Xenoarcheology = Soft port (Fossils!)
Posted: Wed Apr 26, 2017 7:00 pm
Right now science has no real reason besides minerals to really justify gaining either A their own little area of lavaland or B. shuttle or access to ride down themselves to the mining site/other
Heres something for you alternatively Xenoarcheology (inspired by vg's systems) that is inclusive to digging and exploring at the same time.
Core concept Fossils
Fossils are rare ore rock formations that come in different densities, light density fossils can be dug along with ore without much difficulty but larger fossils require more prep work. By scanning your ores with a mining scanner, you can identify the size of a fossil and a vague clue to its contents or class (if different kinds of fossils have different loot tables etc) digging a fossil before you scan it and identify risks destroying it, as per carving through the rock recklessly, this only applies to medium and above and light fossils can be torn through (as a additional bonus, when scanned and identified light fossils will drop clusters rather than individual pieces)
> light density fossils - relatively common, they can be cracked open by hand (as to say you "polish off the dust") for a set pool of small convenience objects and special collectable aesthetic fossil stones, they have low tech attached and can be bundled inside ore boxes and mining bags.
> Medium density - often have objects of interest inside but arent heavy so can be deposited inside a backpack, fodder for the experimentor to poke at and examine
> Heavy density fossils - These fossils are as large as gibtonite and require double handed effort to move or dragging, however they have the largest quantity of significant loot, either resulting in a valuable item in bulk or a extremely valuable small one.
You cannot immediately crack open fossils as soon as you find them beside common kinds, first you need to analyse them in the experimentor (which summarily gains a new lease of life as a rare object analyser instead of a machine for spamming events) via the discover function
A small handful of fossil loot
Light Fossils
- syndicate screwdrivers (random tools of that nature in syndie colours)
- common earth plant seeds/mushrooms
- renamed & resprited bone daggers named "Dinosaur Teeth"
- generic cosmetic fossil objects (legbones, amber stones, fossilised leaves etc) *see amendment at the bottom about selling these for profit
Medium (as to say dropped by the experimentor, so not found out in the field allowing more tech orientated loot rather than detritus)
- Cosmetic wear/literal dinosaur bone armour with a goofy trex bone head (as cosmetic alterations of regular bone armor and items)
- slightly rarer plant seeds with some mutated types
- unique pool of artifact strange objects with new effects
- some weapons loosely based off cult/tribal fusion
Heavy Fossils
- Unique plants - gatfruit and some other plants created specifically for fossils (summary ideas - mushrooms that have literal pouches of O2 for fruit like organic canisters, naturally pod people can roll to get 1 of these etc)
- Carnivorous roro's - Precursor to slimes, repurposed into a dangerous variant for future elaboration beside just having a pet roro only 1 required to self reproduce as per slimes do. Or specific slime varieties/mobs that can be revived.
- Special genetics disks for turning into a ashwalker (summarily voiding the ashwalker conversion spell) or random superpowers
- Unique machine boards - (you may want to make a ancient machine not accessible via RND like a pimped up clockwork power generator/some kind of vat etc)
Some of the points are vague and i will revisit but feedback would be appreciated
(2017 Edit:) Going to revive this from the dead like a good archeologist with DNA of a much needed idea encased in amber.
Now that science through the RD has auxillary base access, its much easier for the station to access the lavaland level, therefore if you could incentivise more exploration to gather back large & small fossils to run through the experimentor and explore their function for loot & techboosts then it is fully possible to still salvage the function of the room.
- All cosmetic & general fossil objects will yield cargo points as per being paid by the archeological commission, meaning a use for dinosaur leg bones you might find.
- With proper display items we can show off the bizzare selection of useful and collectible rubbish that we find.
Any function to get more loot even if its worthwhile just by processing it would be functionally similar to the experimentors function in scanning station side strange objects.
Heres something for you alternatively Xenoarcheology (inspired by vg's systems) that is inclusive to digging and exploring at the same time.
Core concept Fossils
Fossils are rare ore rock formations that come in different densities, light density fossils can be dug along with ore without much difficulty but larger fossils require more prep work. By scanning your ores with a mining scanner, you can identify the size of a fossil and a vague clue to its contents or class (if different kinds of fossils have different loot tables etc) digging a fossil before you scan it and identify risks destroying it, as per carving through the rock recklessly, this only applies to medium and above and light fossils can be torn through (as a additional bonus, when scanned and identified light fossils will drop clusters rather than individual pieces)
> light density fossils - relatively common, they can be cracked open by hand (as to say you "polish off the dust") for a set pool of small convenience objects and special collectable aesthetic fossil stones, they have low tech attached and can be bundled inside ore boxes and mining bags.
> Medium density - often have objects of interest inside but arent heavy so can be deposited inside a backpack, fodder for the experimentor to poke at and examine
> Heavy density fossils - These fossils are as large as gibtonite and require double handed effort to move or dragging, however they have the largest quantity of significant loot, either resulting in a valuable item in bulk or a extremely valuable small one.
You cannot immediately crack open fossils as soon as you find them beside common kinds, first you need to analyse them in the experimentor (which summarily gains a new lease of life as a rare object analyser instead of a machine for spamming events) via the discover function
A small handful of fossil loot
Light Fossils
- syndicate screwdrivers (random tools of that nature in syndie colours)
- common earth plant seeds/mushrooms
- renamed & resprited bone daggers named "Dinosaur Teeth"
- generic cosmetic fossil objects (legbones, amber stones, fossilised leaves etc) *see amendment at the bottom about selling these for profit
Medium (as to say dropped by the experimentor, so not found out in the field allowing more tech orientated loot rather than detritus)
- Cosmetic wear/literal dinosaur bone armour with a goofy trex bone head (as cosmetic alterations of regular bone armor and items)
- slightly rarer plant seeds with some mutated types
- unique pool of artifact strange objects with new effects
- some weapons loosely based off cult/tribal fusion
Heavy Fossils
- Unique plants - gatfruit and some other plants created specifically for fossils (summary ideas - mushrooms that have literal pouches of O2 for fruit like organic canisters, naturally pod people can roll to get 1 of these etc)
- Carnivorous roro's - Precursor to slimes, repurposed into a dangerous variant for future elaboration beside just having a pet roro only 1 required to self reproduce as per slimes do. Or specific slime varieties/mobs that can be revived.
- Special genetics disks for turning into a ashwalker (summarily voiding the ashwalker conversion spell) or random superpowers
- Unique machine boards - (you may want to make a ancient machine not accessible via RND like a pimped up clockwork power generator/some kind of vat etc)
Some of the points are vague and i will revisit but feedback would be appreciated
(2017 Edit:) Going to revive this from the dead like a good archeologist with DNA of a much needed idea encased in amber.
Now that science through the RD has auxillary base access, its much easier for the station to access the lavaland level, therefore if you could incentivise more exploration to gather back large & small fossils to run through the experimentor and explore their function for loot & techboosts then it is fully possible to still salvage the function of the room.
- All cosmetic & general fossil objects will yield cargo points as per being paid by the archeological commission, meaning a use for dinosaur leg bones you might find.
- With proper display items we can show off the bizzare selection of useful and collectible rubbish that we find.
Any function to get more loot even if its worthwhile just by processing it would be functionally similar to the experimentors function in scanning station side strange objects.