Add Actions to Reactors and Hydrogen Engines
Hi All;
I think we can all agree that the majority of power for high-power applications (jump drives, long-range laser antennas, charging Railguns, etc) comes from something like reactors or hydrogen engines. As ubiquitous as solar panels are, they just don't generate enough power for something like a jump drive, without the ship it's being on ridiculously big.
So, you can find yourself in quite the bind if your ship unexpectedly runs out of Uranium or Hydrogen - things like Laser Antennas or jump drives can burn through battery power before you have a chance to go away in another ship and get more. We all know what happens to ships if they lose power and you're not on board.
This is why I think adding Actions into reactors and engines could be very helpful. If your ship runs out of fuel for actively producing power, having an action set up in the control panel to disable anything that uses a lot of power could buy some valuable time.
Please let me know what you think. I think this mechanic would be extremely helpful (because everything I have ultimately runs on Hydrogen, with some supplemental power from solar or wind power) - in fact, my asteroid base in my main survival world has despawned twice before. It's laser antenna uses a lot of power while connected to my main earth base, and I just don't have the resources to power everything by solar yet. I went on a long mining trip looking for Platinum and didn't realise that my asteroid base ran low on hydrogen until its icon disappeared from the sky - by then, it was too late.
Honestly i think adding Actions across the board would be helpful. It may involve a bit more background work but it would ensure players can set up how they want to trigger them. This would reduce the need for programming blocks in simple situations and reduce the need for timer blocks and reliance on perfect timing conditions.
Honestly i think adding Actions across the board would be helpful. It may involve a bit more background work but it would ensure players can set up how they want to trigger them. This would reduce the need for programming blocks in simple situations and reduce the need for timer blocks and reliance on perfect timing conditions.
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