[2.1] Mining sound for the starting spaceship wreck feels unfitting and lacks impact

Ideas that are too old (too many things have changed since) and ones which won't be implemented for certain reasons or if there are obviously better suggestions.

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AntiElitz
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[2.1] Mining sound for the starting spaceship wreck feels unfitting and lacks impact

Post by AntiElitz »

https://www.twitch.tv/definitelynotanti ... Nu0GGkjChg

The mining sound for the large spaceship wreck at the starting crash site has changed since 2.0. The new sound feels too weak and doesn’t fit dismantling such a large, heavy structure.
Donion
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Re: [2.1] Mining sound for the starting spaceship wreck feels unfitting and lacks impact

Post by Donion »

The sound used is a generic "deconstruct-behemoth" so it won't be perfectly fitting to any one entity it's used with. And since you'll deconstruct the spaceship wreck at most once per playthrough it was deemed not worth it spending time making a special sound for it.
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Re: [2.1] Mining sound for the starting spaceship wreck feels unfitting and lacks impact

Post by AntiElitz »

Donion wrote: Fri Sep 18, 2026 9:36 am The sound used is a generic "deconstruct-behemoth" so it won't be perfectly fitting to any one entity it's used with. And since you'll deconstruct the spaceship wreck at most once per playthrough it was deemed not worth it spending time making a special sound for it.
Yeah I agree it's not worth it's own sound, so I was surprised already why just the big space wreck got its own new decon sound. Maybe the Main Spaceshi can just share the decon sound with the Big Wrecks instead? That does still seem fitting.
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Re: [2.1] Mining sound for the starting spaceship wreck feels unfitting and lacks impact

Post by Donion »

It's not just the spaceship, it's all entities larger than huge (for example landing pad).
I checked with the sound designer and we find the sound fitting for the spaceship wreck so we won't be changing it further.
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