Magnetic Biome/Pressurized Biome/New submarine(s)

DominicinatorDominicinator AU/NZ Join Date: 2015-03-28 Member: 202657Members
edited March 2016 in Ideas and Suggestions
Magnetic biome
Description: A cave situated in a highly magnetic area. Magnetic tidal forces rip apart ferromagnetic Objects (Can't enter with a submarine, must upgrade tanks to the lightweight ones, otherwise you get damaged too.)
Depth: 600m.
Under the Mushroom caves, 3 hard to find and small entrances within the mushroom caves.
Fauna:
Magnetoids (Symbiotic relationship with Magnateds, collects Ferrofluid found within Magnateds and injects it into it's prey, subjecting it to the tidal forces of the isolated magnetic fields in the area, ripping it apart for transportation to a magnated, and then consumption. They're swarm creatures, so each one only collects a small amount of ferrofluid, so as to avoid the magnetic tidal forces).

Soren (Roughly 2 times the size of a rabbitray, edible, but it's flesh can be better used for processing into fertilizer for certain crops, prey of magnetoids)

Flora:
Magnateds (Found on the cave ceiling, contains ferrofluid, it has a very tough membrane so as to avoid magnetic tidal forces, feeds on leftover material that was fed on by magnetoids).

Coil (Found in deep holes on the cave floor, surrounded by ferromagnetic materials, creating an isolated but strong magnetic field, also ionizes and polarizes the water around it, creating a suction force, it uses this to feed on microscopic organisms)

+ around 5 species of decorative Flora

Resources:
Hematite (Conglomerate deposits, found on the cave ceiling, used in a new submarine)
Neodymium (Monazite Deposits, required for any laser technology)
Cerium (Monazite Deposits, used in a new submarine)
Ferrofluid (Magneteds, used in a new submarine)
Lodestone (Lodestone deposits in the coil holes, ~20 per hole, used in submarine)

Blueprints:
Seamist Upgrade Panel, 4 fragments needed.
Seamist Geothermal Generator, 3 fragments needed.


Pressurized Biome
Description: A deep biome situated in a huge trench, littered with Geothermal vents.
Depth: 6000m at maximum depth, starts at 3000m, not underground or anything, can go straight down and straight up.
Location: Previously outside the map area, behind the Aurora, as well as a previously outside the map area behind the islands (Near the "Arctic")
Fauna:
Leerstar: A Pentagram (But 3D, as in, rotated around in the Z direction to create a sort of sphere) shaped black organism that floats with the currents provided by geothermal vents, feeds on Microorganisms, very small, inedible (Nothing to eat, at least for humans).
Spearhead: A 20m long, but 20cm diameter eel with a glowing speer on it's head, attracts organisms like the Mesmer, it's "speer" is actually a proboscis, essentially a giant digestive tracts with a mouth (No eyes, relies on sea currents and touch to detect prey) Edible (Will lay it's young inside of you if you eat it, they will then eat you alive later on (Resistance to stomach acid, ALL of its cells can grow into new Spearheads when detached, the cells feed on food you eat and stay in the stomach until the proboscis develops, when they will then eat you alive.))
Burster: A Rabbitray sized glowing sphere which boosts around the ocean in the direction of geothermal currents, feeds on Leerstars, prey of Speerheads. Inedible
Convex: A Rabbitray sized black fish, it's bowl shaped, and it's mouth is inside the bowl, propels itself with tentacles, feeds on Leerstars. Edible.
Hypnoworm: Parasite, forces itself into an organism's mouth, it does no harm except for excreting hallucinogens after digestion of it's host's food, remove by not eating, exits through at the end of your digestive tract... very painfully... when you are below 10% food. Hallucinations include: Creepy divers with white eyes when in dark areas, random Screaming, and general paranoia.
Eyeeyeeyeeyeeyeeyeeyeeyeeyeeyeeyeeye: A sphere covered in infared-light sensitive eyes, uses small fins to slowly drift away from Spearheads, so as to stay invisible to them.
Warper: Already know what this one is ;)

Flora:
Sinkers: Heavy organisms which sink.
Siren: Grows around Geothermal Vents, creates a loud screaming sound when the player gets close, effectively jump scaring people.
Orifice: a "Balloon" attached to cliff faces near geothermal vents. Covered in various types of mouths, it eats Leerstars when they drift near it.
Pressurizer: Grows away from geothermal vents, creates a strong pressure wave when anything gets close, keeping Fauna away.
6-7 types of Decorative flora growing around Geothermal Vents.

Resources: Graphite (Found on cliff faces), Quartz, Saliva (Found in Orifices), Alluvia sample ( https://en.wikipedia.org/wiki/Alluvium ) (found within cracks in geothermal vents, around 6 can be found in each vent)
Blueprints: P-33 Hydroprobe Blueprint (6 Fragments) | HDFC (High Density Fusion Core) Blueprint (3 fragments)

Resource processing:
3 Alluvia sample = 1 platinum shard, 1 palladium shard
2 Hematite = 1 Iron
Graphite = 4 Graphene
Resources into processed materials/electronics:
5 Cerium + 2 Enameled glass + Advanced Wiring Kit = High Resolution Display
2 Cerium + 1 Enameled glass + Wiring kit + Computer chip = High Resolution Camera
10 Ferrofluid + 3 Power cells + 2 Advanced Wiring Kit + 3 Iron = Electromagnetic Core
5 Ferrofluid + 2 Iron + Battery = Magnetic Generator
2 Titanium + 1 Plasteel + 2 Iron = Hull Plating
4 Silicon + Advanced Wiring kit = Computer
Computer + Advanced Wiring kit + computer chip = Neuro Interface
5 Silver + Avanced Wiring kit = Signal Dish
2 Silver + Computer Chip = Antenna
Graphene + Silicon + 2 Quartz + Computer Chip = Advanced Computer Chip
3 Advanced Wiring Kit + Advanced Computer Chip + Titanium = Supercomputer


Submarine: P-33 Hydroprobe
Description: Head sized Hydroprobe that uses Seamist Technology to propel itself into unknown areas.
Attributes:
Crush depth: When unpowered, 200m is Warning, 300m is crush.
Uses more Energy the deeper you go.
Requires a connection to the P-33 Hydroprobe Control Terminal (Placeable in any base, or within the cyclops, has a range of 1500m to the probe, when you "Enter" the terminal, the "Player" is now the probe, so as to avoid loading range problems.)

Crafting:
High Resolution Camera + Electromagnetic Core + Hull Plating + Magnetic Generator + Antenna = P-33 Hydroprobe
High Resolution Display + Supercomputer + Neuro Interface + Signal Dish = P-33 Hydroprobe Control Terminal


Submarine: Seamist
Looks: Very small vessel, the pilot lies down inside the vessel, no windows, the entire inside of the vessel, except for where the pilot lies, is a high resolution display screen, light sensitive cameras outside the vessel display the environment. The outside is a simple 3d Ellipse with a colored stripe around it, no lights, and a hatch on the bottom.
Description: Ionizes and polarizes the water around it, and uses magnetic fields to push it away (Or create a suction force in any direction to pull the craft in that direction, no propellers), reducing both pressure strain and drag.
Attributes:
Base Crush and Warning depth: No crush or warning depth (Unless out of energy, when out of energy, crush is 500m, warning is 400m)
Special: Uses more energy the deeper you go. (at the surface, it's the base energy, at 500m, it's 100% faster, at 1000m it's 300% faster, or something similar)
Special 2: Middle click (Default) to boost, uses energy based on depth to momentarily boost the vessel forward by using extra energy to create a huge suction force in front of the vessel.
Extra info: 2 upgrade slots, 2 Power cell slots, dockable in modified Moon pool (Craft Seamist Upgrade panel instead of Seamoth Upgrade panel, changes the moonpool docking apparatus to be compatible with the Seamist)

Crafting:
Hull Plating + 3 High Resolution Display + Electromagnetic Core + 4 High Resolution Camera + 4 Magnetic Generator + Neuro Interface = Seamist (In the vehicle builder)
Battery + Advanced Wiring Kit + 5 Ferrofluid = Seamist Upgrade Panel (Blueprint Required)

Seamist Upgrades:
Laser Sampler/Spectroscope: Samples material, use to A: Sample the ocean for presence of an ecosystem by analyzing the water for organic materials B: Analyze rock formations to map Geological History. Also displays Biome based on rock mineral content.
Seamist Geothermal Generator (+ Thermal Plating): Generates electricity when still and near a geothermal vent or any other heat source.
+All seamoth upgrades except for Pressure Compensation and torpedoes (You must craft the "Seamoth" upgrades in the Seamist Upgrade Terminal for them to work in the Seamist, you may convert Seamoth upgrades to Seamist upgrades and vice versa using the Seamist Upgrade Terminal).

Crafting:
Advanced Wiring kit + Neodymium = Spectroscopic Sensor
Advanced Wiring kit + Neodymium + Glass = Laser Sampler
2 Plasteel + Power cell + Advanced Wiring kit = Seamist Geothermal Generator
5 Neodymium + Glass + 2 Advanced Wiring kit + Spectroscopic Sensor + Laser Sampler + Computer chip = Laser Sampler/Spectroscope.


Extra Stuff:
Material Transporter: Upgrade for the Seamoth/Seamist, allows items within 15m to be aimed at and teleported into the player's inventory.
Neodymium + Cerium + 5 Glass + Advanced Wiring Kit = Equivalency Scanner
Titanium + Advanced Wiring Kit + Equivalency Scanner = Material Transporter

Wormhole module: Upgrade for the Seamoth/Seamist, allows for the temporary creation of a wormhole, without a destination, it automatically places the exit 20m ahead of the entrance.
Equivalency Scanner + Enameled Glass + 2 Supercomputer = Wormhole Module (Requires scanning the Warper)

Utility Glove: 4x inventory spaces, a Scanner, Welder, Builder, and "Knife" in one item, press G (Default) to switch utility, left click is always "Knife" (Has a heated blade along the pinky finger, now you can KARATE CHOP your rocks!)
Scanner + Welder + Builder + Battery + Plasteel + Advanced Computer Chip = Utility Glove

Ultimate Seafood Salad: 100 Food, 4x inventory spaces.
Peeper + Hoopfish + Eyeye + Reginald + Spadefish + Oculus + Boomerang + Spinefish + Airsack + Garyfish + 5 Salt = Ultimate Seafood Salad






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