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 Developing Universe

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hyperlite
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_Shadowcat_
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PostSubject: Developing Universe   Developing Universe Icon_minitimeThu Nov 29, 2012 6:51 pm

One problem that will definantly arrise even in the FC universe is useage of all the resources. You know when the majority of the surface ore and trees have been collected and all thats left is swisscheese and dirt.
So why not fix this on a big scale? Have it so the universe is constantly developing EG over time a planet will eventually degrade to the point of uninhabitable atmosphere, And eventually go Nova. At Nova the planet will begin with tremers eventually increasing to the point to where the planet shakes itself apart into astroids. Now you have an astroid belt. Eventually this astroid bellt will form small stars, Moons, and eventually a new planet which will go through stages of lava, lava, burn, etc, Livable.
This process would be a yearlong (RL year) process so its not "OH NOES MY HOUSE BLEW UP" every week.

And then the process starts all over again!
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torrentialAberration
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeThu Nov 29, 2012 7:26 pm

_Shadowcat_ wrote:
One problem that will definantly arrise even in the FC universe is useage of all the resources. You know when the majority of the surface ore and trees have been collected and all thats left is swisscheese and dirt.
So why not fix this on a big scale? Have it so the universe is constantly developing EG over time a planet will eventually degrade to the point of uninhabitable atmosphere, And eventually go Nova. At Nova the planet will begin with tremers eventually increasing to the point to where the planet shakes itself apart into astroids. Now you have an astroid belt. Eventually this astroid bellt will form small stars, Moons, and eventually a new planet which will go through stages of lava, lava, burn, etc, Livable.
This process would be a yearlong (RL year) process so its not "OH NOES MY HOUSE BLEW UP" every week.

And then the process starts all over again!

Hmm. Nah. Not so drastic. I like the idea of dynamic biomes, though. Wind and ocean currents causing erosion and deposition. Precipitation falling on mountains, leaving deserts behind them. Forest fires and clearings eventually turn to grasslands. Nuclear fireballs leaving glasslands, which turn to wastes, then deserts, then grasslands.
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Hierarch Fenway
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 12:16 am

I would say that, in a planet's crust, is massive resource deposits, yielding more ore than normal ones. They can only be mined with mining drills and drones, obviously. They slowly deplete, and counters on the drone tell you how much is left. Once it reaches zero, nothing. Then you find more deposits or move on.

Of course, you could tap into the molten core of any planet, composed of nearly entirely metal. Thats more metal than anyone needs! Extraction would be slow, though...
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Grand Imperial Thunder
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 1:04 am

I like the idea of mining out the molten core of a world but that sounds very dangerous to anything on world.
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Hierarch Fenway
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 2:04 am

That's the point. Use only when all other resources are dead.

Yes, it kills the world. The first noticible affects are increases in volcanic activity, which means lava can start pouring out of mountains and such. Holes may open. This causes a buildup of sulfur, killing all natural life (That's not secure in a biodome, obviously) and warranting Enviromental suits and such. Plate Tectonics begin to decompose as well, becoming incredibly violent. Once the core is depleted a certain amount, the crust becomes incredibly unstable, with permanent structures nigh impossible. Once depletion is near 100%, the planet begins to collapse.

What if done on a homeworld? I can already imagine Mackeroth's landed City-Ship collapsing into a crack a km wide... fun stuff.

Once collapse is complete, world is inhospitable lava world if terrestrial, about the same but smaller if airless and mostly dead, or incredibly violent, un-usable magma world if lava world.

Or no! A massive city, torn into 3 sections by quakes, and now delicately intertwined with bridges and supports, just about to fall!

And then the planetary evacuations pending core collapse...

And the technology scramble...

And the implications...

I disagree with OP though. That regenerating would kill a LOT of work. I say that deep-core mineable sources should be regenerated, mayhap. Remember, these are not blocks by themselves, but minable by scanning from surface and using deep mining drills.
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_Shadowcat_
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 2:49 am

Im sorry I started planning to build a massive planet core sucker to collapse planets after you said suck out core.
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Caramell
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 1:41 pm

_Shadowcat_ wrote:
Im sorry I started planning to build a massive planet core sucker to collapse planets after you said suck out core.
Hmmm...
This gives me an idea...


Breaking news! TechTron Industries start working on wormhole-based planet core removing machine!
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fr0stbyte124
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 3:16 pm

I should probably chime in and say no to planet breaking things. We're using cubic chunks on the backend, so most of the subsurface terrain will remain ungenerated untill someone is there to explore it. Kind of tough to manipulate something that doesn't exist.

Also, holes from one side to the other won't be possible with the current system, so that.
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Groot
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 4:53 pm

fr0stbyte124 wrote:
I should probably chime in and say no to planet breaking things. We're using cubic chunks on the backend, so most of the subsurface terrain will remain ungenerated untill someone is there to explore it. Kind of tough to manipulate something that doesn't exist.

Also, holes from one side to the other won't be possible with the current system, so that.

Or how about a mining machine that spawns a certain number of resources (this number could be varies, by teirs of machine), and once the machine is dry, it has to be moved to another location, and no ores would have to be generated below the surface

Would this be viable?
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fr0stbyte124
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 5:13 pm

There's no problem generating a region before accessing it, so any mining devices will work fine. Just don't expect to be able to crack a planet in half or make it self-implode or anything else along those lines.
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Tiel+
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 5:52 pm

fr0stbyte124 wrote:
There's no problem generating a region before accessing it, so any mining devices will work fine. Just don't expect to be able to crack a planet in half or make it self-implode or anything else along those lines.

fr0st. Hey. fr0st.

Does this mean you're back to coding in your underwear?
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fr0stbyte124
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 6:06 pm

1) Not quite yet.

2) Why would I wear underwear?
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Tiel+
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 6:20 pm

Well, I wanted to spare everyone the mental imagery.
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hyperlite
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 6:52 pm

fr0stbyte124 wrote:
1) Not quite yet.

2) Why would I wear underwear?

Oh, so you code all natural?
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_Shadowcat_
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeFri Nov 30, 2012 8:35 pm

If the god of the internet wanted us to wear underwear while coding, It would be in the fine print.
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Emperor_Revan
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeSat Dec 01, 2012 1:34 am

Tiel wrote:
fr0stbyte124 wrote:
There's no problem generating a region before accessing it, so any mining devices will work fine. Just don't expect to be able to crack a planet in half or make it self-implode or anything else along those lines.

fr0st. Hey. fr0st.

Does this mean you're back to coding in your underwear?

....that would be nearly impossible, seeing as he cant fit into underwear. he could however, have underwear surrounding his lower regions
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Hierarch Fenway
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeSat Dec 01, 2012 8:09 pm

I highly doubt that this is on topic. Back on topic now or locks
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torrentialAberration
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeSat Dec 01, 2012 9:13 pm

I think we need more realistic terrain generation as well as adaptive biomes. What will the height limit be if there is one? If it's really high we could have kilometer tall mountains in a realistic range pattern.
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeSat Dec 01, 2012 9:53 pm

Tall enough to touch the moon. Deep enough to touch mars.
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The Schmetterling
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeSat Dec 01, 2012 10:19 pm

fr0stbyte124 wrote:
I should probably chime in and say no to planet breaking things. We're using cubic chunks on the backend, so most of the subsurface terrain will remain ungenerated untill someone is there to explore it. Kind of tough to manipulate something that doesn't exist.

Also, holes from one side to the other won't be possible with the current system, so that.

If any of you have played with the Dynamic Forest mod, you'll know that having the world change itself is a very painful process. So no to the changing biomes mentioned earlier.

Also, I find the whole planet-death idea ridiculous, as it would render that host server and planet completely unusable for many months. Perhaps we should just have an option to start a new planet after your one becomes uninhabitable?
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torrentialAberration
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeSat Dec 01, 2012 10:29 pm

The Schmetterling wrote:
fr0stbyte124 wrote:
I should probably chime in and say no to planet breaking things. We're using cubic chunks on the backend, so most of the subsurface terrain will remain ungenerated untill someone is there to explore it. Kind of tough to manipulate something that doesn't exist.

Also, holes from one side to the other won't be possible with the current system, so that.

If any of you have played with the Dynamic Forest mod, you'll know that having the world change itself is a very painful process. So no to the changing biomes mentioned earlier.

Also, I find the whole planet-death idea ridiculous, as it would render that host server and planet completely unusable for many months. Perhaps we should just have an option to start a new planet after your one becomes uninhabitable?

1. Okay. What if it's implemented into the terrain generation? Just so a tundra can't be attached to a desert and a desert needs to have a mountain range on one side. Maybe have the planet's biomes vary according to their location, so deserts will usually be on the equator and tundras near the poles

2. Then all you need is a few ships with the highest tier mining equipment and you can farm a planet. That or restart the entire faction, which will muddle things up.
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeSun Dec 02, 2012 1:57 am

i think i have a good idea for Universe/solar system/worlds:

The Universe (all planets/solar systems) will be on one server, possibly on its own computer somewhere(if needed). The Suns will be the largest thing in a Solar System, and will have some gravitic pull when near, and will melt your ship if you are too close. Planets will be one of 3-5 generated sizes, and one of many types of planets. my solution to lag: Smaller Planets. this would make lag not as common, and give an incentive for colonizing more planets. i mean seriously, who needs a world 4 times larger than the average server? or even the size of the average server? Generating these planets would take time, and the number of planets should be limited to a large amount in the Universe. Asteroids could be added and will likely be added either way, seeing as they are basicly just floating rocks in space
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torrentialAberration
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeSun Dec 02, 2012 4:10 am

Alduin wrote:
i think i have a good idea for Universe/solar system/worlds:

The Universe (all planets/solar systems) will be on one server, possibly on its own computer somewhere(if needed). The Suns will be the largest thing in a Solar System, and will have some gravitic pull when near, and will melt your ship if you are too close. Planets will be one of 3-5 generated sizes, and one of many types of planets. my solution to lag: Smaller Planets. this would make lag not as common, and give an incentive for colonizing more planets. i mean seriously, who needs a world 4 times larger than the average server? or even the size of the average server? Generating these planets would take time, and the number of planets should be limited to a large amount in the Universe. Asteroids could be added and will likely be added either way, seeing as they are basicly just floating rocks in space

Everything addressed here has been discussed, eaten, thrown up, discussed some more, and eaten again, except for the planet sizes and the sun destroying ships, which has always been.
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The Schmetterling
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeSun Dec 02, 2012 6:13 am

catsonmeth wrote:
The Schmetterling wrote:
fr0stbyte124 wrote:
I should probably chime in and say no to planet breaking things. We're using cubic chunks on the backend, so most of the subsurface terrain will remain ungenerated untill someone is there to explore it. Kind of tough to manipulate something that doesn't exist.

Also, holes from one side to the other won't be possible with the current system, so that.

If any of you have played with the Dynamic Forest mod, you'll know that having the world change itself is a very painful process. So no to the changing biomes mentioned earlier.

Also, I find the whole planet-death idea ridiculous, as it would render that host server and planet completely unusable for many months. Perhaps we should just have an option to start a new planet after your one becomes uninhabitable?

1. Okay. What if it's implemented into the terrain generation? Just so a tundra can't be attached to a desert and a desert needs to have a mountain range on one side. Maybe have the planet's biomes vary according to their location, so deserts will usually be on the equator and tundras near the poles

2. Then all you need is a few ships with the highest tier mining equipment and you can farm a planet. That or restart the entire faction, which will muddle things up.

I approve of option 1, if we were making a terrain mod. We're not, we're making a space mod.

Well, if you want to do option 2, then you lose everything you've built on that planet. Besides, what's to stop you from doing something similar in real life (go around, and suck the life out of the millions of planets in the galaxy)?
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Groot
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitimeSun Dec 02, 2012 7:18 am

I think, seeing this topic is about ore generation, leave ore generation as normal for gathering initial resources, then use these to create special mining/conversion machines, which can spawn resources in large numbers provided they are powered by something, that way we don't have to completely dig the world up to build even the simplest of structures, and we don't have to change any of the ore generation.
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PostSubject: Re: Developing Universe   Developing Universe Icon_minitime

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