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capitalisticspacecompany's Issues

recipes

temp place for recipe discusion

Change or remove tinker tool assembly

Tinker's tools are awesome, but the only way to craft them is manually, that's a problem. Either find a way to automate tool assembly (preferably a cool one, that also works on making guns and other tools) or remove the tool module and use a different mod for that as modular tools IS a cool mechanic.

Items to remove from factory tech

  • Pulse pistonis buggy and doesnt seem that good either way
  • The compact hopper has better alternatives all over the pack
  • the transport rollers arn't that good and their placement sucks

Drills and pickaxes

We have three types of drills.
which should we remove?
is there any reason to use pickaxes? (is that ok?) - I think it's fine if we make picks absolit, as it requires fuel infarstucture to work.

Unifiy

Unify all the things

  • ingots
  • parts

Mess with workbenches and blueprints

I want the workbench to be a place you craft ingridents while the crafting table is for assembly.
To do that I want to remove some things from blueprints:

  • molds
  • electrodes
  • bullets?

Energy storage

Scrapped hydroelectric because it's not feasible with current fluid systems.
Hdrogen is an option, for that we'll need an electorlyser to seperate water into oxygen and hydrogen, maybe we can also have uses for oxygen.

Bridge item transport type

#21 Lets look at the Bridge type of item transport
Lets go through the ones we have and see what we want to change, remove or add

The shipwreck

When you start the game you crash with a small ship or a pod

Clasifay types of item transport

  • bridge type = bridges between item modes eg item in inventory, item in world, item in pipe, etc...
    • hopper = world/inventory -> inventory
    • magneticraft:inserter = world/inventory/magneticraftTransport -> world/inventoy/magneticraftTransport is also a filter, but cannot interact with things above or below (not a huge downgrade. Also, needs upgrades to function fully, cannot be changed in config whcih sucks. Also, very cool.

Relationship system

Formula - dayFromMeet*0.2+compleatedOffers+ambassadorMeter

What are the rewards for a good relationship?
What are the drawbacks of a bad one?

Pulution

Pollution of air and water using pollution of our realms mod

Modular machines

  • #41 mining machines
  • machines that add IE minerals to the chunk
  • rolling machine

Add modular diversity

That means reverting modular machinery to. 10 which is two versions behind iirc but it is very important for a few things like auto mining

Salvaging

Going around the broken city #7 and collecting parts and tools.

Automated mining

Automatic ore gathering is something that is very important and should be available immediately or almost immediately.

Game start

#5
#6

  • You should start the game around the abandoned colony from your father's failed attempts at selling the earth's resources.
  • Start next to your broken ship
  • Start collecting resources and making a base

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