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Due to the recent Saturday screenshot posted by SES I thought I should make some suggestions about how the volcano would function and its elements Volcanoes: ? New material: Volcanic Material Uses: Ceramics, abrasives, whatever the devs can think of New plant: Dragon Flower Spews fire at nearby player New Hazard: Lava "Hot to the touch" Spreads slowly New Event: Eruptions Every now and then the volcano will erupt, spewing deadly lava nearby. An ash cloud then emerges that covers the surrounding area. The sun is blocked out (so no solar power). New Energy: Geothermal (I know, not really new but now it will actually function) Steam vents can be found around the base of the volcano. Build your base here for an almost endless supply of energy. But watch out for those eruptions.
Hey guys! So this is my first time posting on the forum - I'm absolutely in love with the game, and since it's so early in development I thought I'd share a few ideas of what I think would really add to the whole experience NB I've attached some pics to illustrate my ideas. The simpler drawings are my own, but the rest are all taken from google images. BACKGROUND: Molten planets, also called lava planets, are a hypothetical kind of terrestrial planet with a molten surface covered mostly by lava (Fig.1). These could be young freshly formed planets which have yet to cool down and solidify completely, or planets with an extremely close orbit to the parent star. Although there are no known such planets in our neighbourhood, there's a number of potential candidates such as Alpha Centauri Bb, COROT-7b, and Kepler-78b. Given that the Astroneer solar system already has a completely frozen planet, I thought it would be fun if it also had a polar opposite - an extremely dangerous yet rich world which would make survival a real challenge (Fig. 2). LANDSCAPE: Imagine a harsh and barren landscape of ash and fire. Spewing volcanoes can be seen all around feeding into rivers and lakes of molten rock that divide the surface into a jigsaw puzzle of crusted plates (Fig. 3). The rock here is freshly formed, probably basaltic or granitic in origin, with hard angles and sharp points, primarily of a dark grey or black colour creating a hard, rugged geomorphology. With all the tectonic activity, the surface is broken by sudden deep gullies that plummet straight into the magma beneath. Plumes of molten rock shoot into the sky like geysers periodically, whilst vents billow clouds of steam and gas. On the surface crust, amid the sharp angles of the rock are special formations in strange hexagonal patterns forming huge octagonal geometric columns (see the Giant's Causeway in Northern Ireland). The entire atmosphere has an orange glow, as clouds of billowing steam and smoke are lit up by the glowing fires from below. This landscape is meant to be difficult to traverse, with all the molten lava and massive cracks in the ground using a rover or truck for long distance travel is going to be very difficult, or at least, very slow going. VOLCANOES: By far one of the most important features of the planet, volcanoes of all sizes are common all over. Some continually spew lava from their craters, whilst others erupt in a more dramatic fashion, but more on that in a moment. These volcanoes will be the most dangerous feature on the planet, but they will also be the most important in terms of resources. Volcanoes will be extremely rich in rare minerals and atrifacts, especially around the mouth and crater of the volcano or at the banks of molten rivers, thus making the trip to such a perilous area worthwhile. Replacing the typical storm will be the affore-mentioned eruptions, which will only occur on the largest volcanoes in the area. The eruption will begin with a with a huge explosion triggering a torrent of lava to spill from the crater. This lava will affect the sides of the volcano as well as a small radius around it. Next will be a huge ash cloud whilst huge boulders and chunks of rock rain down from above. This part of the eruption will come shortly after the initial explosion, and will act almost the same as storms affecting the whole area, with the exception of different coloured smoke and flaming rocks falling from above rather than the usual blocks flying in from the side. In addition to this, lava could strike between from the charged gas clouds in any direction, as is seen in real life eruptions (Fig. 4). Since it is an eruption, and since I'm a fan of dynamic landscapes, perhaps it would be interesting if each eruption noticeably changed the shape of the volcano and nearby area. Any tethers, vehicles, or bases in the way of the lava should either be destroyed, or at the very least partially buried under a new layer of rock. A counter to this would be a kind of strong shelter module, but that's an idea I'll discuss further in another post I have in mind. LAVA PLUMES: In certain fields of flat land, magma will periodically shoot from the ground in a massive plume - imagine a geyser with lava replacing the water (Fig. 5 & 6). These geysers will be surrounded by small pools of lava and small cracks radiating from the centre, with several geysers found near each other in a rough line forming chains, and all going off within a short span of each other or occasionally simultaneously. These magma geysers would be more for aesthetics or to create an obstacle than anything else, but they could contain artifacts to make them worth searching for. VENTS: Just like the hydrothermal vents found at the bottom of the ocean, large chimney-like vents will populate the landscape in clusters, constantly belching massive plumes of white, grey, and sometimes yellow smoke and steam (Fig. 7 & 8). There should be two types of vents, one spewing toxic gas, the other oxygen which the player can harvest; however these two types of vents should be almost indistinguishable in order to pose more of a risk. The only observable difference should be in the lifeforms growing at the base. Additionally, if geothermal energy is implemented, these vents could be used as the energy source for the module. FLORA AND FAUNA: Given such a hostile environment, there should be few life forms on the planet. The only living beings should be a few lichens or primitive bacterial growths, with the only substantial organisms inhabiting the base of the previous vent systems, which will be teeming with biodiversity like their hydrothermal counterparts. Long tube worms grow in dense branches from the bottom up towards the plumes of steam, whilst smaller sedentary organisms like sponges or barnacles should crust the chimney. On oxygen-producing vents the tube worms should have obviously blue feathers, whilst on toxic vents these feathers would be yellow or red, allowing the observant explorer to not the danger before approaching. CRYSTAL CAVES/RESOURCES: As mentioned earlier, this planet should be extremely rich in minerals and deposits, but all should be in hard to reach areas such as in volcanic craters or near lavafalls. There could even be a type of useful mid-late game mineral found only on this planet, perhaps in the form of towering white crystals contrasting against the black rock and red hot magma. There should be very few caves on the planet...but the few that there are could be filled with those octagonal pillars and giant crystals I just mentioned (Fig. 9 & 10) Anyway, that's pretty much it. Feel free to discuss or debate any part of it or even to suggest your own thematic ideas!
Hey guys, here I'm gonna talk about a few ideas on potential storms and other atmospheric events, as well as possible modules to combat them! I know that some of these have already been discussed at length, but I wanted to collect these concepts together and add some of my own ideas on the matter GEOMAGNETIC STORMS (SOLAR FLARES): Solar flare events would be relatively rare overall, however their effects can be felt on all the planets at varying degrees, perhaps according to their distance from the sun. When they do occur however, they would be one of the most dangerous of the meteorological events. Picture the sky lighting up with bright auroras of green, pink, and blue, as strong winds begin to pick up. These winds should not be as powerful as the vanilla storm with debris flying about and the wind moving vehicles and inhibiting player movement - instead their danger should come from radiation. As is typical of geomagnetic storms, all vehicles or modules should stop working due to the interference even if they have power, and perhaps a couple could even malfunction and breakdown entirely. Additionally, if any GPS or map systems are implemented by that time, these would also fail. The greatest threat however will be the radiation poisoning which sets in soon after, forcing players to seek shelter underground to avoid the radioactive threat. ELECTRICAL STORMS: Imagine a massive cloud of pulsating light charging towards you from the horizon. As it engulfs your base, you can hear the static in the air as bolts of lighting randomly strike from all directions. The flashes and pulses of light turn your screen white, making navigation difficult, whilst a direct hit on the player is an instant death. If a module is hit, it temporarily stops working, but vehicles are safe because of the rubber tyres These types of storms should occur on moist planets with enough of an atmosphere to generate such powerful supercells. RADIATION STORMS: Similar to the geomagnetic storms, without the aurora and the damage to vehicles. Instead the air would have a slight yellowish tint about it and the surrounding objects and landscape appear to have a bit of a glow. Radiation poisoning sets in relatively quickly, forcing players to find shelter before dying from exposure. Only radioactive planets would suffer from this kind of storm. VOLCANIC ERUPTIONS: As I discussed in another thread (see Molten Planet) some planets could harbour volcanoes, and these would erupt periodically. The air will turn black with soot and ash, as red hot boulders and flaming pyroclasts rain down from above. Every now and then, a random bolt of lightning will strike as a result of the static charge generated by the thick smoke, as is often seen in real eruptions. There could be a feature where oxygen is somehow inhibited by the thick smoke, but I haven't really figured out quite how that might work. METEOR IMPACTS: As has been mentioned a lot before, mineral rich meteors should totally be a thing, and if they could leave an impact crater that would be even cooler. The only bit I wanted to add is maybe having frozen asteroids as well as meteors, or even the wrecked remains of advanced alien crafts that hold special artifacts that are extremely hard to obtain otherwise! MODULES & MORE: 1) Shelter Module - A heavy duty shelter module capable of whitstanding the toughest storms that can hold up to four players at a time. 2) Monitoring Station - A complex looking module with tall aerials and satellite dishes that can forecast dangerous weather events up to 60 seconds before a storm hits, giving you chance to buckle down or hide. It could even tell you useless but fun little facts, like wind velocity etc when you click on the module Once this module is created, it would be really cool if you could also create a small device (like the wind vein or small solar panel) that you can attach to your backpack or vehicle and would warn you of approaching dangers when you're out and about. If you want to make life harder you could make the module require a constant energy source, but that might be a bit overkill considering how dangerous the storms are haha 3) Vehicle Dock - A module that creates a space for two terrestrial vehicles to be tethered down without risk of them moving. Given that every time I return to my homeworld I find all my vehicles have disappeared I figured this might be a pretty useful idea overall.