There are a billion and one ways to implement renewable resources so take your pick!
So after reading perhaps hundreds of ideas on this subject I thought I would make a single thread to start combining all these ideas into one easier to read place. As mentioned 'a new one comes every week', well lets just merge them all here.... Note, I take little to no credit on virtually all of these ideas, I'm simply making it easier to find them and offer conjecture in a neater more organized manner.
Asteroid Ideas;
Planet Ideas;
Misc Ideas;
Fluff wise you can say that they collect cosmic dust or particles as they float about with their own minor gravity, which replenishes their stock. This may be a bit "game-y" but certainly is easy to implement(3 ints/floats per asteroid, and a simple simulation tick reference).This may serve as a temporary intermediary to more impressive complex systems, such as mantle miners, which could use a stationary more powerful version of this method with similar but better passive results(as opposed to less powerful active ones).
Any other ideas you folks have? Feel free to post them and I'll add em to the list of running ideas.
So after reading perhaps hundreds of ideas on this subject I thought I would make a single thread to start combining all these ideas into one easier to read place. As mentioned 'a new one comes every week', well lets just merge them all here.... Note, I take little to no credit on virtually all of these ideas, I'm simply making it easier to find them and offer conjecture in a neater more organized manner.
Asteroid Ideas;
- Comets, Free floaters, and randomly moving space junk - Essentially object A enters a system from some random side/area and then moves with some predetermined velocity towards an asteroid belt. Once it hits the nearest sector, A then becomes an asteroid in that sector. This replenishes burnt out asteroid sectors on occasion in a relatively realistic way.
- Wells, Spawners and figity doo-dads - Rather than wait for a random event, why not make one? This method involves some sector specific cosmic event, either player made or natural, which results in a slowly built bouncing baby asteroid.
- Old system+ -fix the previous respawn so it cannot create wacky asteroids consisting of game breaking block counts and instead add some sort of timer to re-balance the distribution.
- Continuous belts - Asteroids float about endlessly spawning at one end and de-spawning at another. Similar I suppose to free floaters, but with a more predictable flight pattern.
Planet Ideas;
- Mantle Miners, drainers, producers, oh my! - Add a block system, similar in nature to factory ticks, which will draw out resources slow over time. These resources can either be random or fixed per planet(type, distance, rarity, config file, however you see fit).
- Critters and Trees, they're the bees knees! - Have creatures grow on planets in "habitats" where they can be farmed(killed) for ores. Likewise 'crystal farms' can grow crystals(type/planet specific) for collection over time.
- Space chickens! (same page as above but further down) - Planets can slowly regenerate their plates up to their original size(?). Blocks could potentially be added to allow specific growths, more caves, more ores, more crystals, etc.
- "Terraforming" - A planet only, block system that can manually regenerate a planets plates for a certain cost (FP maybe?). Perhaps has a side effect of spawning alternate planet type plates, such as mars or alien on an ice planet (Player Controllable?).
- Ice giants! -Presumably, the gas condenses into crystals to form a semi-solid core for the gas giant, this would regenerate every so often.
- Gas Cans! - Or the giant could have its gas harvested by a beam or module for "gas capsules" which offer some sort of alternative currency for construction methods?
Misc Ideas;
- Vampire salvage beams - This is my own idea(far as I can tell nobody's mentioned anything quite in this vein), but is somewhat similar in a way to Mantle miners, the idea is fairly simple in it's premise. When firing a salvage beam at an object you no longer remove specific blocks. Instead you remove a numeric value from the entity, that value(mineral, ore, crystal, other) is added in capsule or block form in your cargo/inventory system.
- Worms, holes and vagabonds - Asteroids can be randomly spewed out(generated) by obnoxiously useful wormholes. I'm assuming here they can enter some sort of collection belt around the wormhole.
- What have you done for me lately/Investors - Contracts with the trading guild or other players could result in resource based rewards for players to take advantage of. This could come in the form of a random quest system such as deliveries, bounties/kill counts, bear asses, or some other meta.
- System abandonment- Leave a system unclaimed and it will eventually replenish itself over time. Said time being subject to tweaking of course.
Fluff wise you can say that they collect cosmic dust or particles as they float about with their own minor gravity, which replenishes their stock. This may be a bit "game-y" but certainly is easy to implement(3 ints/floats per asteroid, and a simple simulation tick reference).This may serve as a temporary intermediary to more impressive complex systems, such as mantle miners, which could use a stationary more powerful version of this method with similar but better passive results(as opposed to less powerful active ones).
Any other ideas you folks have? Feel free to post them and I'll add em to the list of running ideas.
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