zoura3025

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About zoura3025

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  1. Isn't the marble enough? *cri* All joking aside, I'm not sure I agree with you. I think they could maybe be a unique item (like a self-charging battery, maybe), but I don't think they should give you a stupid amount of X or Y
  2. zoura3025

    drones

    I like the idea of drones, but I'd prefer them to be simple robots for the automation of a base-related task. I do liie the idea of somekind of automated recon, but for a game like astroneer with no clear goal other than "explore stuff", I think having something to automate that task.
  3. zoura3025

    New elements, ores, Radiation

    You mean like unlabelled mystery compound?
  4. zoura3025

    Zoura's Second Pack of Ideas

    So I can't edit the post, but I have a couple more ideas, so I'll throw them down here in a comment. Infrastructure - Medium Platform C (Variety is the spice of life.) A "+" shaped medium platform with 5 tier-1 slots and 4 power connectors. Costs 250 bytes to research like all medium platforms, and also costs 2 resin at a fabricator. Infrastructure/Power - Large Platform E (For those spatially-restricted people.) A taller large platform with 3 backpack's worth of power storage (for reference, 1 power bar in the backpack is equal to 25% of a battery power bar, so the backpack actually holds 2.5 power bars; thusly, the large platform E can hold 7.5 power bars (slightly less than a small battery)), along with 1 large-tier connector and 4 power connectors. Costs 1000 Bytes to research, and costs 1 Lithium along with 1 Resin at a medium fabricator. Infrastructure/Power - XL Solar Platform (A unique mix of power and platform-age.) A large, octagonal platform with 4 2-slot connectors. The unique purpose of this XL platform is that it produces 1 unit of power per second when facing the sun. It must be crafted at a medium fabricator out of 1 Aluminum and 1 Copper. Infrastructure - XL Platform B (A more versatile layout than the platform A.) An octagonal platform with 8 power connectors, along with 1 tier-3 connectors, 4 tier-2 connectors, and 4 tier-1 connectors.
  5. Or you could place it on an XL platform and have it available whenever. Just because it's crafted at a vehicle bay doesn't mean it's limited to just vehicles.
  6. zoura3025

    Superbase Tour

    I... love the update... a little too much. This is my main little hideout. It connects to the mine (not shown in this tour), the Intercommunal Railroad, and the Wind Farm. I'm in the process of building extractors for every resource I deem useful (in other words, screw ammonium, coal, and organic). I didn't get many details of the wind farm, since it's mostly still "indev", but I wanted to show it to prefice just how much of a building nerd I am. I spent way more time than I'd like to admit on my connector between the main base and the Quarry. Thankfully, I had the Quarry up and running, so grinding all the materials wasn't... as bad as one would think. At least I got some pretty mountain views out of it. Also: SYSTEM ERA, PLEASE, FOR SOL'S SAKE, GIVE US LONG-RANGE CONNECTORS. And lastly, we have my humble little Quarry base. Fun Fact, I actually ended up stranding myself here because I took a large platform with me and forgot about tethers. Je ne suis pas tres intelligent. Bonus Picture: To aid in construction time, I built a station near the road. I can confirm that you can actually fabricate items on a ceiling.
  7. Greetings, it is I, Zoura3025. I'm back again with another handful of ideas, since I really would rather not risk bumping my old post up to the top and getting banned for that. Anyways, here's a few ideas I have for the game. Enjoy! Terrain Tool - Burst Nozzle (Not a gun, I promise) The Burst Nozzle is an attachment for the barrel of the terrain tool that alters the way it fires. Instead of the calm, steady stream of lovely sucking action (phrasing), it now lobs a projectile that explodes, capturing all terrain in a roughly spherical area and bringing it back to the person who fired it. If used to flatten, it will try to even out the terrain it hits in terms of both altitude and slope. If used to create land, it will create a large, roughly spherical blob of terrain. The Burst Nozzle must be manually fired (3 second reload, costs 2 power bars per shot), and has a fair amount of accordance to gravity. Modifications work as follows: Boost Mod - Reduces cooldown to 1.5 seconds and increases power use per shot to 2.5 power bars. Also increases the velocity at which the main projectile is fired. Wide/Narrow Mods - Increases/Reduces area of effect, respectively. Wide mod doubles the area, narrow halves it. Both cancel eachother out. Terrain Analyzer - Colors all affected placed terrain to the color of the terrain the projectile hit. Inhibitor Mod - Stops the tool from collecting land, but allows the burst to collect other resources (i.e. compound, resin, ores, etc.). Power cost is cut down to only 1 power bar per shot to commentary. The Burst Nozzle costs 2,000 bytes to research. Infrastructure - Power Relays (For obsessive base builders, like me.) The power relay is a two-part, high-tier system that consists of transmitters and towers. These are special structures that connect via a unique, "+" shaped connector. Each long-range connection has a whopping connection range of 3 tethers. Transmitters are large-platform modules that act as the starting and ending points power relays. Each Transmitter costs 2 titanium to fabricate. Transmitters are square-ish, lattice structure, and each has one socket that can be oriented in one of 4 directions (by hovering and pressing "Z" or "X"). Each transmitter has 4 small slots (one on each side of the tower) for bonus functionality. Towers are intermediate structures, printed in groups of 3 at a medium printer. Initially, the towers have a "tied down", compacted appearance, and all 3 are tied together on a baseplate. The baseplate takes up 2 slots on a normal platform, and can be carried by the player. Interacting with the baseplate will release one tower for deployment. Once a tower is detached from a baseplate, it cannot be returned. When deployed (accomplished by a second interaction), the tower unfolds into a black, tetherlike structure, with 4 connection points for long-range connections. In terms of research, the Transmitter and Tower schematics must be researched separately. The Transmitter costs 3,600 to research, and the Tower costs 3,400 to research (7,000 bytes in total). Infrastructure - Small Platforms (For increased building flexibility.) The Small Platform is exactly what it sounds like: a small platform. Fabricated at a small fabricator, 1 crate holds 2 small platforms, and 1 crate is formed by 1 resin. Each platform is a 1-small-slot having platform with 4 connectors. Not specifically useful, but if you need and early game relay-network, it could be helpful in comparison to something like extenders. Small Platforms cost a mere 150 Bytes to research. Storage - Small Storage (For the organization extraordinaire.) Small Storages are a... well, small storages. It turns 1 small storage slot into 2 small storage slots. Not much else to say. The Small Storage costs 500 Bytes to research. Power - Crystallizers (To help in mid-game.) Crystallizers are mid-game power storages, that come with some large-scale drawbacks. Crystallizers form energy into energized crystals (imagine that) to store power for later use. Each crystal they make contains the equivalent of 2 bars of power, and each Crystallizer can store up to 4 crystals. As a sacrifice for their paltry 2-Aluminum cost, Crystallizers use 1 power bar per crystal (only when producing crystals; there is no inefficiency when discharging). To help remedy this problem, Crystallizers will be the LOWEST priority on any power grid (the hierarchy going: Players > Modules > Vehicles > Batteries > Crystallizers), to prevent waste of power unless there is an absolute surplus. Crystallizers require a hefty 3,000 Bytes to research. Terrain Tool/Research - Scan Tool (Just a little bonus idea.) A small, cheap modification for the terrain tool. Costs 1 Aluminum to print in the backpack's small printer. With the Terrain Tool equipped, picking up any researchable item will display its byte value to the nearest 10 (i.e., if a research node were to contain 648 bytes, the scanner would show "~650 Bytes") for 5 seconds. Costs no power, and is unlocked from the start; no research required.
  8. zoura3025

    Portals or Stargates, Anyone?

    Perhaps it would need balancing, though; a cooldown or massive power drain. Astroneer is a game about having many equal routes to the same goal (i.e. trade platform vs. resource extractor).
  9. zoura3025

    Extender and tether "snapping"

    Seconded, this needs to be tweaked. Could be useful for the tiny platforms that small modules are put on, too.
  10. zoura3025

    Some thoughts on automation

    I actually quite like this idea, and it seems like it could help with a lot of things. Especially in the advent of the new base building system, it would by super-nifty to have some automation. As for a thought on the matter, and an idea, perhaps have drone bays/docks/perches/nests/whatevers be a sort of pre-programmed thing that changes function depending on what module it's placed near. Some ideas would be: 1) Smelter - From a range of around a tether, it grabs any ores from small platforms and vehicles, and places them on the smelter, ready for smelting. 2) Research Centre - Similar to the smelter, but taking research pods to the research platform, and starting up said research 3) Mineral Extractor - The drones seek out nearby players in a large radius, draining soil from canisters on the player, and bringing it to the mineral extractor. 4) Printer - In the range of a couple connections, the drones will sift through platforms to find the resource(s) it's trying to find. Just some food for thought. Peace.
  11. zoura3025

    3 Ideas

    1. Geothermal Power The first idea I have to present to you all is the Geothermal Generator, a late-game power module that can harvest power from steam geysers found underground. I say late-game, since it could be potentially made with iron (alternatively a mix of titanium and resin), and probably wouldn't help too much when you're not far enough underground to find any geysers. It would be a permanently active energy producer, that would produce 1 bar/second (could be toned down for balancing). The module itself would be on-par size-wise with an item like a battery (meaning it would take two slots on the grid). As seen in the attached photo, it is an almost turret-like module with a large, single-jointed hose that has a suction cup-like steam collector at the end. When deployed in range (probably about the length of a platform building out) of a steam geyser, the suction cup end will surge out and latch onto the geyser, and will begin drawing power. The Generator will provide power for as long as it's attached to the geyser. 2. Terrain Holder The terrain holder is a module to be built on the large platform (as of January 30th 2018), and is a dual-purpose module. It has two major uses: 1. Hold up to 16 canisters of soil, for when it's needed. Canisters can be attached to an input and output slot, for easy access. 2. Turn unwanted resources (i.e. an excess of organic, compound, etc.) into soil for further usage (such as conversion in a mineral extractor) via the input slot and power. The Terrain Holder would probably look like a collection of 6 nodes, with 5 smaller nodes set in a semicircle around the large one in the middle. As it filled up, the soil would first fill the small nodes (at a rate of 2 canisters per node) before flowing into the largest node, which would hold the remaining 6 nodes of storage. The terrain holder would mostly likely be a Resin-based structure (as a reference to the fact t's just a huge canister in most practicality). 3. Amber/Relays (NOTICE: I've thought of this idea pre-any implementation of the movable modules. If something like this exists in the future, I apologize.) Amber is a substance obtained by smelting resin. It doesn't serve too much immediate purpose, other than making huge platforms, and platforms with a longer connection distance. The improved connection distance is fairly straightforward: When prompted to place resin on an platform blueprint, instead placing a stack of amber will cause the platform to grow out double the normal distance a platform would grow, allowing player to efficiently make longer-reaching pathways in their base. Huge platforms are a sort of "Tier 3" platform, that contains 12 full slots of storage, along with the ability to create 3 connections or new platforms, from 3 connectors on the front and each side of the platform (locked to solid directions; not angle-able like normal platforms).