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Quantum Buildings, Vol 1

#1 2019-08-11 05:14:47
(Might as well, because I am on a roll.)
(These will all be built by Quantum Builders)
Bot Repair Station A high tech way to practically duplicate you bots, using ancient alien technology and advances in quantum computing.
Tritanium Reactor An extreme feat in engineering involving a drop of lava, a block of Tritaniam, and 2 city blocks have led us to this amazingly powerful core generator!
Nuclear Waste Recycler Impliments 1 resource into the game, nuclear waste, generated from anything that uses uranium in its use. Recycles 60% of that uranium for reuse.
Advanced Charcol generator uses several ingredients on the cosmic table that will make you question its usefulness, but trust me, it gets the job done.
Advanced Underground Housing Module. Uses many base materials to keep residents happy and provide healthcare, schooling, and housing. Holds 250k people.
Water Vaperizor Uses (Insert resourse here) and vaporizes water to create unholy amounts of Atmosphere
Advanced Ore Mine Uses extreme tech to create an ultra deep 4√ó2 hole that 100s of miners work at all day(for people that dont have charcoal converters).
Extere Tree Cutter allows for extremely fast wood collecting, while staying environmentally friendly by using trash as a fertilizer.

Luke Klaassen
Edited by Luker124 on 2019-08-13 21:32:37
#2 2019-08-11 05:15:29
That's going to be it for now, I need some sleep or to just relax, hopefully rolling out more ideas tommarow.
Luke Klaassen
#3 2019-08-11 06:40:03
Nuclear waste is 100% reasonable!
So it should be something like trash, right? I mean, more than a quantity of nuclear waste it can bring health impact to your colonists.
A mad colonist, a mad forum dude and a mad amateur substandard artist.
ūüö©Assembling all creative ideas!
#4 2019-08-12 07:23:20
500k pop, housing bit overkill, maybe ~100k but no higher lol
#5 2019-08-13 18:58:13
theone4685 said:500k pop, housing bit overkill, maybe ~100k but no higher lol
yeah but for giant colonys they dont have tons of space and have to have thousands of workers. Maybe raise the cap to 250k?
Luke Klaassen
#6 2019-08-13 20:58:29
Luker124 said:
Bot Repair Station A high tech way to practically duplicate you bots, using ancient alien technology and advances in quantum computing.


Why? we don't need 10 building for make bots, just 2.

Luker124 said:
Tritanium Reactor An extreme feat in engineering involving a drop of lava, a block of Tritaniam, and 2 city blocks have led us to this amazingly powerful core generator!


Seems reasonable. But the power supple need to be balanced. Having just 1-2 reactor is not.. very funny.

Luker124 said:
Nuclear Waste Recycler Impliments 1 resource into the game, nuclear waste, generated from anything that uses uranium in its use. Recycles 60% of that uranium for reuse.


In real world we can't recycles uranium, because after the "break" is not uranium anymore, but other little atoms. And we have already a building for increase. Uranium can be enriched again, but the building is already in game.

Luker124 said:
Advanced Coal generator uses several ingredients on the cosmic table that will make you question its usefulness, but trust me, it gets the job done.


The game in any stage don't need a large Coal quantitative. Humans, only they unlock all tech, are ok.

Luker124 said:
Advanced Underground Housing Module. Uses many base materials to keep residents happy and provide healthcare, schooling, and housing. Holds 250k people.


For keep residents happy, you need to place the houses close to the job, essentially. A 250k single unit.. it's just big no. No way be correctly implemented.

Luker124 said:
Water Vaperizor Uses (Insert resourse here) and vaporizes water to create unholy amounts of Atmosphere


Human already have unholy way to create Atmosphere, the problem is to balance the in/out, specially in region maps.

Luker124 said:
Advanced Ore Mine Uses extreme tech to create an ultra deep 4√ó2 hole that 100s of miners work at all day(for people that dont have charcoal converters).


Why you ask for something similar to structure already present in game? Different map have different approach.

Luker124 said:
Extere Tree Cutter allows for extremely fast wood collecting, while staying environmentally friendly by using trash as a fertilizer.


This..

In human race, until we build a massive quantitative of converter, wood is a problem (like bricks, or pottery), because we only have old school building, with low production. Specially when we start to build many converter or ship structure.


Luker124 said: yeah but for giant colonys they dont have tons of space and have to have thousands of workers. Maybe raise the cap to 250k?


Because we have already a clean and nice solution, Region Map. I know.. when we play and build pieces after pieces, day after day, month after month a single colony.. start a new colony in region map can be.. hard, like a betrayal. But Region Map are the answer to pretty much all your points.

Even now, the biggest house can be only use in few building, well, 3. Bank, advanced robot factory, maybe with converter.
Edited by Ansom on 2019-08-13 21:06:02
#7 2019-08-13 21:29:27
Ansom said:[quote=Luker124]
Bot Repair Station A high tech way to practically duplicate you bots, using ancient alien technology and advances in quantum computing.


Why? we don't need 10 building for make bots, just 2.

Luker124 said:
Tritanium Reactor An extreme feat in engineering involving a drop of lava, a block of Tritaniam, and 2 city blocks have led us to this amazingly powerful core generator!


Seems reasonable. But the power supple need to be balanced. Having just 1-2 reactor is not.. very funny.

Luker124 said:
Nuclear Waste Recycler Impliments 1 resource into the game, nuclear waste, generated from anything that uses uranium in its use. Recycles 60% of that uranium for reuse.


In real world we can't recycles uranium, because after the "break" is not uranium anymore, but other little atoms. And we have already a building for increase. Uranium can be enriched again, but the building is already in game.

Luker124 said:
Advanced Coal generator uses several ingredients on the cosmic table that will make you question its usefulness, but trust me, it gets the job done.


The game in any stage don't need a large Coal quantitative. Humans, only they unlock all tech, are ok.

Luker124 said:
Advanced Underground Housing Module. Uses many base materials to keep residents happy and provide healthcare, schooling, and housing. Holds 250k people.


For keep residents happy, you need to place the houses close to the job, essentially. A 250k single unit.. it's just big no. No way be correctly implemented.

Luker124 said:
Water Vaperizor Uses (Insert resourse here) and vaporizes water to create unholy amounts of Atmosphere


Human already have unholy way to create Atmosphere, the problem is to balance the in/out, specially in region maps.

Luker124 said:
Advanced Ore Mine Uses extreme tech to create an ultra deep 4√ó2 hole that 100s of miners work at all day(for people that dont have charcoal converters).


Why you ask for something similar to structure already present in game? Different map have different approach.

Luker124 said:
Extere Tree Cutter allows for extremely fast wood collecting, while staying environmentally friendly by using trash as a fertilizer.


This..

In human race, until we build a massive quantitative of converter, wood is a problem (like bricks, or pottery), because we only have old school building, with low production. Specially when we start to build many converter or ship structure.


Luker124 said: yeah but for giant colonys they dont have tons of space and have to have thousands of workers. Maybe raise the cap to 250k?


Because we have already a clean and nice solution, Region Map. I know.. when we play and build pieces after pieces, day after day, month after month a single colony.. start a new colony in region map can be.. hard, like a betrayal. But Region Map are the answer to pretty much all your points.

Even now, the biggest house can be only use in few building, well, 3. Bank, advanced robot factory, maybe with converter.[/quote]

Alrighty fun police, maybe I'll dial some of it back BUT THIS IS ALPHA THINKING
I am litterly just saying the stuff that comes from my mouth. By brain has no say in this yet. So give me maybe 3-6 days, and I'll get back to you with a "reasonable" idea.
Luke Klaassen
#8 2019-08-13 21:31:52
Also, this would solve the "help I'm barely making any uranium" problem people have. So having that as a backup way to make more uranium just in case you spend to much and cant make more.
Luke Klaassen
#9 2019-08-14 07:37:53
Because we already have a pretty decent way for make uranium, or wood, or all other stuff (at least, human). All materials now have a pretty decent production, even for Crazy level.

Buy in any case, the Key for most material problem consist to make several specializeted colony.

People have problem until they make converter, After.. Is Easy mode.

And the "space/area" problem, are already solved, with region map.

Before to suggest thing, i Just suggest to "complete" the game, unlocking all tech, build everything.

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