Storeroom MFR Module (and a Cyclops version)
EvilSmoo
Join Date: 2008-02-16 Member: 63662Members
A few chests full of various items seems fine to me. I am far less a fan of entire MFRs full of lockers full of titanium and other resources. It's also sheer busy-work to have to run around between lockers getting stuff (and in my case, forgetting where everything is.)
A solution? MFR module. Stackable- when you start to run out of space, you simply make another MFR with another storeroom. Perhaps if you stack them on other storerooms in a big pillar, you get a small (10%-20%) storage bonus each?
Possible issues to dodge:
Not quite the "Applied Energistics" mod from Minecraft. Actually, NOWHERE near that. It's a pretty epic mod. But some way in Subnautica to easily store and retrieve material to ease later-game busywork sounds like a good idea to me. Lockers fulla titanium don't do it for me.
A solution? MFR module. Stackable- when you start to run out of space, you simply make another MFR with another storeroom. Perhaps if you stack them on other storerooms in a big pillar, you get a small (10%-20%) storage bonus each?
- MFR middle-item upgrade, fairly bulky. Basically a small item and a bunch of crates to the ceiling, and through, if it stacks to another above.
- Interfaces with a nearby Cyclops, UI to transfer items to/from Cyclops.
- Constructions to a storeroom base pull directly from storage. (Or the option to enable this.)
- Deconstructions from a storeroom base put resources back into storage. (Or the option to enable this.)
- Construction in range of a storage Cyclops uses personal resources first, and stored resources as backup.
- Natural result is a multiple stack of MFRs with storeroom modules.
- Much neater than lockers, hopefully less polys, for savefile, items might be stored in an data array attached to the base rather than locker data.
- Resources only. Basic titanium/quartz/etc, plus low-level constructed items and electronics. Not batteries, tools, deployables, food, those work as current and go in lockers.
- Optional. You can ignore the system completely and still use lockers if you like
- I'd LOVE the ability to have fabricators pull directly from storage, and output low-tier resources directly back into storage!!
- Replaces the 5 lockers on the Cyclops with a smaller version.
Possible issues to dodge:
- Cannot deconstruct without emptying the storeroom first if it would exceed the new capacity.
- Destroyed storerooms would be MESSY? Can this happen? Perhaps the resources should just be lost, to the same place locker-deconstructed junk goes...
- Moving large amounts of resources. Perhaps the ability to crate things up? Stick a crate in the dock of a Cyclops when the Cyclops itself is full?
Not quite the "Applied Energistics" mod from Minecraft. Actually, NOWHERE near that. It's a pretty epic mod. But some way in Subnautica to easily store and retrieve material to ease later-game busywork sounds like a good idea to me. Lockers fulla titanium don't do it for me.
Comments
As for Storeroom to Cyclops Transfer, would it just be Teleported, or would the Cyclops actually have to dock with the base? (Another reason to need a Cyclops dock)
Would the item transfer be automatic, or something you could control? The screen on the left side of the Cyclops Cockpit could be used for this.
Probably best to just have a blue transfer beam between Cyclops and the MFR with the storeroom. Visual effect indicating when the inventories can link. Probably easy to do. Having a good item UI capable of doing the transfers would be very nice.
Items could just teleport, I guess? That's kind of the entire point, NOT having to slog around loads of resources by hand. Then, the rocket can take hundreds of resources, and the Cyclops can take a dual-drill PRAWN around, collecting what the exosuit drills, then tuck it on back, to be fabricated into components.
Have the platform be a self-building thing on top of an MFR with clear shot to the water surface, dump all the resources in, and it floats up and assembles. Then, take the Cyclops up and dump the rocket components in.
Having a fabricator built in matters little. It would be as cool or cooler to just have fabricators along the walls, cranking out materials, driven by the storage module.