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About Piemur1

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  1. I have been having some trouble with the debris and the shredder. I had managed to find some wrecks of like research stations and such on large platform wrecks. I can carry the large platforms and drop them into the shredder, but when I do that, the research station or module attached falls off. I haven't yet been able to figure out how to pick up the wreckage that fell into the shredder or out in front of it so I can place it in the shredder by itself. Tried a crane, but that didn't work...
  2. True. And I like that distinction. But what I was proposing was that you can maybe use the same object to do both roles, like it's a Small Printer while in backpack mode, and deploys into a Small Fabricator while set on the ground? I did have a sudden thought though. That since fabricator prints the objects that are packed up in boxes, why does it 3D printer style the entire full-sized object that then just appears as a box? It's probably something they are going to work on in the future, maybe an animation that when finished it packes itself with some kind of animation that shrinks the w
  3. Thanks for the tips. I tend to ramble and type in a stream of consciousness style, so it's sometimes hard to block things out into coherent paragraphs (despite going back and rewording a few things here and there a few times). I hope the suggestion would be viewed by some devs for consideration at the very least.
  4. Also the fact that small batteries and backpack-mountable chargables exist such as solars and turbines, so you can potentially use your backpack as a powersource as needed with attachments.
  5. Yeah, it makes a lot more sense having the backpack fabricator be the location for the small fabricator, and maybe make it selectable to drop into the world. It would basically remove your backpack fabricator when you deploy it on the ground like that, but being able to use it for a multi-purpose makes a lot of sense. In your backpack it would act as the current backpack fabricator, but you can take it off, and it would deploy to the ground-building fabricator for building medium platforms and the medium fabricator as needed/desired. Both modes would require power, but the deployed mode needs
  6. They could always just rename the Vehicle Bay the Large Fabricator, since you also use it for the XL Storage on the XL Platform. Its basically what the Vehicle Bay does now, and also acts as a landing location for your shuttles. Now if they could make the current landing pad that comes with your first habitat base constructable and deployable at various locations, would be really useful and make THAT the landing locations for dropping in from space. It would also make a bit more sense.
  7. So I have an idea for the platforms that would make things more modular. I was thinking that you could make the B variant large platform the standard starting large platform for all of the bays, and unlock expansion mounts that you can attach to the sides of the platform, since the A and C look similar to that. So the idea is you build like the A-mount and C-mount individually that slots into the "power" slot of the platform, and deploy them from there. So you can mix and match various mount types, like one C-mount 10-single slot storage, and then an A-mount double-slot on the other to allow t
  8. So here's a thought for use of components already in the game as parts for the elevator itself. Crane for positioning and support (maybe 2 on either side) Winch on the end of the crane for winding the elevator, Standard medium/large platform that when connected to the winch deploys into a simple flat surface Tethers as a guide to the bottom of the elevator to extend in a straight line And here's the thought. It can be built and/or deployed from either platforms or off a rover. You start with the crane and winch at the top of where you start your elevator. When you c
  9. Or just being able to toggle it by reslotting it on the tool to turn it off would be useful. After all, some mods turn off for some reason, and can only turn them on by reslotting them on.
  10. Did it destroy the landing pad at least? I'm guessing not, because that's one of the two starting items in the game. But I'm just speculating.
  11. You can try reconnecting the offending cables.
  12. I thought the closed capsule cockpits were fixed (just like large storage), plus the large shuttle's build location has large storage built on the slot where that capsule would go anyway and is also immovable.
  13. Certainly! I wholeheartedly agree, but I would like to see a change that would prevent a situation where you would have a sitting block for a shuttle and had spent quite some time filling in the required hydrazine fuel thinking that it would still work the way it had before. If it warns you that if you place that second large storage you will absolutely have no way of taking off, it would warn off players from trying it. Because (at the moment) nothing can be repacked or deconstructed and with no way to MOVE the shuttle, it becomes a hindrance. Not saying that they WILL implement something lik
  14. Maybe make each "rover" platform consume power each to move so you need to bring batteries and power generation. Also make them slow trains instead of the speedy rover exploration vehicles.