i agree in minecraft for example ... u struggle for basic stuff early then ... iron and books and all that .. then u start worrying about the nether and diamonds and enchanting .. then alchemy and the ether ....etc
u build a small dirt cave then a small house then a small villa then a small castle then a MASSIVE castle with red stone tech... towers, traps, auto farms, cattle and villagers
I think that a good mechanic for the farm-dome would be to have the growth rates for plants depend on light levels, so that you would either need to use artificial lights that use power or build your farming areas near the surface. It would add some thought to base placement. Also, it might be good if eating the actual meals would cause your hunger to go down more slowly, so that you would no longer be starving to death five minuets after eating a good-sized fish o_o .
Cool. But it wouldnt have that much of a point since at the moment you can just repair everything with the welder. It could be a good idea to make it so you need this to make more advanced submarines or upgrades for the cyclops though.
Tarek you've got some awesome drawing skills! Can I make a request for a base module? Id love to see what a hanger for the seamoth or the cyclops would look like.
Tarek you've got some awesome drawing skills! Can I make a request for a base module? Id love to see what a hanger for the seamoth or the cyclops would look like.
I envision a hangar for the seamoth, I think the cyclops would have a docking tube type attachment on the base. Then you link the cyclops' personnel hatch with the docking tube, allowing you to go straight from the sub to your base without having to swim in between.
Perhaps the hangar could also contain a small charging station for a seaglide to hang on. Perhaps a small charging tube for the Exosuit as well. I envision the hangar module to be quite large. Or, like the laboratory model, it's as large you choose to make it, as building the modules beside each other will make the hangar larger instead of having separate modules.
I'm all for the different food variation, just think it, you have your grilled spadefish with chopped peepers on the side, im not all for vegatables but some fried creepvine, and the fact that we probably won't have to eat food for a span of maybe 1 day or less...
On track with the base I would like to see them add a docking station for the cyclops, heck by the end of the base era, we are gonna build a seabase bigger than the aurora, every room being used. Ha one can dream right...
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u build a small dirt cave then a small house then a small villa then a small castle then a MASSIVE castle with red stone tech... towers, traps, auto farms, cattle and villagers
Brilliant..... I want in!
Oh you're good.
I envision a hangar for the seamoth, I think the cyclops would have a docking tube type attachment on the base. Then you link the cyclops' personnel hatch with the docking tube, allowing you to go straight from the sub to your base without having to swim in between.
Perhaps the hangar could also contain a small charging station for a seaglide to hang on. Perhaps a small charging tube for the Exosuit as well. I envision the hangar module to be quite large. Or, like the laboratory model, it's as large you choose to make it, as building the modules beside each other will make the hangar larger instead of having separate modules.
On track with the base I would like to see them add a docking station for the cyclops, heck by the end of the base era, we are gonna build a seabase bigger than the aurora, every room being used. Ha one can dream right...
the command center for all your sea moth and cyclops docking needs
Would be nice if you could also use rest to regenerate health as an alternative to using medkits.