Mindustry

Mindustry

Hypertech (Out of Date)
thewaydu 18 Aug, 2020 @ 10:17am
Updates
What are some update ideas?
Last edited by thewaydu; 16 Sep, 2020 @ 11:01am
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Showing 1-6 of 6 comments
Nimble102 29 Aug, 2020 @ 12:35am 
Well.. ..Not trying to be mean, but the art could have an update.
It.. ..you can tell that some art is reused with some minor changes, except for the turrets, which are all good-looking except for one which is.. ..basically just a circle.
Also, a way to get scrap from a machine which requires copper and power would be very helpful.
Last edited by Nimble102; 3 Oct, 2020 @ 11:05pm
TrippleTrip  [developer] 30 Aug, 2020 @ 9:20am 
I'm thinking of making a generator that takes acid, copper, and lead to generate power. Also, I reuse sprites with minor changes to group machines with similar functions, while the color changes to show the output/input.
Nimble102 31 Aug, 2020 @ 11:06am 
Update: Heavy Removal of useless items and / or liquids.

I have a few ideas now that i've looked at the mod for a little bit:

- New Machine - Petroensla Creator

This machine combines Petroelium, Enriched Solid Fuel and biomass, in order to create Petroensla, the even better form of Enriched Solid Fuel!

Needs: -
- Petroelium (24/s)
- 1 Enriched Solid Fuel per one petroensla.
- 5 Bio-mass per one petroensla.
- Low amount of Power
(or you can just make it up.)

- New Turret - Pyra Turret

A turret that is basically an upgraded version of the vanilla turret that uses flamable ammo.

General -

Health: 1250
Size: 3x3
Built Time: 7 seconds
Built Cost: Medium-Game ish, requires Silicon and Thorium.

Liquids -
Liquid Capacity: 25 Liquid Units

Shooting -
Range: 20.25
Innacuracy: 25 Degrees
Shots/Second: 5
Targets Air: Yes
Targets Ground: Yes

Ammo: [ All ammo is Incendinary ]
- Spore Pods (Low Damage, High Firing Rate)
- Pyrarite (Medium Damage, Medium Firing Rate)
- Blast Compound (High Damage, Medium Firing Rate, Still Incendinary.)
- Bio-Mass (Medium Low-ish Damage, High Firing Rate)
- Slag (Liquid) 5 units per "shot/s:5" (High Damage, High Firing Rate)

Optional Enhancments:
All of the Below:

Cryo-fluid: 6/s, (Faster Firing Rate)
Ender-Oil, 6/s (Significantly Fast Firing Rate)
Water, 6/s (Slightly Faster Firing Rate)

Since i have nothing better to do.. ..I guess i'll just make up more ideas! (although they won't be as troublesome as the other ones...)

- New Block - Evaporator
(4x4)

Slowly Generates Steam by drilling ground-water out into the open and evaporating it using smart techniques using meta-glass and sunlight captures by the sun.

Bonus Efficiency on Icy Terrain.

Cost: Expensive, Meta-glass needed

- New Block - Well

Slowly Generates Water by pumping it out of the ground in a smart way that compresses it out onto the surface withought costing power.

Minus Efficiency on Icy Terrain

Sand Acidifier -

(5x5)
Acidifies Sand into its basic elements, also known as Quartz, using acid.

Generates:
- 1 Quartz per 1 second.

Uses:
- Low Amount of Acid
- Very Low Amount of Power to operate.

- New Wall:

Silicon Walls. A new wall between Titanium and Thorium, requires 6 Silicon and
4 graphite to build a 1x1 wall, or something like that.

Although seeming like a basic alternative to Titanium, it also has a new feature.

It can appear in sizes such as:
(1x1)
(2x2)
(3x3)

Which can be helpful in a few things.

- Rebuarer Drone Factory
(2x2)
A drone that is a combination of a Spirit Drone with a Construction Drone and Mining Drone, if you're building anything, it will go over and speed up the building process, otherwise it will heal any units (not buildings) that are damaged. If nothing else is available, it will mine the local resources.

Capable of Mining:
- Copper
- Lead
- Titanium
- Thorium
- Any Other "Hard" Resources

- Spotlight Turret Mini
(2x2)
A turret that doesn't fire anything, but instead casts a light around the enemy that makes it easier for turrets to shoot or hit more accurately in its radius.

20% more Accuracy Bonus
15% Fire Rate
Turrets have a max range of 3 more blocks than usual.

Requires to operate:
- 3 Aero-Gel [Solid] per 5 seconds.
- Some Amount of Power

- Spotlight Turret
(3x3)
The Larger and More Effective version of its mini predecessor.

25% more Accuracy Bonus
35% Fire Rate
Turrets have a max range of 5 more blocks than usual
50% Ammo Efficiency

Requires to operate:
- 5 Aero-Gel [liquid] per 5 seconds.
- High-ish amount of power.

- Sniper Turret
(3x3)
A Turret with a slow fire rate, but great accuracy and damage depending on what ammo you use.

90% Accuracy.
Fires every 10 seconds.
Can only hit flying enemies.
The Highest Range of All Turrets

Ammo Types:
- Thorium (High Damage)
- Aero-gel [Solid] (High Damage, -1 Second per shot.)
- Plastanium (Medium Damage, -3 seconds per shot.)
- Surge Alloy (High Damage, Shock)

Optional Enhancments:
- Steam (Firing takes -0.5 less seconds.)
- Water (Firing takes -1 second.)
- Slag (All ammo is Incendinary)
- Aerogel [liquid] (Firing Takes -2 seconds.)
- Phase Weave (All ammo cause 50% more damage)

- Minigun Turret
(2x2)
A turret with medium range and very high firing rate, but low accuracy.

Can Hit:
Air Units: No
Ground Units: Yes

30% Accuracy
Fires every 0.1 seconds.
Slightly More Range than a Duo.

Ammo Types:
- Silicon (Medium Low-ish Damage, Homing)
- Pyrarite (Medium Damage, Incendinary)
- Copper (Low Damage)
- Lead (Medium Damage, Can hit both Flying and Ground Units)

Optional Enhancments:
All the basics, basically.
Endo-Oil, water, steam, all that.
Aerogel [liquid]: 15% More Accuracy, 2 more blocks of range.
Phase Weave: 5 more blocks of range.

- Mini Minigun Turret
(1x1)
A smaller version of the Minigun Turret, less effective.
Buyable with only Copper and Lead, available pretty much at the start of the game.

25% Accuracy
Fires every 0.5 Seconds.
Can hit only Ground Units.

- Smart Junction
(1x1)

A junction that is combined with an overflow gate, when items can no longer go "infront" of it, it will allow items that want to go through it at the side. With some tinkering, this could allow for complex machines that maximise efficiency.

- Inverse Smart Junction
(1x1)

A junction that is combined with an inverse overflow gate, when item can no longer go "infront" of it, it won't allow items to go through it at the side. With some tinkering, this could allow for complex machines that maximise efficiency.

- Timed Sorter
For 1 second, it allows items to the left, then for one second to the right, and then for one second it allows items to go through it.
With some tinkering, this could be used to create complex machines.

- Led Lights
(1x1)

All machines in its large area work 10% faster.
All turrets in its large area fire 10% faster.
All turrets in its small area fire 5% more accurately
Effects do not stack with other Led Lights.
Does not affect drills.

A nice decorative blocks that make things glow in a nice transparent colour. Illuminates the area, even more than the illuminator. Quite Costly, costs some thorium and lead.

May Come in these colours:
- Blue
- Green
- Red
- Light Blue
- Light Green
- Pink
- Magenta
- Purple
- Yellow
- Orange
- Light Purple
- White
- Black

Narrow the colours down as much as you like, although the more the better. :)

- Sniper Mech Factory

Builds Sniper Mechs that have far range and they can hit both ground and flying enemies. High Damage, but 5s recharge speed and low hp. Usually hide behind other units or walls.

- Sniper Mech Transformer

You can now transform into a Sniper Mech that is slightly more efficient.
High Damage, 3s recharge speed. Cool Particle Effects. :)

- Minigun Mech Transformer
(5x5)

With this transformer, you can transform into a Minigun Mech and unleash hell. A low-flying enemy that can be hit by ground units. When firing, it releases a chain of bombs behind it selfs, and releases bullet hell infront of it self.
This unit is also quite fast, but also quite large.
This transformer costs a lot of power to use when someone is using it, but low power when its idle.
Also a Mech Factory for this too, but much, much more expensive than the already expensive transformer.
One of the best mechs in the game.

Requires to operate:
- Huge amount of power to operate
- Low Idle power when not used
- Aerogel when idle or operating.

If not supplied, the transformer will burst chaos-inducingly.
And for the mech factory type:

- 15000 Power to produce one unit.
- 5000 Power when idle.
- Aerogel to cool down the transformer.
- 128 Silicon to produce one unit.
- 64 Acid Crystals to produce one unit.
- 128 Aerogel [Solid]
- And whatever else you want. :D

- Anti-Air Laser
(5x5)
Fires a laser at incoming projectiles, and kills units in the air nearly instantly, ground units are un-affected.

Requires huge amount of power.
(make up the rest however you want it to be :D)
(make it REALLY costly though.)

- Spore Pod Greenhouse
(2x2)
With alternations of Plant DNA and combining different DNA, this 2x2 green house can now produce Spore Pods slightly less efficiently than the 3x3 version, but consumes much less water, and about 15 power to operate.

- Deep Driller
(3x3)
A medium-ish-game machine that can drill out many resources out of the ground deep from under the ground.

Consumes Medium-High amount of power.

Generates:
- 4 Thorium Per -TIME-
- 8 Copper per -TIME-
- 4 Lead per -TIME-
- 6 Titanium per -TIME-
- 16 Sand per second.
- 2 Silicon per second.
- 8 Coal per 3 seconds.

Optional Enhancements:
- When Placed on Soft Sand (15% more speed and 50% more yield)
- When Placed on Sand / Dark Sand (10% more Speed and 25% more yield)
- When Placed on Ice (-15% more speed and -50% yield)
- 8 Phase Weave/s (100% more yield)

- Large Overdrive Projector
(3x3)
A larger version of the normal Overdrive Projector, it uses Ender-Oil to make buildings work 200% faster and require 50% less materials to produce things. Doesn't affect turrets, but it does still affect conveyor belts.

Requires to operate:
- Ender Oil (small amount)
- Steam (large amount)
- Medium amount of power.

- Waterturbine
(3x3)
Only placeable on water or deep water.
Medium-Late Game machine. Requires Wood (new material) to be build alongside whatever else you want. :D

A waterturbine generates power by taking advantage of water currents, for no cost.
Once built, it generates power, water and a small amount of steam.

- Around the Amount of a thermal generator, a little more effective than the "maxed out" thermal generator.

Generates:
- 4s of water
- 4s of Steam
- Generates More Power than a Max Thermal Generator

Requires:
- 2/s of steam.

- Lead Intoxification Machine
(2x2)
By using the toxic elements of lead, we can combine water and the processed radioactive elements this machine can make something similar to acid.

Requires:
- 1 coal per 5 seconds.
- 2 lead per 5 seconds.
- 500 Power.

Gives:
- 8/s acid.
- 1 silicon per 10 seconds.

- Scrap Turret
(2x2)
An early-game turret that is made out of scrap materials like Copper. Practically a slightly worse/better version of the DUO turret however you look at it.

Much more Range, But only fires 1 pellet instead of two.

Ammo Types:
Scrap - (Medium Damage)
Slag - (Medium Damage, Incendinary)
Metaglass - (Low Damage, Frag)
Quartz - (High Damage)

Optional Enhancements:
Enderoil, water, etc.

- Steam Engine Plant
(3x3)
Generates power by melting water into steam that spins a turbine. Requires water, coal and slag to operate. This Power plant is the more effective version of the vanilla Steam Generator.

Requires:
6/s Water
6/s Slag
2 Coal per 3 seconds
(or something like this)

Generates:
Double the power than the vanilla Steam Generator which is a better version than the Combustion Generator.

- Steam Turbine
(2x2)
Turns a turbine that generates a decent amount of power using steam, cost-efficient and fairly cheap to maintain.
Requires Some Meta-glass, Small amounts of Silicon, Graphite and Lead to make one.

Requires:
2/s Steam

Generates:
A little bit more power than a combustion generator.
2/s Water

- Carbon Enrichement Facility

Encriches Graphite with Carbon from Coal to produce Silicon at a fast and relavitely cheap price.

Requires:
2 Graphite per 2 seconds.
2 Coal per 2 seconds.
Some Amount of Power

Gives:
2 Silicon per 2 seconds.

== THE FOLLOWING IDEAS WILL INVOLVE AROUND FERMA COMPOUND. :) ==

- Ferma Compound Factory
(2x2)

A facility that reintroduces flamability to Blast Compound by inriching it with Pyrarite, Ender-Oil as coolant, Coal and large amounts of power. Named from "Thermal" with some alterations for being an extremely heat-resistant material that at the same time can burn easily when ignited correctly.

Requires:
- 4 Coal per 3 seconds
- 4 Aero-gel [Solid] per second. (for cooling)
- 8 Blast Compound per 5 seconds
- 8 Pyrarite per 5 seconds
- 12/s Ender-Oil
- Very Large Amounts of power.

Gives:
- 4 Ferma Compount per 5 seconds.

- New Resource - Ferma Compound.
A highly flamable and high-damage dealing Compound usually used in all types of Turrets for high damage and flamability. With the combination of the high damage from Blast Compound and Flamability and the Incendinary effects of Pyrarite, this is the end-game resource that can be used in nearly all turrets, excluding the very basic ones.

Ferma Compound can:
Serve as Super Ammo for Turrets that deal more damage than Blast Compound AND are Incendinary.
Can Be used as Walls that are even better than Surge Alloy walls, and are a dark-ish Red.
For a 3x3 Red Mender that heals anything in its radius ridiculously fast withought costing much power than the basic 2x2 version, although at the cost of costing some water to operate.
A facility that uses Ferma Compound and Thorium Solution to generate loads of power that is resource-devouring but generates practically infinite amounts of power, and is the best power production machine in Hypertech, so far, anyway.
Ferma Conveyors that are super fast and can hold many resources. They're so fast items travel practically at the speed of light.
Ferma Vaults are vaults that hold more than the vanilla ones.
For those Unit-Enhancing Towers that are made out of Ferma that are very effective and only require small amounts of resources to run and make them active.
Turrets that use this ammo fire 25% quicker and deal more damage than Blast Compound and are Incendinary.
The Best Machines and Mech Factories will use Ferma to be made.

- Ferma Compound Melting Facility
(3x3)

Melts Ferma Compound into a liquid that can be used for many things, including making Overdrive Projectors more effective and make the machines that make the Shields burn anything in its radius, or used straight into machines to increase productivity beyond Ender-Oil. The True liquid.

Requires:
- 4 Ferma Compound per 3 seconds.
- 8 acid/s
- Very Very Large Amounts of power.

Gives:
8 Ferma Liquid per 5 seconds.

- New Liquid - Ferma Liquid

A liquid form of Ferma Compound, it can:
Make Overdrive Projects make buildings 100% more faster.
Makes Shield Machines make their shields burn anything that touch them.
Machines that have it "fed" to it work double the speed that Ender-Oil makes them, Same with Turrets.
Any Turrets that can accept liquids can also accept this liquid. This liquid has the Incendinary Trait and deals LOTS of damage. Even more than the Blast Compound.
All Machines work triple the speed when Ender-Oil is input.

Anyway, this new Ferma resource and Liquid is just my idea, it can be either ignored or changed, although i would like it to be something familiar to how it is.

- Blinding Turret
(1x1)

Can only hit ground enemies and marine units, and stuns them.

Ammo types:
- Meta-glass (Medium Damage, Shock)
- Pyrarite (Low Damage, Shock, Incendinary)
- Blast Compound (High Damage, Shock)
- Ferma Compound (High Damage, Incendinary, Shock)

- Ferma Compound Bio-Reactor
(6x6)
The best power-production building that is in the game, even better than the Thorium Solution one.

Requires:
- 16/s Ferma Liquid
- 4 Ferma Compound per second
- 16 Biomass per second
- Large Sum of Power for Startup
- 4 Thorium per second

Gives:
- The highest amount of power out of any building in this mod, including vanilla.

- Ferma Force Projector
(4x4)
Creates a large, bigger than the normal Force Projector, any enemies in its radius get burnt heavily, and anything electric attacking it will be absorbed and transformed into power. Its also more resistant to the regular force projector, practically un-affected by any electric turrets or enemies. Requires a medium sum of Ferma Compound to be built.

Requires to operate:
4/s Ferma Liquid
Medium Amount of power

- Ferma Compound Walls

The Ferma Compound Walls, the best walls in the game, they also have a 1x1 and 2x2 door version, which is much better than the normal one, and it opens and closes automatically depending if your units are nearby.

The Ferma Walls come in these sizes:
1x1, 2x2, 3x3, 4x4 and 5x5.

Although the bigger versions are special, and they have a lot more HP than the 2x2 and 1x1 version.

3x3, 4x4 and 5x5 require:
1/s Ferma Liquid (to have the bonus HP, so technically this is optional.)

- Ferma Power Node
(1x1 and 2x2)
A Large Power Node that has a slightly smaller range than the Surge Power Node, but has the same connections as the Large Power node, making it really effective.
It also has the HP of a Titanium Wall, making it more resistant to the occasional flying units getting past your defenses.

- Ferma Signal Node
(2x2)
It Has a Super Large range, and all it does is warn you if any blocks in the radius of it broke, its relatively cheap to make, although anything made out of Ferma needs Ferma Compound to be built.

- Ferma Mender
(1x1, 2x2 and 3x3)
A better and reinforced mender made out of Ferma, it heals everything double the speed and has a substantial amount of more range, whilst still keeping around the same power need as the normal menders, a little more. The only downside it has is that it requires:
1/s Ferma liquid to stay operational, without it it deactivates and is useless.

- Ferma Turbine
(2x2)
A much more effective version of the basic turbine, it requires around the same amount of steam as the normal turbine to give off a reasonable sum of power, although now requiring 2/s Ferma liquid to operate, otherwise its the tiniest bit more effective than the non-ferma steam turbine.

- Lzar Turret
(2x2)
A turret that deals low damage to enemies (even less than the duo turret) and instead invests into dealing high damage to structures, usually used in Multiplayer PVP battles or in maps where you attack the enemy base.
Consumes the same amount of power as the 2x2 Electric Vanilla turret thing

Thankyou for reading. Have a nice day! :D :p
Last edited by Nimble102; 17 Oct, 2020 @ 3:01am
thewaydu 4 Sep, 2020 @ 2:28pm 
There are a lot of good ideas here
thewaydu 16 Sep, 2020 @ 11:01am 
I like the new update!
thewaydu 16 Sep, 2020 @ 11:05am 
Maybe next update you could add new drones/mechs?
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