Storage Facility

soversover germany Join Date: 2016-12-19 Member: 225184Members
Description:
exterior
the room can be similar to the moonpool just closed and no extra legs/pillars
it should be only be connectable from one side (the shorter end)

interior
the room itself should be like an evidence room you see on television
behind glass you see a lot of boxes/storages but you cant enter, you only deal with a console
maybe even robotarms that pretend to pick up items and drop them

functionality
obviously the storage space should be really large so about 20 lockers (so around 960), the cost of that room must be really high for balance purposes
the room should also drain power if you use it

the room should be upgradable, maybe similar to the radar room with chips
(better algorythm (storagex2)
search-engine (instead of the inventory grid you had before you now use a Fabricator like sorting ( Resources->basic materials->Lubricant(16) take1, take5, take10)
link-to-base (Fabricators/Workbenches..etc not only check players inventory but also base inventory now),
warp-technology (as planned) linking multiple base-inventories

also if you build another storage facility ontop or below only the already linked (only one should be able to be linked) will work (the storage space of course would increase, also the energy consumtion)



now the reasons why / lore-friendly

the aurora is a mining ship meaning it was built to deal with huge amounts of materials and not like the player does it, one by one titatium via hand
so it only makes sense that the technology is somewhere on the aurora for automatic large scale storaging

also it gets annoying in the "endgame" to run through your base and check all lockers to find the right locker with the right material (and yes I use signs but sometimes I have like 3-5 lockers filled with just titanium... that takes space)



I bet there are already similar ideas on this, I didnt search for it- because I just wanted to give my draft of storage (first just a huge locker, then automated, then integrated, then global)

Comments

  • soversover germany Join Date: 2016-12-19 Member: 225184Members
    another upgrade: freezer
    so cooked food wont spoil
  • gunmetal563gunmetal563 Join Date: 2015-09-30 Member: 208239Members
    sover wrote: »
    another upgrade: freezer
    so cooked food wont spoil

    so "dead" food wont spoil (the lockers keeping fish alive doesn't make much sense)

  • gunmetal563gunmetal563 Join Date: 2015-09-30 Member: 208239Members
    i also think the kelp, melons, potato's, tree fruit, and other edibles will decay overtime in the lockers
  • soversover germany Join Date: 2016-12-19 Member: 225184Members
    I think they will change that you can't put living fish into lockers, or if you do they will die over time- at least they should. the freezer upgrade would just stop any spoilage/spoiling/decomposition.

    but the automated huge storage room is more important to me than that freezer upgrade haha - really hope they consider it
  • bradgillapbradgillap Welland, Ontario Canada Join Date: 2017-01-03 Member: 225992Members
    I came here for this but I was thinking a device that goes on the wall for inventory management that just indexes the contents of the lockers inside that particular base.

    Also, some way to move large amounts of resources a very short distance. There is too much back and fourth right now from vehicle to base or base to base.

    A special craft with a shipping container attachment would probably work pretty well so long as we could pipe items directly from the container into the base without having to inventory them to the player, and then moving them.
  • BeckysFootSlaveBeckysFootSlave Germany Join Date: 2016-12-27 Member: 225560Members
    sover wrote: »
    Description:
    exterior
    the room can be similar to the moonpool just closed and no extra legs/pillars
    it should be only be connectable from one side (the shorter end)

    interior
    the room itself should be like an evidence room you see on television
    behind glass you see a lot of boxes/storages but you cant enter, you only deal with a console
    maybe even robotarms that pretend to pick up items and drop them

    functionality
    obviously the storage space should be really large so about 20 lockers (so around 960), the cost of that room must be really high for balance purposes
    the room should also drain power if you use it

    the room should be upgradable, maybe similar to the radar room with chips
    (better algorythm (storagex2)
    search-engine (instead of the inventory grid you had before you now use a Fabricator like sorting ( Resources->basic materials->Lubricant(16) take1, take5, take10)
    link-to-base (Fabricators/Workbenches..etc not only check players inventory but also base inventory now),
    warp-technology (as planned) linking multiple base-inventories

    also if you build another storage facility ontop or below only the already linked (only one should be able to be linked) will work (the storage space of course would increase, also the energy consumtion)



    now the reasons why / lore-friendly

    the aurora is a mining ship meaning it was built to deal with huge amounts of materials and not like the player does it, one by one titatium via hand
    so it only makes sense that the technology is somewhere on the aurora for automatic large scale storaging

    also it gets annoying in the "endgame" to run through your base and check all lockers to find the right locker with the right material (and yes I use signs but sometimes I have like 3-5 lockers filled with just titanium... that takes space)



    I bet there are already similar ideas on this, I didnt search for it- because I just wanted to give my draft of storage (first just a huge locker, then automated, then integrated, then global)

    I REALLY like that IDEA!!! <3
    But don't know how "hard" it is to implement (bc of the functions)
  • JarinJarin Los Angeles Join Date: 2013-12-16 Member: 190184Members
    Logistics upgrade to the Moonpool (and eventually the Cyclops dock, when implemented) that allows transfer from craft storage into base storage.
  • Sycobat86Sycobat86 Join Date: 2017-01-04 Member: 226081Members
    why not come up with a retractable chest that mounts to the outside of the multi-purpose room, you place the chest in your inventory or even carry it with you to the place you are collecting and once it is full it runs on an automated zip line to the base to empty and once empty it runs back down to the anchor point where you first placed it. the anchor point can be moved around freely when ever you want to change locations and can also be upgraded for bigger chest size and further distances
  • smellslikebleachsmellslikebleach Join Date: 2016-12-22 Member: 225337Members
    Nice Idea. But hard to implement.
  • soversover germany Join Date: 2016-12-19 Member: 225184Members
    I don't like the chest idea to be honest, it would need calculating pathways back to the base and what not

    if the player really masters teleportation later, also with the teleportation upgrade I described before then maybe crafting a endless bag kinda item

    it runs on batteries and teleports all collected stuff back to your base
    one way of course
  • GuronGuron Russia Join Date: 2017-02-01 Member: 227495Members
    Add to the above storage, which is mounted on the wall instead of windows and opens to the outside and inside the base.
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