Sorry, we don't support your browser.  Install a modern browser

several more requested items/upgrades

D

Upgrades:
-Add a modification upgrade for the habitat builder that gives you the option of using ingots in place of raw ore. Example: titanium ingots use three ore; so, to make the upgrade worthwhile, anything that needed one titanium to build could be built with 0.25 titanium ingot. This way, it would alow not only more efficient storage, by condensing raw ore into ingots, but also provide a more resource effecient building tool. This boost to efficiency would also apply to reciepies that already call for ingots, though to a lesser degree. (you can still use raw ore on reciepies that call for it, but then there is no “bonus” to its efficiency)
-Bioreactor: upgrades that can be plugged in, like with vehicles, that make it burn fuel more slowly, or have higher output, or even a built in capacitor to store power
-Scanner: PDA “app” that lets you switch target type, or specific target, via the PDA, as long as you are in range of the scanner.
-Scanner: network upgrade; if you have multiple bases, each with scanners and NOAs, then they can “talk” to each other; expanding the range of each scanner.

Structures:
-Platforms: they exist in the game world, but we can’t build them. It would be handy to have platforms, that can be extended the same way rooms, windows, and moonpools can be, for building external systems, like planters, or metal farms.
-Early game storage: woven plant fiber baskets/bags. Can be made directly from the fabricator and then deployed from inventory (like beacons were in SN1); after deploying, it works the same as the portible crate; it can be grabbed and moved around and dropped both in the water, or in a base, but it can’t be attached to vehicles or racks, and it holds less.
-External dock: like the weapon rack but for the tadpole or its chassis’. Entering the vehicle does not automaticaly detatch it, this way you can leave the tadpoles chassis docked, seperate from it, and drive off without it. Approaching the dock “on foot” then using it will cause it to summon the nearest free floating tadpole or chassis and docking it: handy if a “friend” leaves a chassis in the way of the tadpole moonpool dock and you need to move it.

“Weapons”:
-Repellant: a spray made from early-ish materials (like some like of plant + sulfur) that when dropped like a grenade, makes all animals avoid the area for a time. Adding a dispensor that can be placed in the field, and/or attached to a base that releases this chemical over a longer time from its inventory would allow the player to make a safe haven, for a limited time.
-Taser: Thomas A Swift’s Electric Rifle! or rather; some kind of shock batton to discourage attack by some predators by shocking them. Or even have it be tool for “jumping” a dead system (a temporary alternative to putting a battery into it), and you just so happen to be able to zap creatures with it too, if needed.

Tools:
-Quantum Entanglement batteries: made in pairs, they fill or drain in sync with each other. Put one in that battery charger, and the other in one of your tools, and that tool will slowly recharge so long as the base has power. Just be careful not to put the first in one tool, the second in another tool, or you’ll have two dead batteries in no time, as they hold less energy overall than a standard battery.

a day ago

The battery one is a terrible idea. That is literally just infinite power for your tools. A good nerf for it could be that it takes 3x longer to charge which means even if you have it in a charger the one in your weapon will lose power still. (If both are in a charger at the same time then it would charge 2x faster than a regular battery)

a day ago