Ultra-Realism mode? (Normal and hardcore versions too))
TGK72
Kentucky Join Date: 2016-06-10 Member: 218347Members
Basically, a mode for the masochists among us!
What it does is make the game far more realistic obviously, offering a greater challenge. And note some of these changes lile the airlocks and additional wiring kit requirements are suggestions that I feel should be done regardless. But here it goes..
Healing is a gradual thing and only if you have applied a medical kit and have food and water above 50%. Applying more kits speeds this up.
All fauna have a slight speed boost of 15%, so hunting during the day without at least a seaglide or fins is a very difficult affair, and sea predaters are truly something to be feared! But on the plus side, thirst and hunger is slowed by 50%.
The growing of plants and the breeding of fish is also slowed by 50%.
Running into brain coral bubbles produce NO oxygen, as in the bubbles are just for show unless you have pipes..
Bases now require pipes running from the surface, pipes connected to brain corals, (so they aren't totally useless.), at least 4 plants, with more required depending on base size, or an oxygen synthesizer to be oxygenated.
Bases now require proper airlocks, meaning to keep the base from being flooded all exterior hatches should be built on a bulkhead closed corridor, and perhaps a new base module about the size of a corridor that is specifically designated as an airlock.
Hatches can only be placed on the roof of a room with a large alien containment tank or in the middle of the room just above it.
Solar panels recharge far slower and should hold a far smaller charge
Surface swimming speeds are slowed slightly, closer to underwater swimming speeds, which stays the same.
Electronics and all other components require more logical resources. Like wiring kits also requiring rubber and silver, computer chips requiring gold, etc.
And finally, ALL tools, equipment, deploables, vehicles, vehicle upgrades, and base modules require a bigger variety of resources! Most of the added requirements are just logical additions that I personally feel should be required regardless of game mode, like all base corridors, rooms, and appliances require at least one wiring kit and copper wire, about double the titanium, and the moon room requiring a computer chip as well. Basically, if it's an electronic object, it should require at least a wiring kit! Though besides the logical additions, only vehicles and base modules should have their titanium doubled. Basically if it's a large titanium object, it should require a large amount of titanium, and vise versa!.
And nerf those medical kit assemblers please! Decrease the titanium and glass requirement significantly and demand far more advanced electronics and increase the intervals between kits. It shouldn't eliminate the need to craft your own!
I know this suggesion is probably only going to garnish negativity but almost all these changes would just require some relatively easy (guessing here) changes to the game files and would give us hardcore loons and realism fanatics something far more meaty to naw on. I've already pretty much ran through 90% of this games content on hardcore throughout this week and I need more challenge since I'm absolutely adoring this game but in order to be totally happy with it I need this mode!
Thank you for reading and thank you Unknown Words for this game! It's currently my favorite steam game next to space engineers. Maybe even more since it feels so much more complete and polished than SE is right now.
Keep up the good work!
What it does is make the game far more realistic obviously, offering a greater challenge. And note some of these changes lile the airlocks and additional wiring kit requirements are suggestions that I feel should be done regardless. But here it goes..
Healing is a gradual thing and only if you have applied a medical kit and have food and water above 50%. Applying more kits speeds this up.
All fauna have a slight speed boost of 15%, so hunting during the day without at least a seaglide or fins is a very difficult affair, and sea predaters are truly something to be feared! But on the plus side, thirst and hunger is slowed by 50%.
The growing of plants and the breeding of fish is also slowed by 50%.
Running into brain coral bubbles produce NO oxygen, as in the bubbles are just for show unless you have pipes..
Bases now require pipes running from the surface, pipes connected to brain corals, (so they aren't totally useless.), at least 4 plants, with more required depending on base size, or an oxygen synthesizer to be oxygenated.
Bases now require proper airlocks, meaning to keep the base from being flooded all exterior hatches should be built on a bulkhead closed corridor, and perhaps a new base module about the size of a corridor that is specifically designated as an airlock.
Hatches can only be placed on the roof of a room with a large alien containment tank or in the middle of the room just above it.
Solar panels recharge far slower and should hold a far smaller charge
Surface swimming speeds are slowed slightly, closer to underwater swimming speeds, which stays the same.
Electronics and all other components require more logical resources. Like wiring kits also requiring rubber and silver, computer chips requiring gold, etc.
And finally, ALL tools, equipment, deploables, vehicles, vehicle upgrades, and base modules require a bigger variety of resources! Most of the added requirements are just logical additions that I personally feel should be required regardless of game mode, like all base corridors, rooms, and appliances require at least one wiring kit and copper wire, about double the titanium, and the moon room requiring a computer chip as well. Basically, if it's an electronic object, it should require at least a wiring kit! Though besides the logical additions, only vehicles and base modules should have their titanium doubled. Basically if it's a large titanium object, it should require a large amount of titanium, and vise versa!.
And nerf those medical kit assemblers please! Decrease the titanium and glass requirement significantly and demand far more advanced electronics and increase the intervals between kits. It shouldn't eliminate the need to craft your own!
I know this suggesion is probably only going to garnish negativity but almost all these changes would just require some relatively easy (guessing here) changes to the game files and would give us hardcore loons and realism fanatics something far more meaty to naw on. I've already pretty much ran through 90% of this games content on hardcore throughout this week and I need more challenge since I'm absolutely adoring this game but in order to be totally happy with it I need this mode!
Thank you for reading and thank you Unknown Words for this game! It's currently my favorite steam game next to space engineers. Maybe even more since it feels so much more complete and polished than SE is right now.
Keep up the good work!
Comments
Why not just ask for a mod editor ?
You can load a game and tweak a bunch of option
- Reciepes
- Spawn rate
- Energy storage
- Base consumption of base (Need ENG to make O²)
You will not have all you ask but you can have something close to and who can please a bunch of people cause everyone can make this own personnal mod (Like a personnal server, could be a good entry for MP ^^)