Jump to content


Alpha Tester
  • Content Count

  • Joined

  • Last visited


About JayleBreak

  • Rank
    Novark Citizen

Profile Information

  • Gender
  • Location:
    East Coast USA
  • backer_title
  • Alpha

Recent Profile Visitors

1162 profile views
  1. 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.
  2. Your welcome. Also, I created a new video which shows the Reactor Builder in action (which I skimped on in the Tour):
  3. Sorry, I messed up the dispenser. Everything is working now.
  4. 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 Voxel planner are available at the Objective Driveyards headquarters at the open space location which will hold their future sales office. There is plenty of parking! In game location: ::pos{0,2,23.2925,73.1635,9.1008} Also available is a limited number of blueprint+elements+voxels from a dispensor. These will cost 100 000 quanta and are limited to 1 per player. More information can be found on this short Video tour.
  5. 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.
  6. 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.
  7. 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 voxel follows with the first value being the row (counted down from the top of the board), and column (counted from the left most column). So voxel 1,1 is the upper left most voxel on the board. These are the voxels that need correcting: 6,2 -> 2,6 7,2 -> 2,7 7,3 -> 3,7 8,2 -> 2,8 8,3 -> 3,8 If you prefer, feel free to grab a new blueprint from Objective Driveryards. In any event, destroy the current blueprint and if you have repaired the voxel board you should also create a new blueprint. Sorry for the trouble.
  8. 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.
  9. This is the current PB Lua script. Open and copy to your clipboard and then install from there. vplanbld.zip
  10. 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
  11. 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). Also, I want to explain why I started the plan at layer 2. For those interested enough to reproduce the truncated cone as I described, test your understanding by replacing layer 2 and adding a layer 1 design so that pasting the layers together produces a traditional cone ending in a point. Finally, I want to acknowledge the encouragement from members of Objective Driveyards (ODY - where you can find free blueprints for the planner), the tutorials of Tordan, the free voxel wedge blueprint from Infinity Corp (also ODY), and Stan of NSD for zero point voxels.
  12. As there is nothing new to be covered in the plan, I've skipped ahead to show the scratch board's content after building layer 3 and layer 4 (a second arc formed by voxel "plates"). The green quarter circle is layer 2 (plus handles). The red arc is of radius 3.5, and the yellow arc is of radius 5. The quarter cone is seen in blue, and was formed by first copy pasting layer 4, then layer 3, and then layer 2. Finally, in red is the full cone formed by rotating the quarter cone 90 degrees and pasting 3 times.
  13. The vertices in layer 3 are adjusted to form a quarter arc. The outer edges are pushed to occupy the same positions as the inner edges since otherwise we would introduce a flat step in the cone (same as the truncation of layer 2). The radius of the circle is 2.5x1.414 or 3.535 (or as near as can be made). Additional layers can be defined in the same fashion as this layer but with larger radii (3.5x1.414, 4.5x...). However, there is a point when the offset required by the greater radii cannot satisfied by moving the bottom left or top right vertices.
  14. The layer just completed is a quarter circle one voxel thick. To create a cone, its neccessary to force its bottom face to conform to a circle of a larger radius. The picture shows the initial voxel layout for layer 3 of the plan, Layer 2 is also visible as translucent voxels. The layer 3 voxels (green and blue) border the original positions of the yellow and blue voxels in layer 2. Since they share edges, the outer edges of layer 2 will conform to the inner edges of the neigboring voxels in layer 3 when layer 2 is pasted on top of it.
  15. To clear the assembly board for use with the next layer, the non-scaffolding voxels need to be copied to the scratch area. This can be tricky, but recalling the original position of the voxels in the plan before the vertices were moved will guide the copy process. Using "handles" may be needed as it is here. The picture shows the row of lower 3 voxels has been copied to the side, and the selection of the 3 side voxels using the handle provided by the red voxel. The upper left voxel (red in the plan - hidden in the picture) will be copied by itself at the end. Once copied and saved to the scratch area, the assembly area can be cleared using the handles at the extreme ends of the board.
  • Create New...