*WARNING : All Readers, Please Read Through All The Pages Below To See The Current Status of the Suggestion*
Note; My project of making a complete chart ended abruptly when access to the (highly unstable) builds of GC3 Dev ended. Thus, it may seem a bit lacking.
THE RESEARCH TABLE - The Research Table would make it so players would have to spend time, and research points to unlock new recipes, and machines. While taking time away and causing delays in travel, players could do something more productive while researching, such as carrying on Vanilla tasks. This would be unlocked at the start, and the first "NODE" would be unlocked, the START NODE. After research is complete, the node is entered in a queue, until paper and ink sacs are placed so the research can be transferred to paper and taken to the next step in development. There are a few inventory spaces in the table for the notes to "hangout" at until moved. Also, tabs could be used to show only certain types of nodes, Overworld/General, All, Mars, Moon, NASA Workbench, etc. The pixel art of the name of the table is below.
THE BLUEPRINT BENCH - After research, players must gather up the notes, and take it to the Blueprint Bench. The blueprints would take blank blueprints, ink sacs, and time to make. They are then placed in a small inventory space until moved once more, this time to the final stage.
THE DEVELOPMENT STATION - The final stage in development, the Development Station. It's as simple as taking a blueprint here, hitting the unlock button like on Galacticraft-1.6.4-2.0.12.1010, thus then unlocking the machine to be built at the station, or a recipe unlocked that the machines can build. This would have several tabs to help reduce messiness.
THE NASA WORKBENCH - The same as before, it will continue to be used to make vehicles. It has its on node color on the Research Tree.
NODES - Nodes are the term for each square on the research table. The colors on them represent the "dimension," and the image represents what it will unlock. There are also 3 types of node forms. Unlocked, Researched, and Locked. Locked is mostly black, unlocked is grey, and researched as full color. The name of the node is shown at unlocked and researched. ??? for locked. Information becomes available at researched, while only prerequisites are shown on Unlocked. The colors and forms are below.
BLANK BLUEPRINT - Paper, lapis lazuli, and an ink sac make the blank blueprint, used to move your notes to paper at the cost of time!
RESEARCH POINTS - Research Points would be obtained by achievements and by making the machines for the first time. It could also accumulate over time of game-play, but would likely annoy people to have to wait longer.
THE RESEARCH TREE - You may notice it is incomplete, because of my abrupt end to working on it. This tree shows the basics of what the actual tree would resemble.
CONFIG - In the config, this could be turned off, or give players all the nodes. When playing for the first time, a file would generate storing information of unlocked nodes for each world. This way, it could check whenever a player gets on and could also be changed by the player if an error, or greed, occurs.
Note; My project of making a complete chart ended abruptly when access to the (highly unstable) builds of GC3 Dev ended. Thus, it may seem a bit lacking.
THE RESEARCH TABLE - The Research Table would make it so players would have to spend time, and research points to unlock new recipes, and machines. While taking time away and causing delays in travel, players could do something more productive while researching, such as carrying on Vanilla tasks. This would be unlocked at the start, and the first "NODE" would be unlocked, the START NODE. After research is complete, the node is entered in a queue, until paper and ink sacs are placed so the research can be transferred to paper and taken to the next step in development. There are a few inventory spaces in the table for the notes to "hangout" at until moved. Also, tabs could be used to show only certain types of nodes, Overworld/General, All, Mars, Moon, NASA Workbench, etc. The pixel art of the name of the table is below.
THE BLUEPRINT BENCH - After research, players must gather up the notes, and take it to the Blueprint Bench. The blueprints would take blank blueprints, ink sacs, and time to make. They are then placed in a small inventory space until moved once more, this time to the final stage.
THE DEVELOPMENT STATION - The final stage in development, the Development Station. It's as simple as taking a blueprint here, hitting the unlock button like on Galacticraft-1.6.4-2.0.12.1010, thus then unlocking the machine to be built at the station, or a recipe unlocked that the machines can build. This would have several tabs to help reduce messiness.
THE NASA WORKBENCH - The same as before, it will continue to be used to make vehicles. It has its on node color on the Research Tree.
NODES - Nodes are the term for each square on the research table. The colors on them represent the "dimension," and the image represents what it will unlock. There are also 3 types of node forms. Unlocked, Researched, and Locked. Locked is mostly black, unlocked is grey, and researched as full color. The name of the node is shown at unlocked and researched. ??? for locked. Information becomes available at researched, while only prerequisites are shown on Unlocked. The colors and forms are below.
BLANK BLUEPRINT - Paper, lapis lazuli, and an ink sac make the blank blueprint, used to move your notes to paper at the cost of time!
RESEARCH POINTS - Research Points would be obtained by achievements and by making the machines for the first time. It could also accumulate over time of game-play, but would likely annoy people to have to wait longer.
THE RESEARCH TREE - You may notice it is incomplete, because of my abrupt end to working on it. This tree shows the basics of what the actual tree would resemble.
CONFIG - In the config, this could be turned off, or give players all the nodes. When playing for the first time, a file would generate storing information of unlocked nodes for each world. This way, it could check whenever a player gets on and could also be changed by the player if an error, or greed, occurs.
Last edited: