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Showing results for tags 'late-game'.
First/Simplest Item: Tier 2 - Wireless Power Receiver This item would be placed on the ground like a splitter, would have 3 output-only cable plugs, and a control panel(I'll get to how this works in a bit). Next Item: Tier 3 - Wireless Power Transmitter This one goes on the ground as well, and has 4 input-only cable plugs. Control panel here too. Range only encompasses the planet it is on. Final Item: Tier 4 - Stellar Power Transmitter Again, goes on the ground, is larger than the default transmitter, and has 8 input-only cable plugs. Control Panel here as well. Range encompasses entire solar system. Okay, here is how this works: There will be about a dozen power "channels" that the player can transmit on, each on its own wireless power network. The player can set the transmitters and receivers to any of the networks, with transmitters pushing power into the network, at the U/s they are getting, and receivers pulling power from the network, again at the same U/s the transmitters are getting. The control panels will have a network channel selector, and display the U/s being transmitted/received. If this needs to be more of a challenge, there could be a large power cost for transmitting, maybe 5-10 U/s per Receiver on the network. Here's what this means: With a system like this, players can set up a power plant base at one location(or multiple with multiple transmitters) and place multiple receivers at other locations to power their modules. The default transmitter can only send power on one planet, but the larger variant can send to any planet(if a player tries to receive a network that is out of range, than it will alert to player that it is out of range). I could create a massive solar farm on Calidor, have that power a massive battery array, which goes into a Stellar Transmitter. I can then set up receivers on any other planet, set them to the network on Calidor, and power many bases. Final Note: I am open to suggestions on how to tweak this and make it better, and if anyone has a question, please ask!
A late game Tier-1 module made of Nano-Carbon Alloy. Place in widget slot, insert 1 of your desired raw resource, and press the widget key bind. This will consume 5 U of power from the backpack, and send out a pulse that will highlight the desired resource through terrain, up to a set distance. If it needs to be harder to use, it could also consume the inserted resource, but personally I think the power cost and print cost should be sufficient to make it a late-game item.