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About dandanielordanny

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  1. dandanielordanny

    Auto starting research chamber

    I sincerely hope it will be a thing! :-)
  2. dandanielordanny

    Auto starting research chamber

    If I am remembering correctly, the chamber was already running when I saw the Astronium move from storage to the chamber. I’ll see if I can find the clip for you this weekend. Maybe I dreamt it! 🙂 It would make sense (as you say) for the chamber to auto-start if the is a research item available in local storage. Maybe it should be more like the Smelter, it’s either on/off. If it’s on then it simply drags into itself whatever is in local storage and can be researched? it would free the player to engage in the fun part of researching, running around and collecting the research.
  3. dandanielordanny

    Auto starting research chamber

    Funny thing is, I’m sure the Research Chamber used to ‘pull’ items into itself from storage. i saw it in a YouTube video on an earlier build, I think the video was on One Last Midnights channel. There was a short clip of Astronium moving from storage into the chamber... if I am remembering correctly (I’ve been asleep many times since I saw it!) then it’s either a bug (that it doesn’t pull research in automatically) or disabled as a means of preventing people cheesing Bytes from natural resources. You could make a ridiculous amount of Bytes with little no effort using a Soil Processor, Smelter or both in combination with storage silos and a research chamber all mounted on a Large Rovers IF the chamber was on auto.
  4. dandanielordanny

    What if you could use soil to 3d-print bricks…

    I agree. Even though it was my suggestion! I am into the idea though of sculpting (or printing) on a much larger more industrial scale. The Paver/Drill combo allows for something of this. The crane/printer in image below (taken from the Northwestern link above) looks uncanny, very similar to the crane in game! It got me thinking… But again, I agree, there isn't much practical use in the game as it is currently for large scale structures. Maybe if hazards were reintroduced, if they are reintroduced. Big 'if' there. 🙂
  5. What if you could combine Soil with the 3d-printers to print Lego Duplo-style bricks for building structures. I was playing around with the sculpting tools in Creative Mode recently and whilst it is a lot of fun it is quite tricky to make the tools do what you want them to do. At least, on PS4 it is tricky perhaps better on PC. I am sure with practice I would get better but what if you could collect soil and print bricks using the printers instead. The bricks would need to be quite large (think Duplo rather than Lego) otherwise building with them could be a chore. Different color soil produces different color bricks. A range of different size and shape bricks could initially be produced utilizing the different size printers. Bricks 'snap' together utilizing the current snapping system. Placing the first brick on the ground initiates a small deformation transformation (just like the large shelter) the bottom of the brick 'merging' with the soil to provide a solid flat foundation on which to build. My initial thought was to potentially print whole structures using soil using a new larger tier of printer that can move around on wheels like one of those massive cranes for loading/unloading cargo containers or attaching a printer to the crane (see the Northwestern video below for an example of how this would work) but that would require fashioning a new printer with new mechanics. Printing bricks would I believe build on the mechanics already in-game. The idea of shaping the landscape in order to create larger spaces (rather than simply printing a larger single piece structure) as it is theorized regarding future Moon/Mars colonization missions really appeals to me. Utilizing the landscape. This system could conceivably be extended to produce other items: glass for window panels, aluminum for roofing panels, plastic for wall panels… I have to admit there isn't currently much of a need for a base building system like I am suggesting. I simply believe it would really good fun to make things using such a system but there really isn't a gameplay driven need for building structures… until weather/storms are re-implemented or you wanted to recreate a different biome on an otherwise incompatible planet so you could farm organics natural to that biome… but I digress. If hazards were re-introduced structures would definitely have more use but for now it would be fun extension to the current terrain sculpting system! Maybe that alone is enough? 🙂 A few interesting related links: https://www.wired.co.uk/article/bricks-martian-soil https://www.vice.com/en_us/article/53djpb/the-first-mars-homes-could-look-like-red-space-igloos http://news.mit.edu/2015/interplanetary-architecture-1015 https://www.mccormick.northwestern.edu/magazine/fall-2018/creating-space-on-mars.html http://news.mit.edu/2017/mars-city-living-designing-for-the-red-planet-1031 https://www.dezeen.com/2013/01/31/foster-partners-to-3d-print-buildings-on-the-moon/
  6. dandanielordanny

    Automation / Conveyor Belts

    I like the point-to-point transfer idea. As much as I would love to see a conveyor belt full of Astronium making its way up the ramp out of the cave to my preprogrammed Chemistry Lab (connected via conveyor belt to my Atmosphere Condenser) pumping out Hydrazine I wonder if that would be too much for my PS4 to handle, graphically speaking! Point-to-point (which to my mind would be items popping out of storage on one platform and popping up in another sounds more feasible. Interestingly, I noticed during the No Clip documentary footage of an early build with with what appeared to be conveyors or something like your point-to-point transfer. Link below. 32:21
  7. dandanielordanny

    Add Space Stations

    Yes please! It would be good for the game IMHO to have more things to build in general and perhaps one of those things is a space station. A number of times whilst playing through the main quest line I thought it would be useful to have an orbital hub of some sort to store stuff or quickly produce something as I move around from planet to planet. A sort of orbital 'half-way house' (historical: an inn midway between two towns…) that would require less fuel to reach than a planet to planet journey. But as EmeraldGamerr has already said it feels like a massive undertaking from a development point of view. That doesn't mean it won't happen mind you! I am no expert (well, at least not at game development…) but it does feel like a lot of work. Hopefully I am wrong because I do think the game would benefit from some big (like, really big) long term items/projects to sink resources and Bytes into and a fully customizable modular space station (or space stations) might just be one of those things! Somewhat related (and perhaps more achievable) might be satellites. We already have the Trade Platform and the EXO Research Aid platform (both good foundations for a satellite launcher) so it isn't too much of a stretch to imagine they might be possible. I mentioned this idea in another thread (so apologies for the rehash but your idea feels related) whereby satellites could provide a solution to the much requested mini-map (of lack thereof) whilst maintaining the spirit of the game in the form of satellite photography. There is precedent for this in NASA's Earth photography program which is pumping out spectacular imagery every day royalty free in high resolution. Website link below. Interesting are the different forms of imagery generated by the satellites such as thermal images. I mention this because you mentioned (OP) something about scanning for resources. Perhaps satellites in game could be outfitted with different types pf cameras and sensors (so, customizable) that could roughly detect different types of resources as well as sending back images of the surface (tapping into the camera mechanic) to assist way finding and navigation and finding resources above ground. If storms were to be re-introduced a weather satellite might be useful… 🙂 + 1 from me for Spacestations! Love it. It feels like a lot but could be fantastic and as I said I think the game does need a few more larger big picture projects/items to sink resources and Bytes into developing. Brilliant game, absolutely love it and can't wait to see where it goes… https://www.nasa.gov/topics/earth/images/index.html
  8. dandanielordanny

    Quality of life suggestions

    I have had so much fun getting lost and/or falling down holes and having to figure out how get out. I feel that is such a big part of the game in the beginning. Getting lost and going on a bit of wander and learning how to navigate I discovered so many things whilst lost and still do. But that’s just me. I understand it can be really frustrating getting lost if that wasn’t the objective. It’s really easy to get turned around almost instantly in a cave system. A mini map would definitely help but I do wonder if there isn’t a better more interesting solution to this problem. For example: maybe your character could help with an emote pointing way back to base or the shuttle if lost. The landscape generation could also be better in this regard too, there are too many landmarks that make navigation by sight quite tricky, too much of landscape looks the same. It’s a problem in all procedurally generated games, everything looks the same pretty much. Another idea to keep the solution inline with the game concept (I like that there are no obtrusive UI graphical overlays common in other games which for me always feel a bit cheap and break immersion having to switch between the world of the game and the graphical world overlaying the game) might be he ability to fashion a special navigation module for your backpack like the probe scanner that will lock on to beacons or technology or bases. Something you could control. Perhaps a more sophisticated compass or map module. How about taking this idea even further, creating a navigation satellite module you could launch into a geostationary orbit that would send you a ‘picture’ of the area below, a snapshot of the current landscape (tapping into the camera mechanic) to account for any changes you might have made (I often dig massive holes, big enough to fly a shuttle down several levels to!) to the landscape. That could be fun! Don’t get me wrong I’m not against the idea of a mini map but if implemented I would like to see it done so in a new and interesting way in keeping with the spirit of the game. It is a creative sandbox after all! 🙂
  9. dandanielordanny

    Automation / Conveyor Belts

    I love this idea for both it’s practically and the creative possibilities it presents. It also feels very feasible given the extender mechanic. I imagine the conveyer to be an upgrade on the extender carry both power and resources. Maybe even combine with the splitter somehow. I have a really strong need for some kind of conveyer mechanic in my current save. I have some excellent resource deposits close to my base but just a little too far to build out too currently. It would be great to build a crane at the resource location and connect it back to storage at the base using conveyors!