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JayleBreak

Alpha Tester
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About JayleBreak

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    Novark Citizen

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    Male
  • Location:
    East Coast USA
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    Contributor
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    Yes

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  1. Keyboard/mouse+Screen+Programming board wrapped up in an "mannequin" (which could be restricted to static&space constructs so you won't see markets overrun) with an API for movement and emotes would allow builds to come "alive" instead of being ghost towns (even with lots of players, who is going to hang around for long in a construct which otherwise has nothing happening).
  2. I was able to construct the voxel correctly using the plan in the picture above. But comparing the reactor to the picture, I see the voxels in position 4 and 8 (which are both from 0,8,0) are not right. The top face of the voxel should (and is) square, but the face below it in the picture (the voxel side) should NOT be. Only two faces on these voxels should be square, the top face and the face flush to the sign. If that is not the case in the voxel stack at 0,8,0, you should get a new copy of the blueprint and reinstantiate the construct.
  3. I believe you can craft all the elements needed for a basic XS (and even S) core hybrid ship using your nanopack. If you want some extras like screens or cockpits you can buy them on the market at low prices.
  4. Put everything needed by the BP in the linked container, deploy the construct and press Control-I to make the linked container active.
  5. Using the picture of the Reactor design for the bar as a guide, I took a careful look. There does appear to be a slight variance between the two sides of the bar of about 1/32 of a voxel or less (the bar is 1/8th voxel thick). This is a problem I can't fix. As far as the second image of the thicker voxel, I used the coordinates in the stage 2 build instructions, and that voxel looks correct as far as I can tell. But I'm not sure if that is the one corresponding to the issue you point out. PM on discord me with a clarification if you can.
  6. Your welcome. Also, I created a new video which shows the Reactor Builder in action (which I skimped on in the Tour):
  7. Sorry, I messed up the dispenser. Everything is working now.
  8. Continuing on beyond the original 2D Voxel Planner, I'm releasing today a new in-game building tool: Reactor/2D+ Voxel Planner. It extends the original 2D Voxel Planner's limited layer support with a Layer definition screen while adding a tool to design the 3 dimensional shape of a single voxel. To support these features, a new XS Dynamic core construct has been built with a unique Voxel stack (derived from the NRD Voxel Cube which also inspired some aspects of the interface). The construct also has new Reactor frame The blueprints (at nominal cost) for the construct and the original 2D Vo
  9. Once all the cheap Pure Carbon leaves the market the sell offers will ask for more money. This is called inflation. Its good for motivating people to spend/invest money before it loses value.
  10. Shift-paste bug is known as is the delete bug. The work-around for the Shift-paste issue is easy: just press 'R' (for reflect) twice and then shift-paste (rotating also works). To work around the delete bug, you copy out everything around the voxel you will delete to a scratch area, and then delete the copied voxels along with the one you want to delete, followed by copying back the voxels from the scratch area.
  11. Attention: I found errors in the voxel board distributed prior to 11/5/21. I've replaced all the blueprints at the Objective Driveryards container, but you can easily repair existing installations. The procedure is to select and copy an existing voxel on the board, press 'R' to reflect the voxel, press Shift-R to rotate the voxel, 90 degrees clockwise, and then replace the erroneous voxel by shift-click pasting. Note that as you overlay the error voxel with the correct voxel you will see the slight difference between the two. The voxels to copy and the location of the corresponding erroneous
  12. The core is not in the location it is supposed to be in - compare your picture with the first one in this post (the core is embeded in the "floor" next to the seat - not behind it). I suggest you delete this construct and reinstantiate your blueprint. There is no problem with the Program Board so the JSON file wouldn't help anyway.
  13. This is the current PB Lua script. Open and copy to your clipboard and then install from there. vplanbld.zip
  14. The removed the ability to get position information from the space radar as NQ felt that scripting would diminish game play. They added `getEntries()` recently I guess because 1) Its consensual, and 2) promotes gameplay(?). BTW: for i,v in ipairs(Contacts) do local cID = Contacts[i] -- construct ID for 'i' Can be simplified to: for i,cID in ipairs(Contacts) do
  15. Some final thoughts. This tool does not do "voxelmancy" for you - even in the limited domain of 2D voxels. In my view, Voxelmancy is much like solving Sudoku puzzles: making the right choices early on in the plan is important. Unlike Sudoku however, not all voxel "problems" (designs) have solutions. To gain "voxelmancy" expertise start out small. Perhaps the most frequent use I make of this tool is to fashion single 2D voxels that previously required use of an extensive "shape" voxel library or a 3D voxel wedge (which I find to be somewhat more time consuming and error prone).
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