be added on later should require a LOT more power, which would spice things up a bit. Here are some ideas to find use for all of that power: Processes that should require constant power: Oxygen Production in Vehicles/Refill from Base - For this to work, the main base model should have a visible oxygen tank, which is what the player starts out with, and uses to refill their tank. The more they refill, the more it uses, and constant power will be required to constantly keep the tank full. With this, a medium oxygen tank would be useful, so that if the base does run out of power, there will be plenty more oxygen to use up. This may be difficult or add a challenge with research since research also requires constant power. This may cause some difficulties with being away from the game without constant power to produce oxygen. For example, the player could suffocate simply because there is constantly no power. To fix this, sitting in the main base model (home) will not consume oxygen. -I will edit and add more later,
  14. DarkPhosphorus

    resource compactor

    Yeah, doesnt really shorten the time of exporation, but opens up more time to explore, all while keeping the base more organized. I dont see why you would want to make the tedious parts of the game the part that takes the most time.
  15. DarkPhosphorus

    resource compactor

    Its not that bad to slightly increase the storage or allow resources to be compacted a little, as long as its not like a whole 64 stack in minecraft, but a more "pure" and "dense" resource, at most 4 times more efficient. A resource compactor/refiner would probably take a lot of mechanical energy IRL, so the resources shouldn't be able to be compacted until they are brought back to said base and put through a platform meant for this action. This would make underground mining more interesting, as a player could then just set up a base that's already underground. Then the only thing left would be how to get enough power to the base. basically, the resource compactor can be a type of base model, like the mineral extractor is. like all of the other models, it would have to be researched. Quickly collecting raw materials does cause the base to be developed faster, but this wouldnt exactly speed up the process. It would just make it more organized, and save storage.