Thứ Hai, 5 tháng 6, 2017

Waching daily Jun 6 2017

IS OUR SUN CONSCIOUS

BY Robert M. Schoch

I have been studying our Sun for some years, focusing on the influence of erratic solar

behaviour (erratic from a modern human perspective) on the course of human development and civilisation.

One of my major conclusions is that the last ice age ended abruptly circa 9700 bce due

to a major solar outburst (or series of outbursts).

Solar activity is intimately tied to climate changes on Earth, which in turn have major

effects on life on our planet, including humanity.

Following the solar agitation and disturbances that ended the last ice age and possibly continued

for several millennia, during the last 8,000 years or so the Sun has been relatively stable,

with periods of quiescence.1 For example, in historical times during the Maunder Minimum

(circa 1645 to 1715) the Sun appeared to �shut down� or go dormant (as reflected in the

rarity of sunspots), corresponding on Earth to the middle of the �Little Ice Age�

(which in totality lasted from circa 1500 to circa 1860).

At the end of the �Little Ice Age,� in 1859, the Sun �burped,� spewing out two

coronal mass ejections (CMEs), accompanied by solar flares and other solar activity,

that hit Earth.

This become known as the Carrington Event (named after British astronomer Richard Carrington

who observed a solar flare that preceded the main event).

At the time unusual auroras were seen around the world due to the solar outburst, and the

primitive mid-nineteenth century telegraph lines were overloaded by the incoming charged

particles and accompanying geomagnetic storm.

Overall, in 1859 the solar outburst caused little more than minor damage and a bit of

an inconvenience for those who utilised the telegraph lines.

If a Carrington-level event were to hit today, the story would be much different!

A Carrington-level event could knock out modern electronics around the globe, bringing computer

systems, electrical grids, the Internet, communications, satellites, and much more to a standstill.2

In modern times, that is since about the middle of the twentieth century, the Sun has shown

increasing signs of agitation, of variability, of erratic behaviour, of �mood swings,�

the likes of which have not occurred since the solar outbursts that ended the last ice

age.

And the solar outbursts of circa 9700 bce and the succeeding millennia were orders of

magnitude greater than the 1859 Carrington Event.

Prior to 9700 bce sophisticated cultures � civilisation � had developed (witnessed dramatically

by the archaeological remains found at G�bekli Tepe in southeastern Turkey).

This early cycle of civilisation was devastated by the solar outbursts of circa 9700 bce and

a solar-induced dark age (or SIDA for short, an acronym coined by my wife Catherine Ulissey)

ensued for thousands of years until civilisation fully re-emerged in places such as Mesopotamia

and Egypt during the period of circa 4000 bce to 3000 bce.

If we were to witness a repeat of the events, the solar outbursts, that ended the last ice

age, there is no doubt our modern technological civilisation would be utterly decimated.

We would be thrown back to a �stone age� and worse.

Why do I say �and worse�?

Because today we have hundreds of nuclear power plants around the globe.

If a Carrington-level event, much less a solar outburst at the level of that at the end of

the last ice age, were to hit us today, power lines would be disabled, the cooling systems

and other components of nuclear power plants would be compromised, and we would have Fukushima

type situations or worse around the world releasing radioactivity into the environment,

compounding all of the other problems brought on by the failure of modern electronic and

electrical systems.3

What are the chances of a Carrington-level event, much less a 9700 bce-level event, occurring

in the foreseeable future?

I suspect very high!

I do not want to be a scaremonger or doomsayer, but there is evidence to suggest that our

Sun is going through a volatile period, with major ups and downs in activity.4Some researchers

suggest that although the Sun was very active in the last few decades, it has in recent

years gone into a quiescence period.

Some even claim we might be headed for another �ice age� (whether a mini or major ice

age).5 I feel this is an invalid extrapolation of the limited data we have.

Activated Sun

It could be that the Sun is once again going through a period of extreme variability, manifesting

as a pattern of highs and lows in solar activity.

That is, we should not extrapolate from a few years (or even a couple of decades) of

relatively low solar activity to the conclusion that we are imminently entering another ice

age.

Indeed, the Sun may suddenly become active again, or it might undergo a major solar outburst

even in the midst of an overall period of relative inactivity.

The 1859 Carrington Event occurred between a solar minimum and a solar maximum during

a rather mediocre solar cycle; based on short-term methods of analyses, it is unlikely to have

been predicted even with modern techniques (at the time, scientists were not even aware

of the modern concept of major solar outbursts so no one was even attempting such predictions).

Looking at the longer term pattern of solar activity over the last 12,000 years (reconstructed

from such data as isotope concentrations in Greenland ice cores), my judgment is that

our Sun is showing all of the same signs of extreme variability and disequilibria which

occurred at the end of the last ice age.6 The implication is we may experience a major

solar outburst in the very near future.

Indeed, in July 2012 a significant solar outburst barely missed hitting Earth.7 If the eruption

had occurred just a week or so earlier it would have been Earth-directed, and most likely

destroyed or compromised much of our modern electronic and electrical technology and infrastructure.

Even now, years later, we would still be attempting to rebuild the modern world.

And the July 2012 event occurred during our current solar cycle,8 which has been unusually

quiet overall, to the point that (as noted above) some people predict a partial solar

shutdown and a �mini ice age� or even the beginning of a true ice age.

With this introduction, I want to turn to the subject of the title of this article:

Is Our Sun Conscious?

I wonder, in all seriousness, if it was just luck or good fortune that the July 2012 solar

event was a near miss from Earth�s perspective, or if there was possibly something else involved?

A Conscious Sun?

For the past several years my wife, Catherine (Katie) Ulissey, has been following observations

of the Sun on a regular � usually daily � basis.

Solar flares and accompanying coronal mass ejections (CMEs) can erupt from sunspots,

so sunspots and their activity are a potential short-term indicator of an impending major

solar outburst that, if Earth-directed, could cause massive devastation to our modern technological

society, as might have happened if the July 2012 solar eruption had hit us.

Katie often comments to me that otherwise very active sunspots strangely lessen the

severity of their activity, producing smaller solar flares and so forth, or even appear

to become temporarily dormant and shut down their activity, when they are Earth-facing.

Then, as they move around to the side and back of the Sun (as viewed from Earth; the

Sun rotates on its axis and of course Earth revolves around the Sun), these same sunspots

begin firing again, increasing their activity dramatically.

It is as if the Sun is aware of Earth�s presence and is attempting to avoid spewing

a major solar outburst (whether a solar flare, CME, or some other type of solar eruption)

directly at us.

Katie is not the only observer to comment anecdotally on this apparent pattern;9 others

have independently suggested, perhaps in jest, that our Sun is consciously attempting to

protect us from being hit by a major solar outburst.

In analogy, imagine a person who is about to sneeze, but is able to hold it long enough

to turn away and avoid sneezing on someone else.

This may seem like a very weak basis for suggesting our Sun has the property of consciousness,

but there is additional evidence.

The Sun is a fairly typical star, and it has been found stars exhibit anomalous behaviours

that are not easily explained by the theories of standard physics.

As physicist Gregory Matloff (New York City College of Technology) has discussed,10 stars

do not appear to move in the ways that standard theories, such as formulations based on Newton�s

theory of gravity, predict.

Stars typically move around the centre of the galaxy in which they are located.

Standard theory predicts that stars closest to the galactic centre should revolve more

rapidly than those farther from the centre (just as Mercury travels more rapidly around

the Sun than does Saturn, which is much farther from the Sun).

However, this proves not to be the case.

On the whole, stars farther from the galactic centre move more rapidly than stars closer

to the galactic centre; it is as if all of the stars are mounted on a huge rotating wheel.

Another problem with standard theory is that the masses of clusters of galaxies (as best

as can be calculated based on our observations) are not great enough to hold the clusters

together gravitationally.

To address these issues, the concept of �Dark Matter� has been hypothesised.

In simple terms, Dark Matter, which according to its advocates is said to compose the majority

of matter in the universe, is essentially undetectable except for its gravitational

effects on visible matter and radiation.

Supposedly, Dark Matter can explain the anomalous movements of stars and the clustering of galaxies.

Do Stars have a Will of Their Own?

There is another explanation that could also account for the anomalous behaviour of stars,

an explanation that does not need to invoke undetected Dark Matter: stars are conscious

and move according to their own will or volition.

In one of his articles, Gregory Matloff defines �a conscious entity as one capable of volition

� it has enough self-awareness that it can decide to take (or not take) a selected action.�

Thus �a conscious star can decide to alter its motion to participate in the great stellar

dance as stars orbit the centres of their galaxies.

Such a star need not have a human-level or god-like consciousness.

A simple herding instinct is enough.�11 The existence of such consciousness in stars,

which are following a herding instinct (similar to a school of fish swimming together or a

flock of birds flying together), would adequately explain their otherwise anomalous motions.

Is this a simpler explanation than invoking Dark Matter?

Matloff has also discussed several potential mechanisms by which stars might be able to

express their will and consciously change their trajectories.

The best established mechanism is the use of jets of material emitted from the star.

Young stars emit intense jets of material, often bipolar but not necessarily symmetrical.

Asymmetric jets exuded by young stars could be used to preferentially change and adjust

their trajectories.

Mature stars, such as our Sun, emit a �solar wind� consisting of electrically-charged

particles.

Variations in the intensity, in various directions, of the solar wind could change the path of

the star.

One must remember that, as Matloff points out, changes in the trajectory of a star that

may be �significant� to the star over its long lifetime of millions or billions

of years (our Sun is estimated to be nearly five billion years old) may appear trivial

or imperceptible to us.

The use by our Sun of jets and variations in the solar wind to express will and volition

could be related to the idea that our Sun may consciously attempt to avoid throwing

solar eruptions toward Earth � and if this is the case, it is then also the case that

the Sun could consciously decide at some point to hit Earth with a major solar outburst.

Is this what happened at the end of the last ice age, circa 9700 bce?

Or was the solar outburst at that time an �accident�?

Matloff tentatively suggests two other mechanisms by which our Sun, or any conscious star, might

theoretically change its trajectory: 1) Variations in the pressure of electromagnetic radiation,

including visible light, given off by the star; and 2) by psychokinesis.

Electromagnetic radiation pressure seems like a plausible possibility, although little work

has been done to model how great the variation would have to be to change a star�s trajectory.

Possibly changes in electromagnetic radiation could be used volitionally by stars for other

purposes, such as communication among themselves.

Psychokinesis (also known as telekinesis or mind-over-matter) has, to my satisfaction,

been demonstrated to exist among biological organisms such as humans.12 Whether psychokinesis

could (or does) exist among other conscious entities, such as possibly stars, is currently

unknown � although I am not aware of any theoretical reason why it should not.

But how can the Sun and stars be conscious when they are not even biological organisms,

at least not in the sense of carbon-based cellular creatures like ourselves?

A common notion, which is not to say it is correct (all too often common notions and

�common sense� are wrong), is that consciousness and volition (at least in nature) can only

occur in carbon-based forms of biological organisms, and many people would limit the

notion of consciousness to �advanced� biological organisms like vertebrates, mammals,

or, according to some, only human beings.

However, various researchers have argued that consciousness may arise at a quantum level

and may not be limited to familiar biological organisms such as ourselves.

For instance, the British physicist Sir Roger Penrose (University of Oxford) and anesthesiologist

Stuart Hameroff (The University of Arizona Medical Center) have developed the theory

of orchestrated objective reduction as an explanation for how consciousness arises.

Essentially, an orchestrated coherent series of quantum reductions (wave function collapses)

result in moments and sequences of consciousness and choice or decision-making.13 As it turns

out, according to such analyses, the conditions conducive to the manifestation of consciousness

may occur on and in stars.

Indeed, at a more fundamental level, consciousness may be inherent to the manifestation of matter

and exist throughout the universe � with most conscious beings taking forms other than

�biological organisms,� yet we as carbon-based life forms may have a difficult time recognising

consciousness in other forms of matter.

The physicist Max Tegmark (Massachusetts Institute of Technology, Cambridge, USA) has suggested

consciousness may be a �state of matter� (�perceptronium�)14 � perhaps this is

a state of matter that our Sun, and stars more generally, possess.

�Afterthoughts� of Our Sun

Possibly related to the concept of a conscious Sun is research that found a correlation between

patterns in solar activity and earthquakes on Earth.15 Furthermore, there may be a correlation

between earthquakes and major atmospheric disturbances, such as cyclone activity, on

our planet.16 If our Sun is conscious, does it consciously influence storm activity, weather

patterns, and earthquake activity on our planet?

Or are these types of phenomena linked to the Sun, yet �afterthoughts� from the

Sun�s perspective?

Is the Sun sometimes rather oblivious to its influence on Earth, just as we might be rather

oblivious when we unknowingly destroy a colony of bacteria or step on an ant mound by mistake?

When we look at traditional mythologies and ancient beliefs, many past cultures considered

the Sun and stars to be conscious entities � and this can perhaps be seen as the basis

of astrology.

The gods were associated with stars (including objects in the sky that we now classify as

planets), and the ancient Egyptians (to give but one example) hoped to be united with the

Sun and stars upon death.

Plato in Timaeus (circa 360 bce) wrote, �And when he [the Artificer] had compounded the

whole, he portioned off souls equal in number to the stars and distributed a soul to each

star��17

Building on such ideas, my wife Katie has speculated that perhaps when human beings

die their hydrogen is released (hydrogen can potentially carry information, and many would

argue that information is an essential element of consciousness) and at least some of the

hydrogen escapes to space where it collects as clouds, collapses under gravitational attraction,

is compressed, and ultimately gives rise to stars � stars which may retain some of the

information, some of the consciousness aspects, of the former beings who gave up their hydrogen.

In this way, perhaps we (and possibly all biological organisms) may be reborn as stars.

Of course, this is a highly speculative hypothesis,18 but if we can demonstrate our Sun and other

stars are conscious, it may lend support to the idea that ultimately (perhaps after a

number of incarnations on Earth) we join our consciousnesses with those of the Sun and

stars.

At this point some would suggest I have crossed the boundary from �science� to �science

fiction,� but I prefer in this case the label of �speculative science.� What might

we conclude?

Is our Sun conscious?

While the consciousness of our Sun and the stars has yet to be definitively demonstrated,

I do not think we should simply dismiss the idea.

Indeed, a conscious Sun and stars may go a long way toward explaining various �anomalies�

that standard paradigms cannot readily accommodate.

For more infomation >> IS OUR SUN CONSCIOUS - Duration: 20:13.

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Ataque dos Titãs Especial 5 Legendado HD Picture Drama - Duration: 11:20.

For more infomation >> Ataque dos Titãs Especial 5 Legendado HD Picture Drama - Duration: 11:20.

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Drinking Tapioca Flurry Must Know This Do not Blame 100 People 99 Do not Know - Duration: 5:18.

For more infomation >> Drinking Tapioca Flurry Must Know This Do not Blame 100 People 99 Do not Know - Duration: 5:18.

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Skywanderers Community Spotlight #1 - Duration: 37:48.

Gady: Hello everybody

This is Gady

and welcome to the first community spotlight

Tsunamayo: Hello guys, what is going on?

Gady: Community spotlights will be segments where we take a look at what the community has been up to

We'll showcase some ships and share some general building tips

Since this is our first instalment, many, many of you had so many questions

We decided to dedicate this whole episode to answering them

We received many questions like: When will the game be out?

Or: When will this feature be added?

We cannot answer those questions at the moment

Because the game is still way too early in development

But hopefully you could give us some more information?

Tsunamayo: Yeah

I can give maybe a little bit more information on the timeline

But basically as you know so the game is really in full development so it's...

We're not close to pre-alpha I say

I say pre-alpha but it means the real alpha is quite huh quite far away

And to continue development I will need to do a kickstarter huh so very soon, so hopefully in the...

in the next month or maybe, maybe in July So I just have a few more stuff that I want to show

And... and then to work on the PR stuff for the kickstarter basically

And then, depending on the... depending on how well the kickstarter went there will be a

Something, at least 6 months I think before I can get the game on Steam

So we are... So it's a very rough estimate so obviously it will most likely change

But yeah we are talking...

Gady: So yeah we cannot give exact dates 'cause it's just too vague Tsunamayo: Yeah yeah so...

First half of next year most likely so maybe a bit more depending on how well the kickstarter went

Knowing that we'll most likely do a private testing phase

For the backers

That are interested in that. So before the game is officially on sale on Steam

and it will be in early access launch because I think that's what suits the best for this kind of game

I don't think that's good for every type of game out there

but for voxel building I think it's really a good thing to have player input and build the game as players are playing it

Gady: Early access is a bit of a buzzword since there are many many low effort submissions and frankly shitty games out there

But we are aiming at giving you guys the best possible experience

Tsunamayo: Yeah yeah yeah, exactly

Gady: I'll start with the questions if you'd like

Tsunamayo: Yeah

Gady: So these are a bit personal I guess

There are kind of in a order, yes

So...

"Anonymous" asks:

Does he prefer to be called Tsuna, Tsunamayo or François?

Tsunamayo: *laughs*

So whichever you want Tsunamayo is just really a stupid nickname I chose you know before starting the project

Basically so I can answer also to the second question at the same time because they're a bit related

This is the name of what we call onigiri in Japan so it's like a small rice with huh in the case of tsunamayo with some tuna

So the fish and mayo so it's huh really good and I like to eat that

and so that was my pseudo but it's not at all a pseudo I was using for 10 years or something like that

So I'm perfectly fine if you prefer to call me François

I don't have any real preference on that

Gady: So since you already said that we already answered the second question

"ttmm3" asks: Why Tsunamayo the nickname?

So yeah he already answered that, thank you

So we can move on to the next question

"Tatsunobu" asks:

When will testing be open again ?

Tsunamayo: Yeah so this is something that has been asked a lot so

The thing is right now I'm really focusing on delivering new exciting features for you guys

Just to show basically the potential of the game for the kickstarter

So really cool looking features That means that unfortunately I don't have really time to

To focus on bug fixing or just improving the overall experience

And this I will start to do it again after the kickstarter when I'll have to stabilize all of that basically

So

It means that most likely I will do that after the kickstarter so you will have to wait, to hold on for a few months

Before I open up the testing phase so... Yeah sorry it was really unexpected to have that many huh

That many huh how do you say... applications

And so I was a bit behind, huh under the water

Yeah huh really too many applications and I can't really review them and add them

Huh like that so it was a bit huh not anticipated so hopefully it should be better in a couple of months

And huh yeah

Gady: Ok we can move on to "Karan S'Jet's" question

His question is:

What is the current roadmap for the development of the game?

Are there plans for a more recently popular "Open Alpha-Release" early access program?

whilst in addition what can be said about the multiplayer segment of the game and its plausible release window?

Tsunamayo: Ok so I answered a bit to that question in the opening

So yes we'll do an early access release on Steam so like pretty much every game of this genre

Huh basically so

The multiplayer as you know is still quite bugged I mean it's there so the foundation is there

It's really lacking some comfort features and some bug fixing because this is really something that is tough to test when you are developing on your own

And so we need to spend more time on that

but it will defiinitely come with multiplayer but it's just too early to say how many yeah the player cap and this kind of things

And for the roadmap so

So basically the idea is that I started the game, I mean to develop the game working on the building aspect

Because this is where I had some ideas some things I wanted to test like the brick system for example

and this is also the most heavy part

Because you have a lot of features to develop and a lot of interactivity.

You need to save the player's constructions and there is a lot of stuff to do with the logic and such

So this is going well. It's not finished I mean it's still lacking some refactoring or optimization let's say but it's getting there

And at the same time I also started the exploration phase

Which is really important and so in the short term to medium term I will start to focus more on that exploration phase

So I will bring more content so for example in the coming days or weeks I will build the nebula for example to explore in the galaxy. I will do some

Refactoring for example the holomap is not friendly

the flying model or the navigation basically is not really *laughs*

Not really satisfactory

I just didn't spend enough time on it so it's perfectly normal

And so I will definitely spend more time I mean switch my focus from the building aspect to the exploration one

And then I will move on to add actual let's say traditional gameplay

So typically that means something that looks more like what Elite is doing: to spawn basically station where you can

with bulletin board you know you can do some trading some mining some bounty hunting and things like that

Gady: Yeah missions.

Tsunamayo: Yeah exactly some missions. So that is let's say the current roadmap for the next 6 months or so

and that will be also, let's say the scope for when the game will be on early access

and so I think basically there are really 2 ways to develop this kind of games:

so you either starts in space with a strong buidling component

And then once you get everything you start to tackle the survival aspect, and this is the way I chose

Or you can do the other way around so you start with survival on a planet and stuff like that and you move on later to space basically

Tsunamayo: So yes that's the ideal approach

Gady: Just like Space Engineers and Planet Nomads Tsunamayo: Yeah

Gady: So Space Engineers they started with a strong buidling mechanics and space

And later on they added planets

Tsunamayo: Yeah

Gady: And Planet Nomads, they started on planets then moved on to space

Tsunamayo: yeah exactly so it's really like Space Engineers and also Elite I think did that a little bit and maybe Starmade also

So you start in space with the strong creative because you know

In survival you're only going to survive for only 20 to 30 hours

But the building aspect can keep people interested for a hundred hours so

That was the reasoning behind let's say

So it means that planetary technology will come after

And survival also will come after

Gady: So "Mr Carbu" asks:

What would you like to do for planets?

Animal, plants, human life, maybe atmosphere?

Ok so for planets I'm quiite ambitious because I don't want like... I want planets to really add a depth to the gameplay

Planets where you can travel with your rover or fly around

And so I want a pretty good planet quality so that's why it will take time

and doing it right now wouldn't add much to the game as it is right now

so that's why you'll have to hold on for a bit

but yeah definitely atmosphere and I have a lot of different atmosphere shader implementations

that I would like to test. I really can't wait to do that because I really... This is the kind of work I love to do so

So yeah atmosphere definitely, water also

so at first I think there will be like moon-like or Mars-like kind of planets

and then on a second time

If they are still people interested in the game at that point because it's a bit more far in the future definitely some animal life

And I really want to give it a shot at procedural life generation basically

And I have some crazy ideas of gameplay around that

Basically where you

Where you do like Jurassic Park so you analyze the DNA of your animals and then you start to mess up with the DNA and create new speecies and stuff like that

But it's in the far future let's say

Gady: So "Breezebuilder" asks:

Is Linux or OSX support a possibility in the near or distant future? Please?

Tsunamayo: huh yeah add the "please" *laughs*

So yeah I'm sorry but that won't be really the focus unfortunately because it would be really too time-consuming

and really complicated to test and I really build the game around DirectX 11

And huh...

So OSX for sure Ithink it's not possible and Linux... Yeah I think it would be...

Gady: Well maybe through Wine?

Tsunamayo: Yeah through Wine but I think some people tested and it wasn't working well so...

So I prefer to say no because I really have a lot of stuff to develop

and since the game is really relying heavily on the shader technology and things like that it's really harder to do

so I prefer to say no but

huh

The... the dedicated server, I will try to have it working on Linux

because there is no front, I mean there is no graphic code and stuff so

Gady: Ok so

"Apelsinsaft" asks:

How will you balance power between different ship sizes and prevent rampant ship minmaxing?

Will power generators require a certain mass for a certain number of generators or something to that effect?

Will ship systems be very simplified so that there's not that much to minmax?

Or do you have a definite idea of how power, thrust, weapons and other things like that are going to work in the final game?

Tsunamayo: So I'm not sure to understand completly that question and especially on minmaxing

huh

so what I can say is that yes every block will have an impact on the mass and especially the

generator block or block that adds functionality to your spaceship like the shield or

or the engine or things like that will weight a lot more than just the standard block or decorative block

So that if you really stack a lot of blocks your ship will still be quite heavy

So that it won't be that maneuverable

Ok so if you want a small fighter that turns very fast, that accelerates very fast and things like that

you will have to keep the number of generators or engines a bit low

And huh...

And then there will be some blocks that can help you to improve your maneuverability or things like that but

It will... You will never be able to transform like a big heavy cruiser into...with the maneuverability of a fighter basically

So I use like logarythmic curves so that you...

The gain, the maximum gain you can have will only be relative let's say to your base stats

So I don't know if it's clear on that

And huh

Yeah and for how the power is working, and weapons and thrust

It will be quite standard I think I will have different power systems

What I really want it to have different tier levels

so basically you start to craft

a kind of a bit low level power generator and things like that

And then

so typically that requires some fuel and stuff like that and then you start to

to be able to craft more powerful generators from rarest elements

to give the player an incentive to explore

and find rare materials basically

Gady: Ok so moving on to the next question

"DreadMagus" asks:

Will there be robot pets in game to craft, etc?

Tsunamayo: *laughs*

Huh yes so actually I really want to do that at one point. It's not really high on my priority list

So typically this is most likely something yeah that will come post early access

But I think it's ok but yeah I really want to give basically an AI

Yeah so you can basically craft a

yeah artificial intelligence robot or drone

and

Gady: and maybe alien pets?

Tsunamayo: and maybe when I have indeed animal life

yeah to be able to tame some of the species will be definitely something interesting

Gady: that's pretty cool!

so we can move on to the next question

So "Korbolko" asks:

If ever or when will we see the following:

gravity, pressurisation,

modular or modifiable energy producing systems

(Example: From the Depths)

detachment of unconnected bricks, multiplayer,

more systems that can be automatised

or require other people to operate,

resource gathering and processing,

npcs and npc controlled factions,

player controlled factions, mod support,

early access,

stations and station building?

Tsunamayo: *laughs*

Ok so that's quite a long list so I will take them one by one

Without explaining too much. But gravity I mean there is already artificial gravity but it's just completly bugged for the moment so I really need to fix it

But yes pressurization... yeah!

Gady: so our gravity isn't too realistic? It's planar it works with a generator?

Tsunamayo: yeah

This I will edit, I'm not sure how

I mean if I do just a cheat so you put a gravity block with the correct vector let's say

Or if I try to do it in a more realistic way we'll see

So pressurization most likely no because it's quite complicated and we have a lot of moving stuff in Skywanderers

And I don't try to go the realistic route so most likely no... Maybe in the far future but

on the short term for sure no

Modular... It would take really a lot of time to develop because of all the moving parts basically

I mean if I add only standard blocks and then really well identify the doors and things like that it would be easier but...

in the game you can make a door with pretty much anything

So yeah it's really...

Gady: it's still way too early to decide

Tsunamayo: but yeah never say never but...

So modular or modifiable energy. I don't know From the Depths so I don't really know what it means unfortunately

I don't know if you know that game

Gady: I do not I haven't played it. I'm sorry

Yeah so Ithink he's referring to a system into another game so I'm not sure what it means

Maybe it just means you can put addons to your generators

and this is something definitely I'm considering to give more depth to that system by adding some addons blocks that will be like a basic generator block

and then you put to the side a different block that will give a boost for example

So we'll...

So yes most likely yes

"detachment of unconnected bricks" so I don't know exactly so maybe it means that when you break a link

Right now if you break a link basically the children entity just disappear but it's just because I didn't spend time doing that

But I will...

I will... I will add it no problem. "multiplayer" so yes

"more systems that can be automatised or require other people to operate" yes yes

I really want you to play with your friends on the same spaceship

Where there would be a pilot, some people manning the turrets or huh

Or weapons systems or things like this

"resource gathering and processing" so yes also

So I want to add some mining and then you have to

to process basically the mining output and so you will put some piping between some blocks to transform the resources

and to be able to craft like mini-factories to craft blocks

"NPCs factions" yes also

"Players controlled factiions" so not for now

But this is definitely something that will interest a lot of people but

that won't be the... I mean high priority on the list

So not on the short term

"mod support" also but it will depend on how well the game is doing obviously

"early access" yes and "stations and station building" yes

Gady: Actually station building is already in the game?

Tsunamayo: yeah

So we'll have stations so you can... I really want to have stations as hub for people so you can

take missions, buy new schematics or new ships and things like this

Gady: So. We can move on to the next question again

"Fen" asks:

Is a ship integrated simple/retro virtual machine like in Notch's 0x10c to remotely program and control ships,

exchange programs/mini games and so on something that would be interesting to add to your game, why/why not?

Tsunamayo: ok so I really like this idea this is very appealing

and I wanted to think how to do that at one point but it's not something I will do on the short term for sure. So most likely post early access

because it's a bit... I mean it's something that a few people will love a lot and do a lot of stuff

but that won't appeal to a big percentage ot the community base

But I think it could add, even if there are 5% of people

doing that it could add value to all the people if you start selling your programs on stations for example. So it could be interesting

So yes but not on the short term unfortunately

But I mean if you look at all the other games like Starmade or Space Engineers and even Elite, there have been in development for like 3 or 4 years so

If I get to develop Skywanderers for that period of time and I really want to, at one point this is definitely something I will have a look into

Gady: So again

how do you envision player interactions within your game?

What do you want it to feel to be part of such a universe?

What would make it special/different from games like Starmade that can feel lonely at times?

Tsunamayo: So huh I have nothing against that loneliness feeling, actually I think it's a great feeling for space games, you get that a bit in Elite

And... and you know what I tried to create with that galaxy so it will be the same galaxy for everybody

is to have points that are really busy you know with trade routes, pirates and stations or even

war between factions

and some other places in the galaxy that are really more lonely that are more remote like the Outer Rim and things like that

so to have really a different feeling between the regions in the galaxy

And huh

So yes so player interaction they will be able to play together and fight together or to fight each huh I mean to have some versus fighting let's say

So yeah that's the basic

Gady: So "Fen" asks:

It's way too early, but I'd like to know how you would make gravity work planet wise,

because as far as I understand gravity in your game is relative to an axis and planets are round.

Tsunamayo: yeah yeah so I can tell you that in code this is not really complicated, I mean

the axis can be anything so I just have to compute the axis

And on a planet the axis is just the center of the planet minus your position

And then this is only... just what you need to do *laughs* in code so that's really easy to compute so no release on that

Gady: So "Fen" asks:

Battle system wise, so far we've seen that lasers destroy ships block per block,

what are your ideas and thoughts about damages?

how it makes sense gameplay wise and what alternatives you are considering?

In Starmade I ended up thinking that although it sounded fun,

it's not that great in the end.

We think of ships from a system perspective, not a block one,

and losing one important block suddenly makes the battle pointless despite our ship's integrity being still good

Tsunamayo: yeah so this is an interesting question, I saw I mean a lot of discussion on the Discord

And basically there are 2 schools of thought

So one saying that it's a voxel game and we need to destroy [ships] block by block

and then one that says no let's check the hull integrity

and have let's say HP score on each ship and when there's no HP the ship blows up

So my feeling was more to do the voxel way

Because I wanted to add actually strategy code depth so a bit like FTL

So for example when you start to attack a big enemy cruiser

You can decide to target the weapon turrets for example

Or you can try to immobilize the ship by shooting on the engines or even you can try to board the ship and destroy

the energy core inside or... really so it can have a lot of different ways to attack that ship

Knowing that huh

There will be shields of course so all the damage won't be at first on... Won't destroy the ship

And then

Because I think it will be very boring to rebuild block by block after each combat, there will be some automatic repair drones or nano

nano repair drones or something like that so you don't need to rebuild by hand every block destroyed

But this is definitely a good question and quite frankly I think

We need to test some stuff and if it's not working we can either fix it or completely scrap it and start a new approach

and this is why I kinda want to have a community around the game

because this is the kind of things we need to figure out by just playing and testing stuff so we'll see

but that's definitely an interesting question

Gady: So "Fen" asks

Concerning the survival aspect,

my opinion is that having to manage oxygen, food, needs make travelling in space challenging and entertaining

You can't go on forever on an empty stomach

and also gives missions, trade

for example recovering ice from asteroids, food from planets or merchants

a sense of purpose.

What's your thoughts about it and how do you envision that aspect of your game?

Tsunamayo: Ok so this is definitely something I want

Again it won't be huh it won't be on the short term

because like I said first I will focus more let's say on the late game components so

to do some trading some fighting and stuff but little by little I will add some components that will allow us to

to converge to that survival mode let's say

but I really need first leet's says planetary technology so it will be definitely down the road

but maybe a bit more far

so typically post early access I think

huh yeah but we'll get to there if you guys are still playing the game and still interested by it we'll get to that eventually

Gady: Ok so "Fen" asks:

Do you plan on building a player based economy in any way

and how do you want it to work like?

Merchants, traders, pirates, asteroid miners, crafting?

Tsunamayo: Ok so just to

I'm not sure on what sense he was asking that so

typically I won't go into the MMO-like or you know with the virtual, huh I don't know how you say that, player base economy like EVE Online for example

because that would be just

Gady: So kind of like Elite: Dangerous and Star Citizen?

Tsunamayo: or Star Citizen and huh... because that would be too complicated and that's not really the...

I don't want really the game to be a simulation or anything like that

But I want to give an economy let's say in the game

so typically there will be, you will be able to trade for and sell resources and buy resources

and obviously the price won't be the same in each part of the galaxy and there will be some kind of logic to that

Some regions of the galaxy that will more rich in resources and stuff like this

So this huh yeah this is

how I plan to do and basically if you're more into just mining you'll be able to sell your mining output

if you are more into trading you'll be able to do some trading and...

so that will be the base

So yeah

a light economy but not fully connected let's say

Gady: "Manifestopheles" asks:

What are your thoughts on character customization?

Will you make templates available for character skins?

I would love to contribute some skins and accessories if necessary, but I'd have to know what dimensions they need to be in.

Other than that keep up the good work. We're counting on you.

Tsunamayo: *laughs* thanks for the encouragement

so yeah for character customization this is something very important

so I need to redo the character actually

so that was the big major feedback from the Greenlight is that the characters look like shit basically so...

so it's fine I'm redoing it and

it won't be a complete revolution, it's more like a fixing of what was wrong with the current one and I will ask people feedback very soon

so yeah you will have to wait that I, let's say, stabilize my character technology

But yeah so...

I will give some tools, some modding tools, I'm not sure to what extend like only be textures, if it will be even models I'm not really completely sure on what it will look

and yes so on customization I will also add I think at some point some, let's say huh, decals so you can have like one decal per player plus maybe one decal for your faction and...

and that kind of things

but yeah modding too will depend a lot on

on the game, if the game is really catching some interest and there is a lot of community around, I will definitely be looking into that

Gady: So as we've seen in the latest devlog

you've added some hose blocks that you connect and there's a hose in the middle

so "VIPM" asks:

Will hose blocks be usable for transferring items/fluids between ships?

Tsunamayo: Yeah actually that was my goal so I think I will use them

in term of gameplay later on

so typically when I work on weapon systems so you'll have to feed some energy to your weapons and you could use that hose block to link

the energy block, let's say, to the weapons or the...

or yeah that kind of things. So definitely I will have to look into that.

To really transfer like to do factories I think I will use bigger tubes you know there is also like big tubes in the game

So I think I'll use these tubes to link the different transforming blocks, let's say, between each other

so yeah that's a good idea

Gady: So this is the last question

and "SamJ" asks:

What other ship systems do you plan to add?

You've mentioned scanners and was wondering whether shields/energy generation and usage/crew were also planned for the future.

Either way this is currently my most anticipated game!

Tsunamayo: *laughs* thanks

Huh yeah so definitely shields

so energy generation too, I mean this is the thing I should have done for quite some time

right now but...

I will add definitely energy generation so you will be able to store energy

also in some blocks depending on what kind of ship you want to create

some shields

obviously

and then yeah some scanner because the scanner will be quite important to either scan for threats

or scan for resources and it will be linked to the holographic display

for sure

and yeah I don't know maybe there will be some stealth technology at one point maybe not

agaiin not on the short term but I will definitely look at it

and a lot of different weapons systems

and I don't know if you have other ideas *laughs* in mind of systems that I'm forgetting but yeah definitely have all these ones

Gady: So thank you guys for staying with us, it's been almost 40 minutes

We hope that's enough

Even if it's kind of too much to you know getting in one shot

But

Tsunamayo: yeah yeah I tend to talk too much

*laughs*

so yeah thank you very much guys for all your questions

and don't hesitate to ask more on the Discord or the next one I don't know if it's something you want to do

at regular points

Gady: We will have some links to our community in our description

we'll have some links to our forums and to our Discord server

I won't keep you guys any further and I thank you guys for watching

And I'll see you next time

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