4sheetzngeegles
Survivor
This isn't a Pimp dream, I have no expectations of that, its me just suddenly seeing something
I didn't see before.
Here is an interesting Hypothetical from me. It depends on how the wiring length is calculated and
governed. Also the max length limitation, whether limited by base distance, generation distance,
or visual drawcall. The last consideration is how power output is calculated in this game.
The potential result is the use of natural resources already available ingame, to rebuild a working
grid. Water, oil shale, coal.
There are utility_refinery, utility_waterworks, remnant_waste, water towers, electrical stations and
sub-stations, and last working generators. The only thing missing is connect ability, rendering possible steam
power, which in turn runs waste and electrical.
The thought comes from a number of sources, first Prison architect, the second is a unity video talking
about Adaptive Probe Volume, basically using light probe volume to make a fully interactive hybrid lighting
system that covers an entire map but potentially lowers resource cost and takes advantage of GPU. They are both
split into cells, the latter follows the area of occlusion mechanic. The last source and most important is here,
all of the elements, whether intentional, or subconscious by instance.
Even the connections postcard piping, the absolute timer of the Dew collector, the fuel use of the campfire, and
the generators that are still running, even though they are presently inaccessible. The generators have been
placed close to pois. There are even detailed meters attached to many pois.
Put it all together, Pipe water to the refinery and waterworks, connect main electrical to the substation, then to
the pois. An alternate is is to open access to the generators allow fueling, and have temporary power at the Poi.
The potential result is working lights, stoves, sinks, coffee pots, fridges etc. On the flip side is sound and heat
drawing hordes. If the the power sources are tagged, then you would need to protect, supply, rebuild them.
This includes many of the aspects of the game. Base defense, farming from irrigation, Mining to attain resources,
horde events, survival, exploring to find resources, and really late game late game extension, keeping the city going,
coop would make it easier. Single player would be a nearly insurmountable challenge, PVP would take on a new factional
role, for sabotage and collecting finite resources.
The last is setting the devices to I/O switch, and abstractly if the wiring can simply be based on XYZ coordinates.
I know it would be more of a my mod dream, but I wouldn't personally be able to commit to it until I knew there was not
any more changes to mechanics blocks or in/ex clusions. I'm slow making adjustments. So I wait watch play and keep taking notes.
I didn't see before.
Here is an interesting Hypothetical from me. It depends on how the wiring length is calculated and
governed. Also the max length limitation, whether limited by base distance, generation distance,
or visual drawcall. The last consideration is how power output is calculated in this game.
The potential result is the use of natural resources already available ingame, to rebuild a working
grid. Water, oil shale, coal.
There are utility_refinery, utility_waterworks, remnant_waste, water towers, electrical stations and
sub-stations, and last working generators. The only thing missing is connect ability, rendering possible steam
power, which in turn runs waste and electrical.
The thought comes from a number of sources, first Prison architect, the second is a unity video talking
about Adaptive Probe Volume, basically using light probe volume to make a fully interactive hybrid lighting
system that covers an entire map but potentially lowers resource cost and takes advantage of GPU. They are both
split into cells, the latter follows the area of occlusion mechanic. The last source and most important is here,
all of the elements, whether intentional, or subconscious by instance.
Even the connections postcard piping, the absolute timer of the Dew collector, the fuel use of the campfire, and
the generators that are still running, even though they are presently inaccessible. The generators have been
placed close to pois. There are even detailed meters attached to many pois.
Put it all together, Pipe water to the refinery and waterworks, connect main electrical to the substation, then to
the pois. An alternate is is to open access to the generators allow fueling, and have temporary power at the Poi.
The potential result is working lights, stoves, sinks, coffee pots, fridges etc. On the flip side is sound and heat
drawing hordes. If the the power sources are tagged, then you would need to protect, supply, rebuild them.
This includes many of the aspects of the game. Base defense, farming from irrigation, Mining to attain resources,
horde events, survival, exploring to find resources, and really late game late game extension, keeping the city going,
coop would make it easier. Single player would be a nearly insurmountable challenge, PVP would take on a new factional
role, for sabotage and collecting finite resources.
The last is setting the devices to I/O switch, and abstractly if the wiring can simply be based on XYZ coordinates.
I know it would be more of a my mod dream, but I wouldn't personally be able to commit to it until I knew there was not
any more changes to mechanics blocks or in/ex clusions. I'm slow making adjustments. So I wait watch play and keep taking notes.