Hello,
For the last couple of weeks I've been working on this:
Almost every part of this Bunker serves a purpose. Every one of those rooms have a number, if they don't have a number it's either for storage or not done, considering I'm still working on it.
It's also my first release.
Functions:
Room 1:
Is used to generate Electricity, if you destroy this room, you won't have any energy for your other rooms and thus, they will either do nothing or explode. (Except if you get Energy from Room 3)
Room 2:
Is used to combine energy from room 1 and room 3 and only releases energy every 5 Seconds (In order to gain Performance)
Room 3:
Is a YEST-Generator, it is powered by (almost everything and) YEST which is supplied from Room 7. The YEST comes from the Portal in the Funnel. If the generator is powered with too much YEST, it'll automatically dispose it to room 5.
Room 4:
Is a bomb. Be careful, if your energy is out to long, It'll blow up. It's not very realistic that the neutrons are sealed of with ICE, but whatever, I liked the idea.
Room 5:
Is for waste disposal and storage. If too much YEST is generated, it'll be disposed here.
Room 6:
Is a randomizer for all the blinking parts of the Bunker. If it breaks, all the blinking lights will stop working.
Room 7:
Is the YEST-Factory. (Spark the PSCN to Enable/ Spark the NSCN to Disable)
The YEST will be transported to room 3 in order to gain power. Note that Room 7 can only be enabled if you have a power supply. (Otherwise it won't heat up and won't produce YEST)
Room 8:
This is a generator used to produce Distiled Water. It's not working so great, but it's fully automatic. (Spark the PSCN to Enable/ Spark the NSCN to Disable)
Room 9:
Is an alert system. It's capable of producing it's own energy, so it still works even when the power goes off. It trigger when things go wrong, like:
- Extreme Heat (If the Cables are > 100 C° the Alarm will trigger)
- EMP (If it doesn't break because of that)
- Generator Failure
- No Energy
- If the Bomb (Room 4) is in an Alarm state
- If the Power Merger (Room 2) is not supplied with any energy
But yet it sometimes doesn't go off, even when the whole bunker is destroyed. I'll add more Alarms some day.
Room 10:
Are the main quarters. The FIRE inside the little box is used to keep the MWAX in Liquid State so they move around. They represent people. :P
English isn't my native language, I fixed it now though.
@MaravekZane (View Post) I know that distiled water wasn't the best choice, but hey, it's synthetic water, made from smoke and Photons. :V I could try to "pollute" it, so it turns into regular water. Or add a single Pixel of normal water and it would spread over the distilled water. But yet again it's not done. I'm still trying to remake that whole Water-Generator thingy, but it was such a bi*ch to get it working in the first place that I tried to get other stuff done first.
Also, about Food, I've been thinking about it too, and the best thing I could find is CLST (Because of the Texture, it kind of looks like meat) I didn't plan on adding a generator for that, I just made some tanks above the dining room (The one with the window) and the little "Kitchen" next to the dining room. Also, if we're talking about realism, than I'm sure I'd had to fix more than that. ;) But thanks a lot for the Feedback! :3 (And yes, I read it)