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Pixel Compressor

Discussion in 'Starbound Discussion' started by Goldeagle3492, Jan 3, 2014.

  1. Goldeagle3492

    Goldeagle3492 Scruffy Nerf-Herder

    I think this item is a good idea so you have a way of saving your money but there is a cost so you aren't completely eliminating the loss of pixels. However, I think it makes no sense that you lose a fixed percentage of pixels. What then is the purpose to have different sized blocks you can compress to? If it's a percentage then you should be able to compress your pixels no matter how many you have and it will just calculate how much you lose. Another way would be to have it take a fixed amount (say 400 pixels) so the more you compress at a time the better the return on your conversion. Regardless 40% is still ridiculous since you only lose 20% on death anyway. There is no incentive to compress your money because assuming you are at east half-way decent at combat you will lose more money trying to save it then you will chancing death.
     
  2. Pip1n

    Pip1n Void-Bound Voyager

    If you don't die more than twice in a row you are losing with pixel compressor, but those who die many times can use the compressor, because if you die 3 times you are starting to lose more pixels than if you didn't compress, but I agree in the fact that it should go from 40% to a small amount of about 20% at the biggest 2 amounts as the time it takes to get that amount again is tedious without a refinery and many ores
     
    Mansen and sankto like this.
  3. Autumn Saber

    Autumn Saber Big Damn Hero

    Real men carry all their pixels with them, and then die to a giant horse on a moon.
     
  4. cooltv27

    cooltv27 Heliosphere

    you actually loose 30% of pixels on death
    I like the system, if you dont die you dont loose pixels, if you die a little then you loose some pixels, and if you die lots then the option to store them becomes useful
    the reason you can only compress certain amounts of pixels is because (and I have almost no knowledge of how to code) its MUCH easier to craft an item out of pixels and refine the item then to calculate how much you get back every time
     
  5. ReverendBonobo

    ReverendBonobo Hard-To-Destroy Reptile

    My guess is it works like that because that's the simplest way to code it. The pixel compressor can create three objects, each costing a set number of pixels and dropping a (different) set number of pixels when broken. To make it completely variable would require an infinite number of items. or a variable type, or some crap I really don't know how to do. But the current system is so simple, even I can see how it works.

    And in the end, you'll be rolling in so many pixels, the 40% cost will seem like nothing.
     
    Last edited: Jan 3, 2014
  6. NightCat

    NightCat Void-Bound Voyager

    You're probably right, although working it out "per transaction" wouldn't be a lot more difficult either, assuming you subtract the cost at deposit rather than withdrawal. It's only a percentage, after all, perhaps adjusted per 1/5/10 thousand pixels. What I think does make it far easier to code is in terms of the Voxel items themselves. If you have an arbitrary deposit amount then you'd end up with many many stacks of Voxels of various sizes or many more stacks of Voxels of 1 pixel value per piece. This way you can decide to only deposit once you hit a certain amount of liquid pixels and you can maintain just one stack of Voxels for all your banked pixels. That saves a lot on inventory space, meaning you can carry them with you rather than risking them in some chest that might get carried off by flood water or wiped when your character isn't.
     
    Last edited: Jan 3, 2014
  7. Johnno

    Johnno Space Spelunker

    As far as I know, and as far as the player config last I checked, death is 30% pixel loss. Thus 40% compression is reasonable.

    You choose between losing 30% on death, or 40% while securing your pixels until you need them. If you die a lot then having saved your 6000 pixels out of 10k is a lot better than losing 30% per death with no saving.

    I don't get what the issue is with this functionality. Losing less in compression than at death would mean that the death penalty itself would be useless, in which case you could scrap it AND the compression. It's a gamble, 40% loss to keep your money safe, or 30% as a gamble.

    We've been through this several times over, please use the search function and read old threads, your brilliant idea is rarely new.
     
  8. elipod

    elipod Industrial Terraformer

    I see no point in compressing pixels, when you can spend them. And when you have nothing left to spend them on, there's no point to save them, anyway.
    I'm not making pixel compressor, unless, compressed pixels can be used as decorations or building blocks.
     
  9. cooltv27

    cooltv27 Heliosphere

    this is exactly what I do and why I dont use the compresser, I made it because sometimes I open a server and my friends get on
     
  10. Pixelated

    Pixelated Poptop Tamer

    I keep most of my pixel stock in ores, its much more efficient. If I've been mining for so long, I'll just suicide to return to my ship.
     
  11. kenata

    kenata Starship Captain

    I completely disagree with the idea that the penalty for pixel compression should diminish with the size. If anything, I believe the smaller voxels should have less penalty to their larger counterparts. In the late game, having a large amount of ore to refine is quite a common occurrence and one can easily get about 20k+ pixels in ore from a single planet run in sector X. Thus, 10k voxels are far more commonly used that 1k voxels once you have arrived at sector X.
     
    cyberspyXD likes this.

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