To keep from stopping myself from getting all the ideas out first, I've not bothered fully explaining most of the following ideas. So some of them may sound a bit flimsy for now. I'll add individual posts later on describing groups of blocks and link each post under its respective group. Harsh critizism is welcome, though do try to explain your views rather than just ranting / yelling at me. Thank you.
--------------------CORES--------------------
SHIP CORE: (Player Core)
-----Slap this on a mass of blocks and gain the ability to fly it. As does everyone else. Will need to add power and thrust to go anywhere, unless thats already there. Employs a field of influence around itself, if the object its attached to is larger than the field, the core will be unable to move it.
ALLY CORE:
-----Adding this to blocks causes them to be controlled by the Shop Faction once you activate it. Requires time and energy to activate.
PIRATE CORE:
-----Do I even have to say it? Attaching this and activating it will cause the connected blocks to try and kill you, and your friends, and everything else. Requires time and energy to activate.
SHOP MODULE: (Shop Core)
-----This turns the receiving build into a shop. Won't work if connected to Thrusters. Ignore Thrusters if Quantum Anchor is active. Requires time and energy to activate.
SOLAR CORE:
-----Center of a star, aka sun, aka giant ball of fiery death. It can be attached to other objects, including planets, stations, and ships. Solar Cores themselves do no damge to anything when attached to other objects. Untill powered up, it remains a super-heavy paperweight. Also, becomes heavier the more power the object it is attatched to generates.
-----Once a Solar Core is supplied with enough power, it will activate, sustaining itself, and producing Solar Plasma. Should the total energy production of the object it is attached to drop below a certain point, the Solar Core will deactivate and cease generating Solar Plasma.
-----When active, a Solar Core will generate blocks of Solar Plasma in a sphere, up to 500 blocks away. The radius of the sphere depends on the amount of energy the object it is attached to generates. The frequency at which it generates is similarly tied to how fast said object generates energy. This Solar Plasma can be salvaged, and will continue to generate untill the Solar Core deactivates.
-----If a Solar Core is destoryed, it will power any remaning shields of the object it is attached to, or deploy its own, to contain its blast within a smaller area, preventing their destruction from being too overpowered. (Said shield(s) won't stop you from flying into or out of the blast radius though.)
SOLAR PLASMA:
-----Phased block that is generated by Solar & Void Cores. Is composed of various valuable gasses. Equal to a very large amount of fuel. Direct contact with Solar Plasma blocks causes insane damage. If a block touches it, it touches another block, or it tries to generate where another block exists, said other block will be destoryed near instantaneously.
VOID CORE:
-----Event horizon, point of no return. Crushes even sector sized objects into the space of atoms. As with the Solar Core, can be attatched to planets/ships/structures. Void Cores themselves do no damge to anything when attached to other objects. Also, becomes heavier the more power the object it is attatched to generates.
-----Once a Void Core is supplied with enough power, it will activate, sustaining itself, and producing Void Plasma and Solar Plasma. Should the total energy production of the object it is attached to drop below a certain point, the Void Core will deactivate and cease generating both kinds of plasma.
-----When active, a Void Core will generate blocks of Void Plasma in a sphere, up to 50 blocks away and Solar Plasma after that in a disk from 51 blocks away up to 250 blocks away. The radius of the sphere and then the disk depends on the amount of energy the object it is attached to generates. The frequency at which it generates is similarly tied to how fast said object generates energy. This Void Plasma & Solar Plasma can be salvaged, and will continue to generate untill the Void Core deactivates.
-----If a Void Core is destoryed, it will power any remaning shields of the object it is attached to, or deploy its own, to contain its implosion within a smaller area, preventing their destruction from being too overpowered. (Said shield(s) won't stop you from flying into or out of the implosion radius though.)
VOID PLASMA:
-----Phased block that is generated by Void Cores. Is composed of many valuable elements. Equal to a very large amount of mass. Direct contact with Void Plasma blocks causes insane damage. If a block touches it, it touches another block, or it tries to generate where another block exists, said other block will be destoryed near instantaneously.
QUANTUM LOCK:
-----Locks attached ship/structure to that of the one who placed it. Has a player white-list and a player black-list. If owner belongs to a faction, then the faction's leader is automatically added to the white-list.
QUANTUM ANCHOR:
-----Build it into something to hold it in place within the universe. If activated on any object with Thrusters, will dissable them, also allowing Shop Cores to function on ships. Requires time and energy to activate and lots of energy to maintain. Deactivating it will reactivate Thrusters. Dangerous if destoryed while active.
CONTROL UNIT:
-----This is to a Player Core, what telephone poles & power cables are to power stations. Each employs its own field of influence in addition to the Core's. The Core's field, and the fields of Control Units can be enlarged by building them into arrays.
BUILD CORE: (Engineering Station)
-----A form of dumbed down core that does nothing but allow you another point of access to an object's build mode. Employs its own field of influence on planets, within which is the only place one can build (within the field). Said field blends with those of Control Units & Player Cores. (Originally called a Build Core.) Naturally generated block can not be removed instantly by using an Engineering Station, (they'ed take a bit to dissapear, equal to how long it would take to break it with a tool or salvager).
--------------------ENERGY GENERATORS--------------------
SOLAR PANEL:
-----Its already been mentioned and will probably make it into the game anyway. Cheap, efficient energy generating device, very weak, requires line of sight to function. Produces energy depending on orientation in relation to the nearest Solar Core and distance from said Solar Core. If built into turrets, turret will turn to point Solar Panels directly at closest Solar Core. Is immune to light/heat damage from Solar Cores.
DYNAMO:
-----Middle level energy generating device. Requires fuel to function; water, lava, acid, wood, coal, etc. Can pull fuel from Fuel Tanks or Plex Storage. Even cheaper than Solar Panel, less efficient, and heavier.
SD HCT xm3.4 Power: (Nuclear Reactor)
-----Currently known simply as the Reactor, this is the high end energy generator. Uses radioactive materials as fuel; Iridium, Radium, Plutonium, Uranium, & Thorium. Extremely efficient, medium weight, expensive.
SD pc1.3 Power Tank: (Energy Cell)
-----This little block can be bought or sold, empty or full, of energy. Holds up to 256 units. Can't be picked up while charging or draining. If destoryed while containing energy, will explode. If destoryed empty, just breaks. Fills with energy from generators once generator storage is full. Drains of energy when energy drain of connected structures exceeds maximum output of generators.
FUEL TANK / LIQUID TANK / FLUID TANK / BARREL:
-----This little block can be bought or sold, empty or full, of liquids. Each block contains only one KIND of liquid at a time. Holds up to 256 units. Can't be picked up while filling or draining. If destoryed while containing certain liquids, will explode. If destoryed empty, just breaks. Fills with liquids gained from Salvagers or those placed directly into ship storage.
--------------------THRUSTERS--------------------
Hyperflux Coil Thruster: (Ion Thruster)
-----Energy powered thruster. Cheap, light-weight, efficient, low thrust.
ROCKET BOOSTER:
-----Fuel powered thruster. Cheaper, heavy-weight, less efficient, medium thrust.
NUCLEAR THRUSTER:
-----Radiation powered thruster. Expensive, medium-weight, highly efficient, high thrust.
GRAVITY IMPULSE:
-----Energy powered thruster. Insanely expensive, medium-weight, insanely efficient, insane thrust.
-----(Probably need either a Solar Core, Void Core, or both to help build this. Not as components though.)
--------------------MODULES--------------------
COMPUTER: (Originally Weapons Computer)
-----Various systems can be slaved to this block to use/control them; weapons, energy generators, shields, gravity generators, thrusters, lights, doors, elevators, sensors, docks, turrets, etc. Can even be slaved to other Computers. Clicking on one directly brings up three choices; On, Off, Toggle. On turns all slaved objects on, ditto Off turning slaved objects off. Toggle switches the state of all slaved objects.
TERMINAL:
-----Can be slaved to other objects to leave messages when said objects are destoryed, log statistics, and record times players accessed directly connected objects. (Try building one on a Kamikazi Drone.)
GRAVITY INDUCER: (Originally Gravity Unit)
-----When interacted with, orients player in relation to the connected Core, and activates gravity for said player. Can be set to override local gravity fields to a small, pre-defined area, in various shapes. Usefull for gravity elevators.
-----Settings: Field Direction, Field Strength, Field Shape, Field Size, Distance from Inducer.
Plex Lifter: (Elevator)
-----When interacted with, teleports player to opposite end of connected blocks. Maintains orientation. (AKA, same as current. Don't fix what ain't broken.) Currently does not work if Thrusters are present and active. Comes in various shapes. (Imagine its a pipe from Mario, in one end, out the other. Doesn't have to be a straight line.)
Plex Undeathinator: (Molecular Reconstructer)
-----Sets the player's spawn point to itself when interacted with. (AKA, spawn point.) Shares the Shop Core's and Elevator's dislike of activated Thrusters.
--------------------ELECTRONICS--------------------
SCANNER:
-----Used to determine the composition of planets, structures, and ships. Stronger Scanners have longer range and show more details.
RADAR:
-----Used to monitor space around the connected object. Stronger Radars have longer range and show more details.
--------------------HULLS--------------------
PLEXTAINUM: (AKA Glass)
-----Basic Hull; low cost, mass, & durability. Comes in all shapes and colors.
ALUMINIUM: (AKA Hull)
-----Basic Hull; low cost, mass, & durability. Comes in a range of shapes.
STEEL: (AKA Hardened Hull.)
-----Basic Hull; low cost, medium mass & durability. Comes in a range of shapes.
TUNGSTEN: (Super Hardened Hull that doesn't exist yet.)
-----Basic Hull; medium cost, high mass & durability. Comes in a range of shapes.
MAGNETIC:
-----Advanced Hull; medium cost, mass, & durability. Comes in a range of shapes.
-----Magnetizes player's boots allowing them to walk along the surface reguardless of local gravity.
-----Effect can be turned on and off. Low energy drain per block.
PHASED: (AKA, Force Field)
-----Advanced Hull; high cost, low mass, medium durability. Comes in all shapes & colors.
-----Friendly and allied players can pass through unobstructed. Enemy players as well as weapons fire is blocked.
-----Can be turned on and off. High energy drain per block.
ADAPTIVE: (Linear, Parallel)
-----Variable Hull; low cost, mass, & durability. Comes in all shapes and colors.
-----Gains durability in proportion to the mass & durability of the object it is attached to.
COMPOUND: (Gravimetric, Nanite, Additive, Exponential)
-----Variable Hull; high cost, low mass & durability. Comes in a range of shapes.
-----Gains mass & durability the more of them used in a build.
--------------------WEAPONS COMBOS--------------------
Developer planned weapons & combos: http://star-made.org/content/new-years-news
CANNON + ENERGY GENERATOR: RAIL GUN
MISSILE + ENERGY GENERATOR: EMP MISSILES
BEAM + ENERGY GENERATOR: ENERGY INJECTOR
BEAM + GRAVITY GENERATOR: TRACTOR BEAM
BEAM + ENERGY CELL: ENERGY SIPHON
PULSAR + ENERGY GENERATOR: ELECTRO MAGNETIC PULSE (EMP)
PULSAR + GRAVITY GENERATOR: REPULSOR BUBBLE
MINES + ENERGY GENERATOR: EMP MINES
MINES + GRAVITY GENERATOR: GRAVITY TRAPS
Currently the AnitMatter Cannons (AMCs) are essential ship sized rifles/blasters/machine guns. Why not make them into weapons that shoot actual antimatter? (Which explodes more the more mass it destorys.)
CANNON + SOLAR CORE + VOID CORE: ANTIMATTER PROJETOR
--------------------CORES--------------------
SHIP CORE: (Player Core)
-----Slap this on a mass of blocks and gain the ability to fly it. As does everyone else. Will need to add power and thrust to go anywhere, unless thats already there. Employs a field of influence around itself, if the object its attached to is larger than the field, the core will be unable to move it.
ALLY CORE:
-----Adding this to blocks causes them to be controlled by the Shop Faction once you activate it. Requires time and energy to activate.
PIRATE CORE:
-----Do I even have to say it? Attaching this and activating it will cause the connected blocks to try and kill you, and your friends, and everything else. Requires time and energy to activate.
SHOP MODULE: (Shop Core)
-----This turns the receiving build into a shop. Won't work if connected to Thrusters. Ignore Thrusters if Quantum Anchor is active. Requires time and energy to activate.
SOLAR CORE:
-----Center of a star, aka sun, aka giant ball of fiery death. It can be attached to other objects, including planets, stations, and ships. Solar Cores themselves do no damge to anything when attached to other objects. Untill powered up, it remains a super-heavy paperweight. Also, becomes heavier the more power the object it is attatched to generates.
-----Once a Solar Core is supplied with enough power, it will activate, sustaining itself, and producing Solar Plasma. Should the total energy production of the object it is attached to drop below a certain point, the Solar Core will deactivate and cease generating Solar Plasma.
-----When active, a Solar Core will generate blocks of Solar Plasma in a sphere, up to 500 blocks away. The radius of the sphere depends on the amount of energy the object it is attached to generates. The frequency at which it generates is similarly tied to how fast said object generates energy. This Solar Plasma can be salvaged, and will continue to generate untill the Solar Core deactivates.
-----If a Solar Core is destoryed, it will power any remaning shields of the object it is attached to, or deploy its own, to contain its blast within a smaller area, preventing their destruction from being too overpowered. (Said shield(s) won't stop you from flying into or out of the blast radius though.)
SOLAR PLASMA:
-----Phased block that is generated by Solar & Void Cores. Is composed of various valuable gasses. Equal to a very large amount of fuel. Direct contact with Solar Plasma blocks causes insane damage. If a block touches it, it touches another block, or it tries to generate where another block exists, said other block will be destoryed near instantaneously.
VOID CORE:
-----Event horizon, point of no return. Crushes even sector sized objects into the space of atoms. As with the Solar Core, can be attatched to planets/ships/structures. Void Cores themselves do no damge to anything when attached to other objects. Also, becomes heavier the more power the object it is attatched to generates.
-----Once a Void Core is supplied with enough power, it will activate, sustaining itself, and producing Void Plasma and Solar Plasma. Should the total energy production of the object it is attached to drop below a certain point, the Void Core will deactivate and cease generating both kinds of plasma.
-----When active, a Void Core will generate blocks of Void Plasma in a sphere, up to 50 blocks away and Solar Plasma after that in a disk from 51 blocks away up to 250 blocks away. The radius of the sphere and then the disk depends on the amount of energy the object it is attached to generates. The frequency at which it generates is similarly tied to how fast said object generates energy. This Void Plasma & Solar Plasma can be salvaged, and will continue to generate untill the Void Core deactivates.
-----If a Void Core is destoryed, it will power any remaning shields of the object it is attached to, or deploy its own, to contain its implosion within a smaller area, preventing their destruction from being too overpowered. (Said shield(s) won't stop you from flying into or out of the implosion radius though.)
VOID PLASMA:
-----Phased block that is generated by Void Cores. Is composed of many valuable elements. Equal to a very large amount of mass. Direct contact with Void Plasma blocks causes insane damage. If a block touches it, it touches another block, or it tries to generate where another block exists, said other block will be destoryed near instantaneously.
QUANTUM LOCK:
-----Locks attached ship/structure to that of the one who placed it. Has a player white-list and a player black-list. If owner belongs to a faction, then the faction's leader is automatically added to the white-list.
QUANTUM ANCHOR:
-----Build it into something to hold it in place within the universe. If activated on any object with Thrusters, will dissable them, also allowing Shop Cores to function on ships. Requires time and energy to activate and lots of energy to maintain. Deactivating it will reactivate Thrusters. Dangerous if destoryed while active.
CONTROL UNIT:
-----This is to a Player Core, what telephone poles & power cables are to power stations. Each employs its own field of influence in addition to the Core's. The Core's field, and the fields of Control Units can be enlarged by building them into arrays.
BUILD CORE: (Engineering Station)
-----A form of dumbed down core that does nothing but allow you another point of access to an object's build mode. Employs its own field of influence on planets, within which is the only place one can build (within the field). Said field blends with those of Control Units & Player Cores. (Originally called a Build Core.) Naturally generated block can not be removed instantly by using an Engineering Station, (they'ed take a bit to dissapear, equal to how long it would take to break it with a tool or salvager).
--------------------ENERGY GENERATORS--------------------
SOLAR PANEL:
-----Its already been mentioned and will probably make it into the game anyway. Cheap, efficient energy generating device, very weak, requires line of sight to function. Produces energy depending on orientation in relation to the nearest Solar Core and distance from said Solar Core. If built into turrets, turret will turn to point Solar Panels directly at closest Solar Core. Is immune to light/heat damage from Solar Cores.
DYNAMO:
-----Middle level energy generating device. Requires fuel to function; water, lava, acid, wood, coal, etc. Can pull fuel from Fuel Tanks or Plex Storage. Even cheaper than Solar Panel, less efficient, and heavier.
SD HCT xm3.4 Power: (Nuclear Reactor)
-----Currently known simply as the Reactor, this is the high end energy generator. Uses radioactive materials as fuel; Iridium, Radium, Plutonium, Uranium, & Thorium. Extremely efficient, medium weight, expensive.
SD pc1.3 Power Tank: (Energy Cell)
-----This little block can be bought or sold, empty or full, of energy. Holds up to 256 units. Can't be picked up while charging or draining. If destoryed while containing energy, will explode. If destoryed empty, just breaks. Fills with energy from generators once generator storage is full. Drains of energy when energy drain of connected structures exceeds maximum output of generators.
FUEL TANK / LIQUID TANK / FLUID TANK / BARREL:
-----This little block can be bought or sold, empty or full, of liquids. Each block contains only one KIND of liquid at a time. Holds up to 256 units. Can't be picked up while filling or draining. If destoryed while containing certain liquids, will explode. If destoryed empty, just breaks. Fills with liquids gained from Salvagers or those placed directly into ship storage.
--------------------THRUSTERS--------------------
Hyperflux Coil Thruster: (Ion Thruster)
-----Energy powered thruster. Cheap, light-weight, efficient, low thrust.
ROCKET BOOSTER:
-----Fuel powered thruster. Cheaper, heavy-weight, less efficient, medium thrust.
NUCLEAR THRUSTER:
-----Radiation powered thruster. Expensive, medium-weight, highly efficient, high thrust.
GRAVITY IMPULSE:
-----Energy powered thruster. Insanely expensive, medium-weight, insanely efficient, insane thrust.
-----(Probably need either a Solar Core, Void Core, or both to help build this. Not as components though.)
--------------------MODULES--------------------
COMPUTER: (Originally Weapons Computer)
-----Various systems can be slaved to this block to use/control them; weapons, energy generators, shields, gravity generators, thrusters, lights, doors, elevators, sensors, docks, turrets, etc. Can even be slaved to other Computers. Clicking on one directly brings up three choices; On, Off, Toggle. On turns all slaved objects on, ditto Off turning slaved objects off. Toggle switches the state of all slaved objects.
TERMINAL:
-----Can be slaved to other objects to leave messages when said objects are destoryed, log statistics, and record times players accessed directly connected objects. (Try building one on a Kamikazi Drone.)
GRAVITY INDUCER: (Originally Gravity Unit)
-----When interacted with, orients player in relation to the connected Core, and activates gravity for said player. Can be set to override local gravity fields to a small, pre-defined area, in various shapes. Usefull for gravity elevators.
-----Settings: Field Direction, Field Strength, Field Shape, Field Size, Distance from Inducer.
Plex Lifter: (Elevator)
-----When interacted with, teleports player to opposite end of connected blocks. Maintains orientation. (AKA, same as current. Don't fix what ain't broken.) Currently does not work if Thrusters are present and active. Comes in various shapes. (Imagine its a pipe from Mario, in one end, out the other. Doesn't have to be a straight line.)
Plex Undeathinator: (Molecular Reconstructer)
-----Sets the player's spawn point to itself when interacted with. (AKA, spawn point.) Shares the Shop Core's and Elevator's dislike of activated Thrusters.
--------------------ELECTRONICS--------------------
SCANNER:
-----Used to determine the composition of planets, structures, and ships. Stronger Scanners have longer range and show more details.
RADAR:
-----Used to monitor space around the connected object. Stronger Radars have longer range and show more details.
--------------------HULLS--------------------
PLEXTAINUM: (AKA Glass)
-----Basic Hull; low cost, mass, & durability. Comes in all shapes and colors.
ALUMINIUM: (AKA Hull)
-----Basic Hull; low cost, mass, & durability. Comes in a range of shapes.
STEEL: (AKA Hardened Hull.)
-----Basic Hull; low cost, medium mass & durability. Comes in a range of shapes.
TUNGSTEN: (Super Hardened Hull that doesn't exist yet.)
-----Basic Hull; medium cost, high mass & durability. Comes in a range of shapes.
MAGNETIC:
-----Advanced Hull; medium cost, mass, & durability. Comes in a range of shapes.
-----Magnetizes player's boots allowing them to walk along the surface reguardless of local gravity.
-----Effect can be turned on and off. Low energy drain per block.
PHASED: (AKA, Force Field)
-----Advanced Hull; high cost, low mass, medium durability. Comes in all shapes & colors.
-----Friendly and allied players can pass through unobstructed. Enemy players as well as weapons fire is blocked.
-----Can be turned on and off. High energy drain per block.
ADAPTIVE: (Linear, Parallel)
-----Variable Hull; low cost, mass, & durability. Comes in all shapes and colors.
-----Gains durability in proportion to the mass & durability of the object it is attached to.
COMPOUND: (Gravimetric, Nanite, Additive, Exponential)
-----Variable Hull; high cost, low mass & durability. Comes in a range of shapes.
-----Gains mass & durability the more of them used in a build.
--------------------WEAPONS COMBOS--------------------
Developer planned weapons & combos: http://star-made.org/content/new-years-news
CANNON + ENERGY GENERATOR: RAIL GUN
MISSILE + ENERGY GENERATOR: EMP MISSILES
BEAM + ENERGY GENERATOR: ENERGY INJECTOR
BEAM + GRAVITY GENERATOR: TRACTOR BEAM
BEAM + ENERGY CELL: ENERGY SIPHON
PULSAR + ENERGY GENERATOR: ELECTRO MAGNETIC PULSE (EMP)
PULSAR + GRAVITY GENERATOR: REPULSOR BUBBLE
MINES + ENERGY GENERATOR: EMP MINES
MINES + GRAVITY GENERATOR: GRAVITY TRAPS
Currently the AnitMatter Cannons (AMCs) are essential ship sized rifles/blasters/machine guns. Why not make them into weapons that shoot actual antimatter? (Which explodes more the more mass it destorys.)
CANNON + SOLAR CORE + VOID CORE: ANTIMATTER PROJETOR