Image 1 — Didn’t know getting bombed was added
Image 2 — Didn’t know getting bombed was added
Image 3 — Didn’t know getting bombed was added
Image 4 — Didn’t know getting bombed was added

Didn’t know getting bombed was added

A telling story in four images. Can’t believe someone would do this (It was a meteor)

u/MatterObserver — 3 days ago

Large International Airport - Sun Valley

Inspired from Arizona’s Sky Harbor International Airport. Took me a few sessions. Many iterations. I’m pleased with how I managed to squeeze this in here.

Two runways provide the landing while the middle runway is solely for takeoffs. Doesn’t get many if any long pile ups. Lots of passengers and cargo. It’s not toooo realistic but it does the job for looks+function in my city.

I still have yet to polish and terraform the surrounding areas, and I need to work on a proper entrance/exit involving the highway, and a smaller eastern entrance/exit crossing the river. The inner roads are spaghetti and need refined as well.

Any feedback would be appreciated! It’s my “first” airport (Again, took many designs) and I play on ps4 so it’s all vanilla!

(Edit: it’s 4:17am, to start off idek why there’s a taxiway on the east connecting N/S? A few other late night things scattered. Go easy on me lol)

u/MatterObserver — 5 days ago

Water Works - Sun Valley Update

My river was too full for a desert. I spiced it up. Controlling water flow in vanilla (I’m on ps4) was tricky but I enjoyed this project.

Instead of a full solid river I now have a river/lake water intake area + city facility, with a waterfall headed into a semi flowing wash/basin, a man made “lake” (Tempe Town Lake, Arizona), some inner city canals that aren’t complete but will extend throughout, and it all ends in a dried river bed just as intended :)

Definitely will polish up most of the areas, but that’ll come as the land develops piece by piece.

u/MatterObserver — 12 days ago

Backrooms Palette

Can’t decide on any block.

#1 was my first attempt, I like the smoothness and cohesion of blocks. Smooth sandstone is perfect for that. Not yellow enough. Disliked the weaving bone ceiling tiles, but eh I also liked it’s oddness. Felt that sea lanterns complimented well over other light blocks in this setting.

#2 The use of stripped birch logs for the walls is something I’ve done before and feels right. It may be too woody, and again not yellow enough. The new polished sulfur and ochre frog lights help seal that yellow tiling and lighting. Sulfur flooring might work. I like It.

#3 Now the bamboo… mixed feelings 100%. It’s busy yet adds a nice yellow. Stripes are similar to the og wallpaper. I like It best combined with the sulfur floor and ceiling. But bamboo... It’s growing on me ig.

I keep wanting to settle back to my first iteration of all sand and bones.

u/MatterObserver — 27 days ago

City Update: Sun Valley

Learning how to blend zoning and utilize a grid well. My take on downtown Phoenix + greater metropolitan area on ps4. 38k inhabitants. ~80% traffic. ~10% public ridership. It’s getting busy everywhere. I need to fill in more spaces in key areas. Also scared to do the actual downtown, as I’ve never really made one (I like suburbia or small towns often)

(Edit: There’s a lot of what I call “filler”, which is zoned areas I use to help simulate traffic for areas and they are not complete or even using the right assets most the time)

Fun fact, Phoenix doesn’t have many skyscrapers due to the airport being so close and height laws, or something like that.

u/MatterObserver — 1 month ago

One of my busiest intersections.

I bottlenecked the traffic in this one square since development is mainly to the West/right. I don’t really plan on changing it up, I like heavy traffic. Plus I’m on console, these things take time.

u/MatterObserver — 2 months ago

Desert Grid City (PS4)

Fun project I’ve been working on for a while. It’s heavily inspired by Phoenix, Arizona. Decided to drop an update.

Population ~ 30k. Traffic hovers from 80% to 84%. There’s just a few intersections that get busy, most of the traffic is pretty smooth. Public transport is strictly buses and a “few” light rail systems. Roughly 10% of the population use public transport and most routes are near 100% cars saved. I have strategic metros planned for future use if I deem the roads getting too clogged as I try and fill the full map.

I estimate there to be only a quarter complete. And even then, another quarter of what is placed is going to be redone or tweaked.

I’ve been through a lot with this city, and I’m scared for it and my consoles future.

u/MatterObserver — 2 months ago
▲ 13 r/NMSCoordinateExchange+1 crossposts

Didn’t know you could tame these guys. You just have to wait for them to land. Thought there was only the flying beetles. Super cool to come across this just doing a mission.

u/MatterObserver — 2 months ago
▲ 20 r/NMS_Corvette_Design+1 crossposts

No, not an exocraft you can build like corvettes are to starships. That’d be cool. I just want exocraft summoning platforms for corvettes.
After acquiring the Minotaur and using its AI interface, I’ve noticed it teleports to the top of my corvette often. I can’t enter the exocraft, but every time this happens I wish I could suit up into my mech inside a corvette exocraft bay and hurl my multi ton metal carcass towards a planets surface.
I know it probably will never be added, but it’s a fun thought. With the freighter exocraft module you can summon the Minotaur on the ground and pretend it’s jumping from your corvette.

u/MatterObserver — 2 months ago