I'm Against Unlimited Oxygen <<<Devs please consider before 1.0

Discussion in 'Mechanics' started by Rainseeker, Apr 24, 2016.

  1. Darkwhip

    Darkwhip Subatomic Cosmonaut

    I think that having the ability to build some sort of small oxygen factory/station on the planet we are exploring might be a good idea, we'd have to go back to the surface, refill our Tanks our something.
     
  2. King Kitteh

    King Kitteh Starship Captain

    You could make a pack that lets you breath forever underwater. Inside the pack would be an electrolyzer, this splits up the hydrogen and oxygen atoms in the water, then through some machinery it just outputs oxygen gas so you can breath.
    Makes just about enough sense to be in the game!

    Still on the rocks whether this would work swimming in poison, although I think breath would be the least of your problems when swimming in literal, actual poison.
     
  3. Rainseeker

    Rainseeker Subatomic Cosmonaut

    It seems that Devs are completely silent...?
     
  4. flibergdde

    flibergdde Subatomic Cosmonaut

    And there was silence from the heavens...
     
  5. Rainseeker

    Rainseeker Subatomic Cosmonaut

    A deafening silence, indeed! PLEASE???
     
  6. Shadow20218

    Shadow20218 Scruffy Nerf-Herder

    Terra forming would be an excellent way to build on airless worlds and they could use already in game objects, such as the useless bunker vents. These could be used to fill rooms with visible oxygen levels using a sensor so the player could have a more difficult time on airless worlds. Or we could make air canisters that we fill up on air filled worlds that could be used when our normal air supply ran out. Or for poisonous planets we could have a gas mask to filter out the deadly toxins.
     
  7. flibergdde

    flibergdde Subatomic Cosmonaut

    Terraforming is another nice subject for us to get into here. Maybe your ship could be upgraded to have weather pellets or sumpthin to make toxic atmospheres breathable and get rid of toxic rains
     
  8. jaymee_murder

    jaymee_murder Subatomic Cosmonaut

    This sounds like too easy a solution to them biomes
     
    flibergdde likes this.
  9. Xylia

    Xylia Tiy's Beard

    As long as this isn't forced on everybody, you guys can do what you want.

    Though to be honest, couldn't you just mod this kinda thing?
     
  10. John5428

    John5428 Scruffy Nerf-Herder

    Also how about a "More oxygen" Augment!
    It would double the amount of oxygen max inside an EPP Breathing pack
     
  11. flibergdde

    flibergdde Subatomic Cosmonaut

    This is not about modding. This discussion is for what we want in the final game
     
  12. Xylia

    Xylia Tiy's Beard

    Yes, but can't you just use mods to put it in the final game if you wish?

    Mods are easy to install, so instead of forcing something like this on everybody who plays survival (I bet a LOT of people would prefer unlimited O2), you could change it just for yourself by adding it as a mod.

    Mods are best used when it is a feature requested/wanted by a minority of people.
     
  13. Shadow Wolf TJC

    Shadow Wolf TJC Spaceman Spiff

    I believe that you can only mod as much as the game's engine will allow it. For example, if Starbound didn't have the ability to travel from planet to planet, I don't think that Frackin Universe (as we know it) would've been possible.
     
  14. Rainseeker

    Rainseeker Subatomic Cosmonaut

    Limited. Oxygen. Please?
     
  15. Ludovic

    Ludovic Giant Laser Beams

    I'd say they partly already fixed some of the overpoweredness of nanoskin in the current nightly: they removed them. As for other questions of "oxygen limit" and "oxygen generators" for room...
    Those are all good suggestions except for one thing possibly: how intensive it might mechanically become to calculate and check which rooms are producing oxygen are not. Ultimately most of the ways I can picture this being done coding wise basically involves a check of all the blocks in a room to check if there is a "leak" or not preventing the generator from being "functional".

    There's reasons stuff like the colony deeds don't always -instantly- tell you if a room is fit for a colonist or not. It has to do such a check before determining it is. With something like most airlock systems/etc even for airless worlds, you'd have to subject your bases there to the equivalent of such a check at -all- time since just opening a door might force the game to check if the room has oxyen "yay or nay". It likely could be very machine intensive in the long run.... or at least, would certainly need a lot of optimization before it becomes easy to manage.

    So personally I'm happy with the compromise given by current systems in nightly.
    In place there are now "Enviro Protection packs", a new category of back items meant to provide protection against a variety of environment. The packs come as follow:
    Breathing EPP
    Rad-Protection EPP
    Cold Protection EPP
    Extreme Heat Protection EPP

    Seen outwardly, the system -seem- the same as before except for one core difference: unlike nanoskins, their effects do not stack.
    So if you developped the radiation protection pack?
    You still need a breathing EPP to go underwater or on airless worlds.

    Making adding to such choice making is the fact that EPP now also come with a "module slot" allowing you to modify them with augments that can give you such features as "toxic resistance"(basically, poison immunity), "bonus damages", "light-producing aura" and so on.... but you can only fit a single module if I recall.

    Some of it can be easily fixed by simply switching packs.... but then you fall on case like Toxic planets: Where the world is an endless poison ocean with some miniature islands as well as acid rains.... and the planet has the "extreme radiation" background condition.

    So, say you have a "toxic resitance" module, making you immune almost entirely to toxic damage from poison water and acid rain. That's great.... but which EPP do you install it on?

    Your breathing EPP, so you can actually swim to the deepest parts of the ocean.... even if the radiation background effect automatically brings your health to a non-regenerating sliver? Sure you could now swim to the bottom of the ocean... but the slightest hit from monsters would likely kill you.
    Or do you install it on your "Radiation EPP" so you can travel the planet and ocean's surface "normally"? That sound like the "safe" choice, but now it also means that you have to forget about swimming deep in the ocean because the Radiation Protection EPP does NOT give you endless oxygen.

    I find that it's an interesting compromise between the old system of nanoskin that was admitedly too streamlined, and the older system of putting on actual gear to protect oneself from environment conditions(and, in it's case, had actually struggled a bit from such because the only condition they could code it around of at the time was "cold" and "airless").

    So, unlimited oxygen now only become a "problem" for you only when you use a breathing EPP.

    .... which is of -very- little effect on the majority of late game worlds as I've just shown.
     
  16. Valkyrie_pl

    Valkyrie_pl Big Damn Hero

    Yes and no. I guess that it all depends on how the calculations and checking are done. I don't know much about coding of how this game works internally, but from a logical standpoint we only have to check the structure once, and then repeat checks only if any blocks are removed (adding blocks cannot break the seal after all). Rooms that are sealed and are connected by doors can be simply assumed to be sealed as a whole and opening inner doors would not need an additional check. Everything in the game is based on squares, so I imagine that checking if a shape (room) has solid bricks (doors would count as those) on the edges and background bricks covering all its inside could be done efficiently. For further simplicity - if there's no outer layer of solid bricks, the background check is not done. In bases separated into many rooms, checks in case of damage could be done on smaller fragments.

    It's all not ideal, but I am fairly sure it can be done at least somewhat efficiently. It's not like air would escape the room immediately if there's a brick missing (except in void), so we can easily accept a second of two of delay.

    As for generators:
    • We'd need two types of them. One for pure atmosphere manufacturing, and one for filtering out toxic agents. Both really serve the same function, but filtering one could be made cheaper and more available for use on non-airless worlds with toxic air. Or simply be lower tech level. Filtering generators are obviously required to be outside.
    • Supplied rooms could be saturated by air in a per cent way, where certain threshold would stop killing us. Or we can make is a 0-1 thing for simplicity.
    • Generators could require wire connection to a vent in order to deliver produced / filtered air to an area.
    • Said vents when connected together could spread air throughout separated rooms.
    • We'd need a more advanced version of a vent, or a new sensor to make it possible to shut off vents automatically if seal of one room is broken (to prevent entire base from becoming unbreathable).
    • Aforementioned sensor could resemble a light that goes either red or blue, and be used for automatic door lockdown in airlocks (with visual indicator), and other automated wire systems related to atmosphere.
    • Airlocks, being likely rather small, should not eat that much processing power when used. Hopefully.
     
  17. Xylia

    Xylia Tiy's Beard

    These all sound like sweeping changes to the game that would affect even those who are playing Casual. I can't support this kind of thing that takes away from the Casual playstyle, this sounds like something optional that needs to be done by modding, rather than ruining countless players' experiences who don't want this, even those who play Survival.
     
  18. King Kitteh

    King Kitteh Starship Captain

    Someone already suggested it be toggle-able in this thread ages ago. No one disagreed. I believe the devs are going to add easily made custom modes anyway, I already mod my survival so I can have hunger, but don't lose all items on death, same can be done for oxygen if it's ever added.
     
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  19. flibergdde

    flibergdde Subatomic Cosmonaut

    Do you even know how an airlock works
     
  20. Xylia

    Xylia Tiy's Beard

    We know how an airlock works, what the guy you quoted is asking (and I think it is a valid question!) is "do you know how the colony deeds work"?

    The game has to not only scan the building when you first plonk the deed down, but it has to pretty much "lock" all of the pertinent furniture AND all of the walls and background walls in the room so that if one of them is removed, it knows to have the colonist get unhappy.

    That might not take a huge amount of computing power for a couple colonists here and there, but what if you apply that on a much larger scale throughout an entire planet? But only now, we have to try to calculate how much air is in a building, whether or not each block should be considered "airtight" or not, and whether or not the door is open. Basically, oxygen will have to be treated like a liquid.

    Have you ever gone to an ocean planet and tried to go beneath the ocean floor? Once you get down there, you'll see how slowly the water updates and how ridiculous the FPS drops can be if you stay too close to where you started digging down, where the water is flowing?

    Yeah, we'd basically have that, but all over the planet. Now, for Airless Planets that might not be so hard... but what about planets that are not airless, but rather, have bad air?

    It's just a mess to even try to code, I'd think. Maybe some future update, but I certainly don't want 1.0 delayed for months because of something like this.
     
    Ludovic likes this.

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