Modules : Expanding and Improving!

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Modules : Expanding and Improving!

Postby SnailsAttack » Tue Jul 11, 2017 11:42 am

Modules would be a new object that could be fabricated in the lab using a variety of endgame resources. When built, they would appear in the world as a physical object that could be stuck on the end of the vac gun like largos.

To be used, you would need to purchase a Module Console on a plot. They could be purchased on plots with corrals or gardens for 10k newbucks. Each Module Console would appear as a small box with room for two modules.

If you shoot a module at the module console, it will be placed within it. To remove a module, simply suck it out with the vacpack.

Here are some of the available modules :

Efficiency Module :
15 Silky Sand
20 Buzz Wax
20 Jellystone
25 Crystal Plorts

Increases the speed at which slimes become hungry and crops are grown.

Productivity Module :
15 Spiral Steam
20 Indigonium
20 Wild Honey
25 Tangle Plorts

Causes slimes to have a 20% chance to produce an extra plort, and makes crops produce 25% more food.

Nullgrav Module :
10 Pepperjams
20 Slime Fossils
20 Hexacombs
25 Gravity Plorts (viewtopic.php?f=12&t=4597&p=35126#p35126)

Causes anything within the corral or garden to be unaffected by gravity. Slimes will float around freely, and crops will pop out of the dirt and float around when they are ripe. Air nets will be less affected by slimes that touch them for the sake of not having them be instantly destroyed.

I had a bunch of other ideas for modules but i... forget them all...
thanks for reading feel free to suggest new modules or whatever else okay bye
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Re: Modules : Expanding and Improving!

Postby JasontheBasin » Wed Jul 12, 2017 9:00 am

do they also have mk2 and mk3 versions
Im good friends with emeraldplay, who's a Slime rancher modding god.

HAIL HIM.
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Re: Modules : Expanding and Improving!

Postby SnailsAttack » Wed Jul 12, 2017 9:37 am

JasontheBasin wrote:do they also have mk2 and mk3 versions


I guess not.
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