There is no waste recycling system. When you eat, then you want to poop and pee. Add a waste treatment system. This will allow you to recirculate and not waste water on long flights. It will be more realistic.
Interesting, but even I can see some issues. 1. We would have to start pissing and pooping (urinating and defecating) on a regular basis (2-3 times a day) otherwise, why bother. Interrupting your activities to go to the nearest water closet. This might require having heads in SV/HVs (Yay!). Getting out & back into armor to do so (optional, I suppose). It might work as part of the suit system, providing some drinking water and fueling the jet pack. 2. The idea of electrolysis was abandoned years ago. We had a device that separated O2 & H from water into separate cylinders, but for some reason, it fell from favor for a less efficient method. IMO. I would like to its return. Also IMO I'm all for adding any form of recycling. I think when crops die, as they occasionally do, they should be turned into fertilizer like currently done with spoiled food. Otherwise, why have dead plants as a block item? Perhaps this is more for MP, where sh*t would be more plentiful? One last thing, I can't follow the the equations you set forth. Blank minus EnergyV ? What does that mean? It's no big thing. I rarely understand equations around here anyway.
1. It(Rubbish) might just drop into inventory for future crafting. 2. I too want garbage to be turned into something useful. After all, this is additional content. And the more content, the more problems, the more problems the more interesting the game. (If the object is understandable, this is good, but if the purpose of the object is not clear, then this is bad.) 3. And if not, how then will people live in space? Or, as a last resort, do Rectification and Electrolysis in the constructor (In the form of crafting.).
The problem here is that plants "stages" are model-based and can not be "deconstructed", they can only be picked up as "blocks". They could be made as ingredients for some other component, but we can't have 2 recipes for 1 block/ item (how does the constructor know which we want ?) because the task is automated : we put components in a constructor and it automatically points to 1 end product. So if we create another product from dead plant blocks, it has to be used as ingredient, and we can't just add this to existing recipes/ templates because it would mean they are "required" so players would have to scrap plants to make fertilizer to make plants = dead end loop.
We have a number of different "plants" that yield "plant protein" for use in the food processor. Couldn't a similar provision be made for dead plants and spoiled food to go into "nutrient solution" Each of the crops has a name (tomato, pumpkin, etc.) but have a "crop yield" of "vegetable". Corn and wheat have a crop yield of "grain". Why not have a similar yield for spoiled food and dead plants? Spoiled food is a stage of food just as dead plant is a stage of plants. How is that different?
We have no physical access to "spoiled food" in game like we do with plants. Plants can be interacted with (pick up prompt and crosshair) and when we do they change model and spawn something in the player inventory. Spoiled food does not exist in the game world, it is only "virtual" as an icon in the player inventory or in storage (like all food/ ingredients), so we can't "pick up" something from it, and we can't use the multitool on it either (no collider - not a real "object"). It is a hard coded "state change" with a timer attached to it. We can make some "rotten food" from plant protein in various constructors : { +Template Name: RottenFood DeconOverride: Stop OutputCount: 3 CraftTime: 5 Target: "FoodP,SurvC,SmallC,HoverC,BaseC" { Child Inputs PlantProtein: 1 << replace with "PlantDead" ? } } We could try replacing the ingredients to make "RottenFood" which is required to make "Nutrient Solution" to make a growing pot, but then players have to rely on food decay to get their first growing pots because they can't have dead plants without having plants first, wich requires a growing pot which requires dead plants... If players adjust the "survival food decay timer" to be longer it can cause a problem in the early game. If we allow players to pick up "plant protein" from dead plants they then have infinite supply of food and plant protein because dead plants can stay like they are forever, even without power/ lights. They could just use 1 plant for all their needs and pick up constantly from the same plant, because there is no way to add an additional "stage". We remove the dead plant with the multitool (it's a block) but it has no "template" to rebuild a "deadplant block". If we could make them then back to "infinite food supply" problem if players can place such a block in game. Even if we could add another "stage" after "PlantDead" then we're back at square 1 : we still have useless "Stage X" plants in inventory.
You understand the mechanics of this far better than I. All I'm trying to say is dead plants and spoiled food could both yield "decayed organics" and that would be the ingredient for "nutrient solution".
Sure. Nothing to lose to ask. But this removes "plant protein" from the recipe, and implies a delay to make grow plots (wait for food to spoil). It's not a big deal, but I know some players will complain about not being able to make growplots without having to wait, or to rely on loot.
I seem to have slipped into the old Elvish tongue. The rituals ran well into the dawn. Roughly translated: To hell with the plants. How about bunks/sleeping bags for HV/SVs? It's off topic, but it came to mind. The tents ore fine, but in certain environs, it can be risky. There are plenty of designs that have space for a bunk or room for a sleeping bag on the floor. Just a thought...and a wish. Honestly, I have know idea where that gibberish came from.
Dried plants can be used to produce, for example, a growth accelerator. Which will reduce the ripening/growing time of the plants. Thus, we will get the use of withered plants, and avoid the problem with one product according to different recipes. I apologize for the machine translation
Gibberish ? I thought it was genuine foreign dialect so I figured it meant something like "never mind" anyways. No problem. What about... a terrain-placeable "survival camp" ? I was thinking of a replacement for the tent, maybe something that would have the properties of the heater/ cooler + a few buffs + sleep overnight? With an internal space to be used as shelter in case of attacks from starter critters like spiders, for example. But of course we can make all kinds of furniture for SV/ HV but that's already a few steps ahead in survival from the very start, which jumps too quickly into high-tech instead of having players experience a bit more real survival with basic items, but a more complete set of these... The plant growth rate is tied to the plant block itself, it can't be modified during the game. I wish we could have a "shield growth formula" that we could mix up with water and pour on the ship to make shields recharge faster before an attack. Yup.
I agree the tent should be useable as shelter from weather/critters at any time, not just for 14 hours of sleep. When inside the tent/camp, 3rd person view should be outside the tent to observe if the coast is clear. In the case of the tent, perhaps sleep should involve SHIFT+ or CTRL+. I also think the Escape Pod should be useable as an initial shelter, especially since you apparently can't salvage it. But if you could salvage it... I'd still like to use it as temp shelter.
At first I though of a completely separate object, one that we can sometimes see in other games : a semi-circular portable wall/ shield that players can put down and hide behind then pick back up, put down a few meters further, etc. This would only work on terrain and not in POIs of course, but could allow players to attack POIs on foot a little more efficiently without being simple cannon fodder. Spash damage could still get through the wall, and maybe a T2 would have some healing buff too. Just ideas here...
Yeah we can. When icon items drop, they just drop as a player backpack. So you can pick them up off the ground. How about we forgo all this complexity and instead make it so when you zap dead plants with a multitool they just give you spoiled food in your inventory. No need to have a dead plant item, the spoiled food can represent that since a dead plant is essentially nothing but spoiled food.
I want this to be a thing just so if you go too long without deficating properly in a toilet you just **** on the floor (as if you dropped something). Of course it would get a custom sound effect.
Sure, whatever you like. Just do it. I didn't ask for anything, so you can propose your solution to whoever asked for it. No need to quote me for this by the way.
Oh I just thought you were serious about the above suggestion. Usually when I see people post technobabble I take them to be very serious indeed about the aforementioned subject.