Angelus' Super-Thread of Tweaks, Upgrades and Additions.

angeluscaligoangeluscaligo Join Date: 2018-02-01 Member: 236483Members
This is an enormous list of various tweaks, fixes and upgrades from various people and myself. I have included all the people that I saw had similar ideas or of whom I have used various smaller idea-components. To those people; Keep up the good work, guys! :D

Multi-Purpose Rooms – Tweaks and Upgrades

Add the ability to add a Glass Dome as a roof or a Glass Dome as a floor.
Add the ability to 'remove' floors between multi-level MPR's with stacked aquaria.
Add a variety of Stairs that wrap around one quarter of an MPR as an alternative for Ladders.
Add the ability to build a Multi-Floor Window that adds a small space behind it with a rail, connecting two MPR's and allowing for more impressive viewings.

Various Base Module Tweaks


Allow for the rotation of Ladders
Make multi-level Ladders form one single model, rather than multiple ugly stacked models.

Allow for the external implementation of Wall Planters.
Allow for the Wall Planter to display a fixed variety of flora, depending on environment.
Add the ability to utilize snap-points for various interior and exterior decorations upon Base Modules.

Add Reinforced Windows that utilize Enameled Glass alike the Observatory.
Add a variety of Window that is slightly spherical, alike the Corridor-end Windows.
Add the Blueprint for the Reinforced Windows to the DGR Degasi Base.

Add Wall Storage for various Base Modules that are alike the lockers in the Cyclops.
These would have a capacity of 4x6.

Allow for the Scanner Room to forego a scan-map for a non-detailled full scan of the World Map
Allow this alternative scan-map to only display player-placed Beacons
This scan-map can not scan for resources – it can only show Beacons and PDA-provided landmark coordinates (such as Lifepods and interesting energy signatures).
The surface of this scan-map is rough once initialized, but can be fleshed out via player exploration to show more detail.

Allow for the placement of Foundations above eachother, so that you can vertically expand a base and not have to make it sprawl every outwards indefinitely.
This allows for the construction of multi-floor farms, which enables a much more efficient use of space.

Add the ability for Sulfur Plants to drop seeds and be planted solely in the Containment Tank.
Allow for Crash Fish bred from eggs to inhabit the planted Sulfur Plants and thus produce Sulfur, without triggering agression towards the Player.

Allow for Bloodvines and Creepvine Seedclusters to propagate to empty slots in Growthbeds, thus growing Bloodroots and seedless Creepvines relatively.

Allow for the placement of Corridors at an horizontal 45° angle to MPR's and other Corridors, for the ability to construct Seabases around landmarks and undulating terrain.

Various Ideas for New Base Modules and Supplementary Decorations.

Command Module (by @Dracon1023 and @NepsterCZ )

A hi-tech Module that allows for an overview of the Seabase it connects to.
Allows for the Player to auto-lock and auto-open all Bulkheads.
Upgrades include Fire Surpression System, Water Drainage System, Auto-Repair System, Integrity Observation System, Camera Observation System, Electric Defense System…

XL Multi-Purpose Rooms (by @MaxHess )

An MPR that is extra-large, like 2x2 MPR's joined together.
Adds an option for the XL Containment Tank or for the placement of four regular Containment Tanks in a single XL MPR.

Geodesic Arborium (by @zetachron )

A domed greenhouse-type Base Module constructed out of glass that more or less follows the standard design of the MPR, though it is a full dome.
Has the same surface space, circular dimensions and height as the MPR.
Has a wrap-around Growthbed, safe where the central open space connects to connected Corridors.
Allows for the planting of all terrestrial flora.

Nutrient Compression Machine (by @NewAgeRevolution )

A Nutrient Compression Machine follows a basic model alike the Water Filtration Machine, namely a large structure that fills a single wall-slot of the MPR.
It requires a combination of fish (for animal proteins), vegetable matter (creepvine, purple vegetable, ... - for fibers) and fruits (lantern fruit, bulbo tree piece, watermelon, ... - for long-chain sugars and vegetable vitamins).
It produces a waste-product of 3 Bio-Fuel (essentially waste-products that can be used in the Bio-Reactor) per 1 Nutrient Block.
It uses the same energy-consumption and timing as the WFM.
Its blueprint can be deduced from 5 Fragments (like the WFM), which are spread out across 3 end-stage biomes with the surface-level above them (excluding the LR, the ILZ and the PCF).

Bio-Fuel Algea tanks (by @warbrand2 )

Tanks that utilize the unused Botanical Analysis Machine model for growing algea.
These algea produce O2 and Bio-Fuel as waste-products.
The O2 provides the Seabase with its oxygen supply and the Bio-Fuel provided the Bio-Reactor with a fuel-resource.
The utilize the same space as the Water Filtration Machine.
It produces 30 units of O2 (basically expelled into the air) and 1 unit of Bio-Fuel every 5 minutes, so you'd have to place quite a few to sufficiently provide the player with oxygen without running out.
Can only be placed within MPR's.
The tanks take 1 in-game day before they start producing O2 and Bio-Fuel, the time needed for the algea to grow and begin propagating their waste-products.

Oxygen Reserve Tanks

An exterior module that extracts excess O2 produced within the Seabase and releases it when O2 within the Seabase falls beneath safe levels.
Similar dimensions and design to the Water Filtration Machine.
Can store up to 300 units of O2 within 3 minutes and release it at a rate of 1 oxygen per second.
Can only connect to MPR's.

Drone Station (by @dondvp and @Malsqueek )

An expansion for the Moonpool similar to the Vehicle Upgrade Console.
Allows for the construction of specialty Drones that can aid in Seabase maintenance
Repair Drones, Harvest Drones, …
Various sizes of Drones available, with upgraded storage and capabilities

Various Ideas for Fauna Tweaks and Updates.

Allow for a variety of sizes in the larger fauna (such as Reapers, Gasopods, Jellyrays, …) alike in other fauna (such as Reefbacks, Ghost Leviathans, …) to show the different ages and life-cycles.
Explore the life-cycle of Floaters, perhaps from the flora-parasitic Tree Leeches to a fauna-parasitic stage to the small Floaters up to the Ancient Floaters.

Allow for the presence of super-specimens for certain fauna.
F.e. An extremely aged Reaper, missing half a mandible and covered in scars
F.e. An enormous Reefback, sporting a larger coral-mass upon its back with larger flora.
F.e. An extremely feeble yet large River Prowler or Ampeel, which has lost its general high agression in favour of extreme territorial dominance of certain niche-environs.

Add a variety of Leviathan-class decomposing bodies alike the Reaper Leviathan skeletons spread across the ILZ.
A Reefback-type whalefall, where the body supports an extremely diverse mini-biome in an otherwise barren biome-environs (such as the Dunes or the Sparse Reef).
A dying Reaper Leviathan, surrounded by smaller predators such as Sand Sharks and Bone Sharks that are awaiting its death as to feast upon its corpse.

Add the Spike Trap to the Dunes, with a variety of skeletal remains littering the soil around it.

Add the Rock Puncher to the future Twisty Bridges biome or to the small thermal oasis' that can be found in the Dunes.
They display territorial agression towards the player and occasionally fight for dominance between themselves.
They smash the walls of the thermal vents, causing the appearance of mineral deposits, alike the Sea Treaders, and an eruption of a cloud of Rock Grubs which gradually dissipate.

Re-implement the Sandworm at a much smaller scale, more similar to the Spike Trap.
Give it the same niche as the Spike Trap, but possibly in the ILZ.
Let them hunt solely herbivores, such as the Crimson Ray.
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