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Yes, one great thing about this game, mining is fairly fast and efficent with the Multitool, not laborous like in some games.
This was one of the things that made the game better than Empyrion, and they removed it, and its not even MP anymore, bring back caves I say, or put a tick box on the start of the game menu and allow us to have them or not.
Let it be the players choice to fall in a hole or not.
The real Ironic thing here, if the devs had just given us a GRAVITY GUN like from HL2, the holescaves wouldnt really be an issue cos you could gravity gun your buggy out of a hole....Just sayin..........Really missed the mark there Craneballs.
https://forum.planet-nomads.com/threads/1712-A-way-to-make-caves
It should be easy enough, the tech to make holes is there. It's already used for the initial impact crater. Random caves should be no problem, given a way to find the correct voxel data. That's where I'd need dev input.
So far I have not taken the time to check if I could transfer a cave from one save to another. It might be possible, I have no idea how the idChunk value behaves.
Imagine being able to import some user-designed caves into your world...
First thing that popped into my head was floating islands like in Avatar.
Whole custom planets made up of custom chunks.
Planet uploads to workshop.
PN could really benifit from this.
This also means that the cave you import/generate could be hidden deep inside some mountain or just cut a small part away from a hill. But still interesting I think.
http://steamcommunity.com/sharedfiles/filedetails/?id=1080386074
Hmm...how about a Multitool feature that not only disassembles and places parts in the player's inventory but offers the ability to re-molecularize the atoms back into the original item being de-molecularized right where you tell the Multitool you want it placed? A Re-Molecularizer!
Those are good ideas. As long as they stay 100% procedural so they are always new and unique!