I never liked how nothing requires power to be on. I think faulty generators that make the lights flicker would greatly help the atmosphere of the game and create some really creepy environments. You can fix the generator to make the lights work or just put your own lights, ofr instance.
And that means MOAR MACHINES. A "Matter Processor" might work to be more sci-if you prefer, instead of us having to use a fucking furnace.
I was so confused the first time I crafted and placed an electric lamp in my house. First thing I thought was "wtf there's no need for a generator or something? Same for robotic crafting table and more. I'd wish something like 'build solar panels, connect them to a generator, wire it to lamps and other things'. Or at least a coal-based generator and more realistic wiring things. Not all these (still) useless wire-things you can craft at the wire table or what this is. So many items for nothing. It's not even worth to lock doors since you can simply break them down with your pickaxe
There are solar power mods, but meh, I really do wish they'd add in an electricity system to the base.
Yes please. This could possibly make fuels useful for more than just space travel, and give more incentives for building instead of just exploring.
Haven't been on in a while, Starbound and PS4 taking up my time. I recommend downloading this mod: http://community.playstarbound.com/index.php?resources/industrialization-starbound-edition-ise.122/ Really great mod, kudos to the creator. This is what I mean by industrial machines. Though its still in development, this is the general idea of it.
I think there should also be a Thermal Expansion-esque mod. Thermla Expansions is just so much better than IC2 these days.
We need more specific ideas now to go along with this suggestion. We need more stuff like that and I highly recommend we get started now
I came here to say that Starbound could use electricity along with the wiring system, and I am glad there are others with the same thought (among others ) I think that standard ways to deal with power would make the ship more interesting (coal/solar/nuclear power not only for engines, but the pixel forge as well--discounts if you have extra power!--along with any other ship upgrades that come later), could make ground bases more interesting (powers electrical equipment within a radius of the generator, perhaps with deployable repeaters for extra lights, and direct lines to power-intensive machines), could make NPC villages more interesting (for the mid- to high-tech ones at least), etc. Done right, it doesn't need to be a burden on the player; a starter's coal power plant would be plenty for lights and doors, but you might need a dedicated second one for powering the metalwork station and/or robotic crafting table; linking things to the reactor might be as simple as being in range of a repeater, or using the wiring tool (maybe connecting to the repeater instead of the power core) Heck, you could have equipment respond to power fields, although I am not sure that's wise. Still, shields or power weapons or something could come on within range of a power net, vehicles could recharge, etc. NPCs could make use of it so they're not completely at the mercy of animals. There's a lot you could do with a system like that.
I think one way to counter some of the 'autocrafty' problems with this could be a system that makes 'infrastructure' autospawn mobs and enemies/events. Essentialy say you have a mining system, it bores down to the core, now this causes it to start spawning/attracting the critters that normally live deep down AT THE SURFACE. Of if you have a lot of factory and pipes and things it starts attracting pirate raiders. This would make building automation something to weigh against other options. It would mean that you can't necessarily just sit back and have a coffee if you start up your 'miner' machine because it summons sand worms or the like. Pretty much this would turn automated miners and crafters into things that INTENSIFY gameplay over all, instead of exploring a cave and occasionally finding critters you end up with hordes of them spawning to try and break the noisy machinery. Instead of going through crafting things by hand you get a lot of mass production, but pirate raiders show up trying to steal your base from you. It would add a layer of 'new' gameplay to higher tier crafting/manufacturing but give legitimate and valuable reasons to NOT build this stuff if you don't want to deal with the
Which would add an extra layer to the gameplay... if you lose your stronghold, you would then need to recapture it from the NPCs as if it was theirs. Even furthermore, if they were to create these 'bases' that the NPCs (maybe even stronger ones) naturally inhabit, then it could save you time on a planet to just seek one out and try to strongarm your way in.
This game needs more things like that. It's a game about outer space and technology, but it's missing the technology part. Something that would make the game last longer and require you to do more than mine->kill->mine->kill would be to add new machines to the game that do a greater array of things, like pistons and the ones you suggested, give them a requirement for a power source then allow us to make that power source. Maybe allow us to make it by other means than just combining materials. I suggested a while back hydro electric power where you run water over a machine and it generates a filled battery than then is used in all the machines in the game, so that you had to put more thought into what you plan to do other than place/use.
I like the idea of things spawning creatures or raiders. However, I would hope being able to make defenses are included in those ideas, otherwise it turns into micromanagement. I don't mind batteries, but a power grid should be possible. Etc. There is indeed a balance that needs to be maintained, but I think that balance should always lean slightly in favor of the player, otherwise it would begin to feel like the player has to actively do everything themselves, which kinda detracts from the point of any automation at all. Why automate ore processing if you have to spend most of the time fending off raiders? If I have turrets to do it for me, but the turrets aren't overly strong on their own, then it means they can fend off a few waves before they break down and get overwhelmed, so there is maintenance involved. I want to only really need to maintain systems, not turn it into a 9-5 job making sure the spawned enemies don't wreck everything, unless, of course, my defenses are weak already. Long winded run-on paragraph, sorry, Ritalin buzz going on.
You know, that sounds an awful lot like [Home defense (something something) mod]. I haven't checked it out, (worried it'd clash with Starfoundry) but it's got basically ALL that with the added mechanic of: toggling invasion-giving the player the option to breathe. Apparently if you survive the onslaught there is some sort of prize system; so you know, what you'd EXPECT after something like that...but again I haven't tried it.
I've seen that mod. Though, like most mods, they tend to go beyond what I care for, so I stay away from them. It does have some nice things, however, like solar panels. I love me some solar energy. I got a pair of solar panels in my car to charge a batter that I can take with me to keep my phone topped off.
Although I do love the convenience of solar panels, I think they need to be a reasonably low source of power. Without going into one of those "STARBOUND NEEDS TO ACCURATE BECAUSE SCIENCE! /NUH UH IT NEEDS TO BE CREATIVE BECAUSE FICTION!"-black hole of reason; I have to say that realistically solar panels would not and cannot power a lab much less a factory or base. Which is why im glad there are alternate sources.
Of course, solar is slow and not ideal for main power sources. I agree with this. But that doesn't stop me from making ALL THE SOLARS!
I like the idea to build and combine many different technical devices that are new inventions that automates the events. It's not that it 's hard to play in the usual way, but because it 's fun to see what can be done with different combinations of machinery, robots and computers in the game. I also like the idea of combining genetic variants that allows one to create and to combine new creatures and plants. I'm just a beginner but it's always interesting to be able to go further when you have played for a while. I really love Starbound and and I want it to last for years to come.