Matter-Energy Converter (or: a different fuel mechanic)

Discussion in 'Mechanics' started by Cormac, Dec 10, 2013.

  1. Cormac

    Cormac Void-Bound Voyager

    even though the suggestion is a new "item", the item would change the core mechanic of refueling your spaceship, i think this should be the right forum for it

    sitenote: every number in the following example is just a first thought, you may read any other number into it as you like, they are meant as an example and may be subject for balancing.
    now, to my suggestion:

    Matter-Energy Converter

    a Tier 2 item you have access after defeting the UFO
    the Matter-Energy Converter has an internal battery, each time the battery reaches 10,000 energy, it builds an Energy Storage Container, that can be used as a 100 Fuel Source for your ship.

    Each raw item, Wood, Ore, Coal, Dirt, Cobblestone, can be broken down to it's base components. items like wood gives you 5 energy, Coal 25, Copper 10, the whole point in this is beeing able to refuel your ship so you cannot be stranded on a single planet without any "real" fuelsource. you need a lot of common resources to fuel your ship for a jump, it is not recommended to use those base materials as fuel, but it can be used as an recycler and/or emergency fuel.

    some items gives you a huge boost to the energy inside the ME Converter.
    the UFO-Quest when finishing it (read: after killing it) will give you a Plutoniumore that can be used to get 10,000 energy (to get of your first planet)
    there are other items that will give you a huge amount of energy, some exaples may be oil on a Desert planet (we would need a way to collect it), Stardust, a rare "ore" on a moon, or other ores that gives you a few hundret or even thousand energy for your ME Converter (an oilfield that spawns around 50-100 blocks would give less per block where a stardust that spawns 2 blocks most may give a few thousand)

    also, some Dungeonloot like Energy Cells from most hightect Dungeons may give you 1,000 energy, Robotic enemys drops some energy cores that gives 100 or something like this


    it would give us more reasons to visit moons/deserts/arid planets to find fuel, it adds at least some strategy for jumping around the galaxy (you need to stop at some point for refueling) and it may give us more reasons to explore, finding dungeons with fuel-loot, finding a moon that spawns with stardust (maybe every tenth moon has stardust while others have some lower grade fuel)
    also, adding the 'recycling' option for old ores/dirt would drasticly reduce the risk to get stranded as well as give us a way to recycle those old useless ores without making them worthy enough for us to just farm them
     
  2. JFoxx64

    JFoxx64 Big Damn Hero

  3. Cormac

    Cormac Void-Bound Voyager

    if you want to advertise your mod, please at least read the post and try to write a real answer to that post. neither was i talking about the possibility to "charge" something over time, neither was i searching for a "better" fuelsource.... i was just suggesting a possibility that may change the fuel mechanic, and looking at the numbers i used here, even nerfing the current fuelsorces (coal would be worth 0.25 fuel per item.

    also, you havn't looked good enough, there ARE 2 mechaics in game that would make that possible.
    the first one are crops, they grow over time, or "charge" themself from 0 to 100% grow over time
    the second one are those (de)buff pods, when beeing used, they change into another state instead of getting completly "harvested" and do "something"

    with both mechanics, you COULD make solar panels that "grow" over time, when fully charged (read: grown), you would still need to manualy harvest them, they drop an item and reset themself into the first stage.
    i havn't checked if that will be possible, but both mechanics should be in there.
     
  4. Gorvi

    Gorvi Subatomic Cosmonaut

    I like this idea. It is something along the lines of what I suggested. Breaking down raw materials into photons which then are stored into solid state "pixels".
     
  5. JFoxx64

    JFoxx64 Big Damn Hero

    Harvesting the item would not allow it to go back to the first stage, so the crops idea is out, and the pods don't reset. - Back to the first part

    Indeed, I skimmed through it while browsing the forums looking for those who had fuel ideas, however.. There is no mechanic that can store anything except for the ship's fuel storage, which is not as easily accessible as the other assets. Just as the mechanics behind the furnace (make objects burn longer) are not easily found. However, you could achieve this instead by crafting x amount of an item when breaking down other items, and require 1000 per a more advanced item, and then 10 of those to produce the said Energy Storage Container.

    But that's in the mod portion of it. I would like to see those made more accessible while being given more options using storage of "energy" be it fuel, or some form of electrical.
     
  6. Cormac

    Cormac Void-Bound Voyager

    correct me in case i'm mistaken, but using part 1 of Code A and part 2 of Code B, adding some lines so both Codes can work with eachother is the start of each new modder to do, right?
    why not use BOTH mechanics in a single item, just because the pods don't reset does not mean you cannot make them reset, and pressing "E" on the pod basicly harvest the pod which changes the "state" of the pod from 1 (active) to 0 (inactive), using ths mechanic, adding some more states in between (0=not charged, 100=completly charged), adding the growth mechanic from the crops into the new item, would result in a growing, self resetting pod. change what happens when pressing E (from buff to drop item), add some costum grapics for it and you should have your solar panels that get charged over time.

    you are not coding any new mechanics into the game, everything is already there, you just have to combine them into a single 'building'

    edit: and seeing how the crops have multiple growingstages, it's just the question how hard coded those states are and how much you can change. in theory, it should be possible
     
  7. JFoxx64

    JFoxx64 Big Damn Hero

    That works great in theory. But then add code that isn't handled in the same locations and is obscure for both, locating the codes to "mash" together becomes difficult. It'd be great if one could just toss in a bunch of their own code and have the game know exactly what to do with it, but we are not quite there yet for the modding community. We can add items who use already available (like crops, or if we could find them, the pods), but we can't mash the two together yet. That requires more study.
     

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