This proposed system is supposed to be clear, easily identifiable, and memorable whilst also being far more trade and newbie friendly. With rarity being more applicable and directly relating to its use in the crafting tree, which would also be overhauled. The secondary principle is to make a giant mining strip ship viable but require augmentation and alternative strategy later on in progression.
It may well just be me, but I find it easier to think:
"I need to make an advanced computer, therefore I will probably needs lots of that resource that is used for advanced electronics"
Than.
"I need to make something yellow, so let me try to remember which yellow mineral is most likely to be the one I want"
Regardless of whether you personally find it easy or not. The current system is not newbie friendly and deters a lot of players. Most people don't even make anything themselves due to the unnecessary complexity and instead just mine and sell to shops in order to buy the items they need.
This system can still work based on the temperature distribution system the asteroids currently run on.
Planets are potentially due to become more varied later on. This system works on the idea there are more planets to distribute the resources. I will list a few potentials, but just know this thread is not about what planets there could potentially be later on in the game, but more about the distribution of crafting materials. So these are just examples.
Common
Ice (Frozen Desolate Rock)
Dust (Dry Flat Desert)
Arid (Dry Rocky Canyons)
Magma (Mostly Rock & Lava)
Uncommon
Alien (Purple weirdness)
Ocean (Liquid Water with Ocean Floor, potentially lovely tropical beaches)
Terran (Earth Like)
Winter (Snowy & Icy)
Rare
Orphan Planet (Cold lost planet with no orbit)
Machine Planet (Dead Planet of mechanical design)
Molten Planet (An ocean of lava dangerously close to the sun)
Scanners can also play a part. Showing you what resources are available on a planet as well as if your ship is capable of holding/salvaging these resources. Purely an example, this could be done a lot better than below.
Storage Methods
Unique storage methods are required for certain resources. It needs to be made abundantly clear is a player can or cannot hold something before they mine it, or that they are required to do something different.
The requirements of each resource need to be made available to the player from the get-go.
Conventional: The currently way cargo is managed. Stacks of items that can be clicked and dragged in an inventory.
Fluid: Tanks exclusively for gases and liquids. No other items can be stored in here.
-----------------------------------------------------------------------------
Inventory Augmentation
Dry: Dry storage requires that the inventory be augmented with dehumidifier blocks . The ratio determines the percentage of slots that are effected. Consumes small amounts of power.
Cryo: Cryo storage requires that the inventory be augmented with cryostasis blocks. The ratio determines the percentage of slots that are effected. Consumes power.
Heat: Heat storage requires that the inventory be augmented with heater blocks. The ratio determines the percentage of slots that are effected. Consumes power.
The reason for adding alternative storage methods is to once again to diversify play styles. In may cases players may find it easier to refine at the point of origin allowing them to stick to conventional cargo.
Larger factions may find it easier to have one central refinery they ship resources to using specialized carriers.
It would also allow drones to have more diverse tasks, creating cargo routes and drop off points etc etc.
Generated stations and ships also have a wider scope. Derelict gas refinery? Dust mining ships? The world suddenly has more diversity, or at least the excuse to be so.
-----------------------------------------------------------------------------
Refinement
The arrow "-~->" determines when a resource can be refined. Refining a resource as a number of advantages.
First of all the refinery is an expansion of the current capsule refinery. A multi-block system that takes refine-able materials and processes them. The size and blocks used in the refinery determine the amount it can refine and store, the speed it processes, and the amount of refined items received from one raw resource.
The second advantage is items will always be converted to an items using conventional storage. Very few players are going to want to operate a ship with multiple types of storage for unique resources. So it's up to them if they create a small refinery for each point of harvest.
-----------------------------------------------------------------------------
Farming
Farming is presented as a optional method of resource gathering. As some of the materials are self-propagating, players can gather these by allowing them to grow in a pre-built structure. The potential for blocks to assist with this strategy would once more promote alternative play styles. For example, Green Fibers plants could be planted and kept alive outside their usual habitat by using UV lights and sprinklers. Pink Slime and Grey Foam could benefit from auto-harvesters, that activate either intermittently or once they detect growth.
-----------------------------------------------------------------------------
List of materials is as follows. The spawn location of a resource is mainly just to demonstrate how placement effects gameplay. For example White Metal will be more accessible, so if you require both Brown Ore & White Metal you head to a Magma Planet.
These names and colors of the resources themselves could easily be changed to fit the environment better, right now they are made to be memorable.
The flavor text is to give an idea of the type of crafting recipes they would be used in.
Primary Materials
Black Mineral
Found: Dust, Arid, Orphan
Storage: Conventional
Mostly used in conjunction with other materials as an insulating and bonding agent.
White Metal
Found: Dust, Arid, Terran
Storage: Conventional
Used to make basic hulls and other objects that require structural integrity.
Brown Ore -~->
Brown Ceramic
Found: Magma, Molten
Storage: Conventional
This is a base resource that can be refined. This is to encourage less planet harvesting as resources can be duplicated. It introduces refining as a concept early on.
Used for refinement into other materials to create conductive and electrical equipment.
Blue Crystals
Found: Ice, Winter
Storage: Conventional
Primarily used in power generation technology but also glass and lenses.
These four materials make up the basics. They allow people to craft basic hulls and get a ship up and running from scratch if they wished. They call all be strip mined, but require a visit to at least three planets. Things like shields and more advanced systems are not available using these materials.
Secondary Materials
These can still be on the common planets, but require a different strategy to simply strip mining the place dry. The aim is to create a small, but noticeable jump in the way resources are collected. Factions and players need to think and strategize around resources rather than simply stripping planets.
Most of these(Where mentioned) from this point require an upgraded version of the Salvage Computer, the Mining Computer. The idea is, this computer is made using resources from this tier that still require the basic Salvage Computer, such as Yellow Gems.
The Mining Computer uses a LOT more energy for little more performance. If you have power coming out the wazoo it may not be an issue, but small starting ships may need to have a separate smaller mining laser specifically for these more troublesome resources. AKA encouraging different play-styles. To clarify, I am not out to remove strip mining, just make it more difficult to make a one-ship-winner.
I am not entirely happy with the Mining Computer. I don't believe in adding tiered/upgraded versions of systems is the answer to strip mining as a strategy. In order for a system like this to work, the system needs to differ enough to present itself as an alternative strategy entirely.
Pink Sime -~->
Pink Rubber
Found: Alien
Storage: Fluid -~-> Conventional
Requires Mining Computer or the received resource is “Dried Pink Slime”.
Used in decorative objects for its prismatic properties.
Red Dust -~->
Red Capsules
Found: Dust, Arid, Terran
Storage: Conventional Dry -~-> Conventional
This can be mined from a planets atmosphere or potentially gas giants. Orbiting Mining Stations can be set up to collect this resource constantly. .
Used to enhance hull into more robust forms (armor).
Orange Fluid -~->
Orange Bottles
Found: Magma, Molten
Storage: Fluid Heat -~-> Conventional
Requires Mining Computer or the received resource is “Orange rock slurry”. This fluid is generated by volcanic vents. As a result pools will regenerate over time, allowing the resource to be left to regenerate or allowing collection to be automated.
Orange fluid is highly volatile and thus used in more advanced weapon systems.
Yellow Gems
Found: Terran, Ocean
Storage: Conventional
Can be mined conventionally using a matter cannon, but is deposited on the rarer planets.
Used for their wavelength inducing properties, such as scanners, stealth and jamming devices as well as force fields.
Green Fibers
Found: Terran
Storage: Conventional
Requires Mining Computer or the received resource is “Shrivelled Dead Fibres”.
It’s mainly used in medical applications and respawners.
Tertiary Resources
Purple Pearls
Found: Orphan
Storage: Conventional
Conventionally Mineable but only available on orphan planets.
Used in warp technology.
Cyan Gas -~->
Cyan Canisters
Found: Orphan
Storage: Fluid Cryo -~-> Conventional
Can only be filtered from the atmosphere. Surface structures need to be set up in order to generate this resource over time, which can then be collected either manually, by drone or by way of a specialized module. Planetary bases are more plausible as well as requiring to protect them due to it being a high tier resource.
Cyan Gas is used in fancy-pants systems which are not in the game yet.
Grey Foam -~->
Grey Aerofoam
Found: Machine
Storage: Conventional Dry -~-> Conventional
Self propagating, much like the pink slime, allowing it to be farmed, slower than the pink slime. Requires Mining Computer or the received resource is “Grey Slush”
Used in repair systems and self building objects such as the shipyard and more advanced armor.
Quaternary Resources
These extremely rare are high value resources to acquire. The aim is to create some form of end-game in terms of resources. Something valuable to fight over, steal, protect, explore and find, but still giving a use that is not an unfair advantage. These may change the visual style of a weapon, shield or thruster. Alternatively it may craft into a few rare decorative objects.
They would be in very hostile or dangerous areas. Close to suns, black holes, patrolled by large powerful pirates or hostile factions. People going after these resources would have to be prepared for that specific resource.
A few examples:
You may need more than one ship or a small armada to take on a large number of hostile forces. Or you may choose to cloak on a small ship and get in close.
If a resource is very close to the sun, you may need some form of protection directed towards that.
If a resource is close to a black hole, you may need to consider your thrust capability, a big ship may be more likely to get pulled in.
--------------
This is also purely aesthetic, but I love the idea of having NPC ships tailored to one specific resource hauling. For example: You see a NPC hauling ship with massive fluid containers and know it's made for hauling either Gas or Liquid. Given this knowledge the world could be come a lot more interesting. Pirates or players could target high value convoys. etc etc.
I think new and old players should be thinking "I need to make X, so I need the resource that relates to X based on what the game has taught me"
Rather than 24 resources in 3 types and 8 different colors all with very difficult to remember names and spawn points.
It may well just be me, but I find it easier to think:
"I need to make an advanced computer, therefore I will probably needs lots of that resource that is used for advanced electronics"
Than.
"I need to make something yellow, so let me try to remember which yellow mineral is most likely to be the one I want"
Regardless of whether you personally find it easy or not. The current system is not newbie friendly and deters a lot of players. Most people don't even make anything themselves due to the unnecessary complexity and instead just mine and sell to shops in order to buy the items they need.
This system can still work based on the temperature distribution system the asteroids currently run on.
Planets are potentially due to become more varied later on. This system works on the idea there are more planets to distribute the resources. I will list a few potentials, but just know this thread is not about what planets there could potentially be later on in the game, but more about the distribution of crafting materials. So these are just examples.
Common
Ice (Frozen Desolate Rock)
Dust (Dry Flat Desert)
Arid (Dry Rocky Canyons)
Magma (Mostly Rock & Lava)
Uncommon
Alien (Purple weirdness)
Ocean (Liquid Water with Ocean Floor, potentially lovely tropical beaches)
Terran (Earth Like)
Winter (Snowy & Icy)
Rare
Orphan Planet (Cold lost planet with no orbit)
Machine Planet (Dead Planet of mechanical design)
Molten Planet (An ocean of lava dangerously close to the sun)
Scanners can also play a part. Showing you what resources are available on a planet as well as if your ship is capable of holding/salvaging these resources. Purely an example, this could be done a lot better than below.
Storage Methods
Unique storage methods are required for certain resources. It needs to be made abundantly clear is a player can or cannot hold something before they mine it, or that they are required to do something different.
The requirements of each resource need to be made available to the player from the get-go.
Conventional: The currently way cargo is managed. Stacks of items that can be clicked and dragged in an inventory.
Fluid: Tanks exclusively for gases and liquids. No other items can be stored in here.
-----------------------------------------------------------------------------
Inventory Augmentation
Dry: Dry storage requires that the inventory be augmented with dehumidifier blocks . The ratio determines the percentage of slots that are effected. Consumes small amounts of power.
Cryo: Cryo storage requires that the inventory be augmented with cryostasis blocks. The ratio determines the percentage of slots that are effected. Consumes power.
Heat: Heat storage requires that the inventory be augmented with heater blocks. The ratio determines the percentage of slots that are effected. Consumes power.
The reason for adding alternative storage methods is to once again to diversify play styles. In may cases players may find it easier to refine at the point of origin allowing them to stick to conventional cargo.
Larger factions may find it easier to have one central refinery they ship resources to using specialized carriers.
It would also allow drones to have more diverse tasks, creating cargo routes and drop off points etc etc.
Generated stations and ships also have a wider scope. Derelict gas refinery? Dust mining ships? The world suddenly has more diversity, or at least the excuse to be so.
-----------------------------------------------------------------------------
Refinement
The arrow "-~->" determines when a resource can be refined. Refining a resource as a number of advantages.
First of all the refinery is an expansion of the current capsule refinery. A multi-block system that takes refine-able materials and processes them. The size and blocks used in the refinery determine the amount it can refine and store, the speed it processes, and the amount of refined items received from one raw resource.
The second advantage is items will always be converted to an items using conventional storage. Very few players are going to want to operate a ship with multiple types of storage for unique resources. So it's up to them if they create a small refinery for each point of harvest.
-----------------------------------------------------------------------------
Farming
Farming is presented as a optional method of resource gathering. As some of the materials are self-propagating, players can gather these by allowing them to grow in a pre-built structure. The potential for blocks to assist with this strategy would once more promote alternative play styles. For example, Green Fibers plants could be planted and kept alive outside their usual habitat by using UV lights and sprinklers. Pink Slime and Grey Foam could benefit from auto-harvesters, that activate either intermittently or once they detect growth.
-----------------------------------------------------------------------------
List of materials is as follows. The spawn location of a resource is mainly just to demonstrate how placement effects gameplay. For example White Metal will be more accessible, so if you require both Brown Ore & White Metal you head to a Magma Planet.
These names and colors of the resources themselves could easily be changed to fit the environment better, right now they are made to be memorable.
The flavor text is to give an idea of the type of crafting recipes they would be used in.
Primary Materials
Found: Dust, Arid, Orphan
Storage: Conventional
Mostly used in conjunction with other materials as an insulating and bonding agent.
Found: Dust, Arid, Terran
Storage: Conventional
Used to make basic hulls and other objects that require structural integrity.
Found: Magma, Molten
Storage: Conventional
This is a base resource that can be refined. This is to encourage less planet harvesting as resources can be duplicated. It introduces refining as a concept early on.
Used for refinement into other materials to create conductive and electrical equipment.
Found: Ice, Winter
Storage: Conventional
Primarily used in power generation technology but also glass and lenses.
These four materials make up the basics. They allow people to craft basic hulls and get a ship up and running from scratch if they wished. They call all be strip mined, but require a visit to at least three planets. Things like shields and more advanced systems are not available using these materials.
Secondary Materials
These can still be on the common planets, but require a different strategy to simply strip mining the place dry. The aim is to create a small, but noticeable jump in the way resources are collected. Factions and players need to think and strategize around resources rather than simply stripping planets.
Most of these(Where mentioned) from this point require an upgraded version of the Salvage Computer, the Mining Computer. The idea is, this computer is made using resources from this tier that still require the basic Salvage Computer, such as Yellow Gems.
The Mining Computer uses a LOT more energy for little more performance. If you have power coming out the wazoo it may not be an issue, but small starting ships may need to have a separate smaller mining laser specifically for these more troublesome resources. AKA encouraging different play-styles. To clarify, I am not out to remove strip mining, just make it more difficult to make a one-ship-winner.
I am not entirely happy with the Mining Computer. I don't believe in adding tiered/upgraded versions of systems is the answer to strip mining as a strategy. In order for a system like this to work, the system needs to differ enough to present itself as an alternative strategy entirely.
Found: Alien
Storage: Fluid -~-> Conventional
Requires Mining Computer or the received resource is “Dried Pink Slime”.
Used in decorative objects for its prismatic properties.
Found: Dust, Arid, Terran
Storage: Conventional Dry -~-> Conventional
This can be mined from a planets atmosphere or potentially gas giants. Orbiting Mining Stations can be set up to collect this resource constantly. .
Used to enhance hull into more robust forms (armor).
Found: Magma, Molten
Storage: Fluid Heat -~-> Conventional
Requires Mining Computer or the received resource is “Orange rock slurry”. This fluid is generated by volcanic vents. As a result pools will regenerate over time, allowing the resource to be left to regenerate or allowing collection to be automated.
Orange fluid is highly volatile and thus used in more advanced weapon systems.
Found: Terran, Ocean
Storage: Conventional
Can be mined conventionally using a matter cannon, but is deposited on the rarer planets.
Used for their wavelength inducing properties, such as scanners, stealth and jamming devices as well as force fields.
Found: Terran
Storage: Conventional
Requires Mining Computer or the received resource is “Shrivelled Dead Fibres”.
It’s mainly used in medical applications and respawners.
Tertiary Resources
Found: Orphan
Storage: Conventional
Conventionally Mineable but only available on orphan planets.
Used in warp technology.
Found: Orphan
Storage: Fluid Cryo -~-> Conventional
Can only be filtered from the atmosphere. Surface structures need to be set up in order to generate this resource over time, which can then be collected either manually, by drone or by way of a specialized module. Planetary bases are more plausible as well as requiring to protect them due to it being a high tier resource.
Cyan Gas is used in fancy-pants systems which are not in the game yet.
Found: Machine
Storage: Conventional Dry -~-> Conventional
Self propagating, much like the pink slime, allowing it to be farmed, slower than the pink slime. Requires Mining Computer or the received resource is “Grey Slush”
Used in repair systems and self building objects such as the shipyard and more advanced armor.
Quaternary Resources
These extremely rare are high value resources to acquire. The aim is to create some form of end-game in terms of resources. Something valuable to fight over, steal, protect, explore and find, but still giving a use that is not an unfair advantage. These may change the visual style of a weapon, shield or thruster. Alternatively it may craft into a few rare decorative objects.
They would be in very hostile or dangerous areas. Close to suns, black holes, patrolled by large powerful pirates or hostile factions. People going after these resources would have to be prepared for that specific resource.
A few examples:
You may need more than one ship or a small armada to take on a large number of hostile forces. Or you may choose to cloak on a small ship and get in close.
If a resource is very close to the sun, you may need some form of protection directed towards that.
If a resource is close to a black hole, you may need to consider your thrust capability, a big ship may be more likely to get pulled in.
--------------
This is also purely aesthetic, but I love the idea of having NPC ships tailored to one specific resource hauling. For example: You see a NPC hauling ship with massive fluid containers and know it's made for hauling either Gas or Liquid. Given this knowledge the world could be come a lot more interesting. Pirates or players could target high value convoys. etc etc.
I think new and old players should be thinking "I need to make X, so I need the resource that relates to X based on what the game has taught me"
Rather than 24 resources in 3 types and 8 different colors all with very difficult to remember names and spawn points.
Last edited: