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0x10c Fabrication Machines and Building Repair Parts

bobi December 8, 2012 No Comments
0x10c Fabrication Machines and Building Repair Parts

Previously, Notch discussed some very exciting ideas early on in the development of 0x10c.

Here is a site that displays a few of those original discussions related to 0x10c : http://goo.gl/K3cSQ

From that site I will quote this : “You can try to land on a planet but you mess up and, instead of having the ship just explode like it would in real life, the landing gear gets broken. Then you have to try to fix that by finding resources. Instead of the adventure being flying from here to here, it’s: I set the destination, oh god I hit a small asteroid and the cloaking device broke.”

How could we do this? Fabricators, Mass and Micro variations?

Micros used for singular, mobile fabrication of a single part. Repair parts or not. Carried within your inventory.

Mass used for fabrication of multiple parts. Parts are fabricated automatically based on materials supplied, blueprints available and the particular settings of the part to be fabricated.

Micros use blueprints differently in that they show the builder (player) the construction path, materials and base required for the part.  You should have one of these available to use at all times.

Think of a Mass Fabricator as a somewhat large box with sections cutout for windows, a display screen and a simple but cool setup inside that has a construction plate and some steel rods that allow a laser box or a little arm assembly to move about the space inside.

The same Blue Prints could be used for both Mass and Micro Fabricators (small blueprints only?).

Hypothetical situation:
Your ship is subjected to hull damage. You have only your Micro Fabricator. Your hull is comprised of  60mm thick Structure Plating. Micro Fabricators cannot construct 60mm Repair Plating because it is considered a medium or large blueprint. A Mass Fabricator however, can handle all blue prints. Repair parts for stranded ships must be transported to the ship for repair.

Micro Fabricators use Blueprints data to display the construction data to the builder (player)

Mass Fabricators use the same data in a Blueprint for there construction animations/paths. This way the Mass Fabricator utilizes the path data and simply follows everything the same but automatically.

The paths and passes required by the player are now automatically followed by the Mass Fabricator and at a much quicker pace.

Mass Fabricators can be overclocked to produce faster. Risky? (more power, heat etc)

Can be loaded with coding?

UI?

Ideas?

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