I wonder what percentage of the planet tiles have either been scanned or had at least one node mined from them. This week I've scanned over 100 contiguous tiles on Jago in the middle of the oceans, as far from any markets or obvious settled bases (multiple tiles claimed) as I could. Barely any high end resources and I've mined through at least 6 mega node empty caverns (and those are the ones I've randomly encountered). I kept going further and further to see if I'd get into an untapped area and just fell into another mega node cavern.
The problem with this mining experience is not only is it RNG to get the high end resource you might need, but the odds of finding them continue to decrease with time. We are barely into the launch of the beta here and great swaths of the planets are scanned and cleared of the best resources. Yes, I'm sure there are "many" untapped tiles out there but the odds of finding one are continuing to decline. This is not a good experience and will only get worse over time.
Yes, new planets might help, leaving this system a resource desert. I really think some kind of ground healing, random resource respawn system is needed.
One thing to understand - neighbouring voxels share grid points. When you change the shape of a voxel, you are actually moving the grid points, so it effects ALL voxels that share that grid point. It would be impossible to deform one voxel without effecting its neighbours.
Do we really need to have all the different honeycombs, divided by different textures? Having to keep so many different kinds of honeycombs on hand in order to give our creations different colors & textures is kind of a PITA.
I DO enjoy the varied statistics of the different honeycomb materials. (pure & products) Would it not be easier on both the players and the servers if we limited the honeycomb down to one block based on it's material, and offer the players a "paint & texture tool" instead?
About
This is a basic autopilot script that can accelerate your construct towards a planet and later apply brakes to stop. Vertical space engines are used to control drift.
Requirements
Space brakes, 1.5+ g.
Vertical space engines (pointing down), 0.3+ g.
A remote controller or a separate hovercraft seat.
Limitations
No manual piloting. Use another script to get to space and to land.
No collision avoidance. Make sure there are no planets, moons, asteroids, space stations or pirates between you and the destination.
Planet positions are stored in the script. If NQ moves the planets, the script will have to be updated.
Set-up
With an auto-configuration schema (recommended)
Download this file to Game\data\lua\autoconf\custom in your Dual Universe installation directory. By default it's C:\ProgramData\Dual Universe\Game\data\lua\autoconf\custom
Right-click the control unit (a remote controller or a hovercraft seat) and select "Update custom autoconf list". This needs to be done only once.
Right-click the control unit and select "Actions for this element", "Run custom autoconfigure", "Basic Space Autopilot".
With a pasteable script configuration
Open this link and copy everything to clipboard.
Right-click the control unit (a remote control or a hover seat) and select "Actions for this element", "Paste Lua configuration from clipboard".
The game should display a "Lua script loaded" message. If it did not, restart the game and copy the script configuration again.
Link the core (required) and fuel tanks (optional) to the control unit.
Credits
Many planet positions were provided by @meigrafd from Hyperion.
The script was bundled (amalgamated from multiple .lua files) using amalg.
Change log
2020-09-23. Fixed heavy constructs not accelerating past 29997 km/h. A radar widget will be displayed if a PVP radar is linked (not available on remote controllers). Tested in r0.22.2.
2020-09-16. Posted the first version outside the NDA forums section. Tested in r0.21.6.
Requires
3 Programming Boards
2 Databanks --two is needed to prevent weird code crossing bugs. later this may be less when they fix bug.
20 Containers of same Size
1 screen
1 switch
1 relay
PB1->switch-> relay-> PB2 PB3
Create Events in Lua Editor and Paste the Following as Instructed.
9/17 - Fixed parameter for single boards.Changed some names and Added more exports
Programming Board 1 -- Can do 9 Containers OR Read from Databanks
---screen
---databank-----only if your doing more than 9 items added last
---databank2-----only if your doing more than 9 items(using 2 helps code from being crossed from bugs)added last
---switch-----only if your doing more than 9 items
----Unit Start
if Morethan9slots == "On" then
switch.activate()
end
unit.setTimer("Live",1)
unit.hide()
----Unit Tick ---Name the Tick Live
Morethan9slots = "Off" --export:Off for 9 slots and On for more than 9 and requires databanks.
local containermax = 9600 --export:;Your max container holding.
local slot1item = "Bauxite" --export:;Slot1 Iten.
local slot1weight = 1.28 --export:;Slot1 weight.
local slot2item = "Coal" --export:;Slot2 Iten.
local slot2weight = 1.35 --export:;Slot2 weight.
local slot3item = "Hematite" --export:;Slot3 Iten.
local slot3weight = 5.04 --export:;Slot3 weight.
local slot4item = "Quartz" --export:;Slot4 Iten.
local slot4weight = 2.65 --export:;Slot4 weight.
local slot5item = "Chromite" --export:;Slot5 Iten.
local slot5weight = 4.54 --export:;Slot5 weight.
local slot6item = "Limestone" --export:;Slot6 Iten.
local slot6weight = 2.71 --export:;Slot6 weight.
local slot7item = "Malachite" --export:;Slot7 Iten.
local slot7weight = 4.0 --export:;Slot7 weight.
local slot8item = "Natron" --export:;Slot8 Iten.
local slot8weight = 1.55 --export:;Slot8 weight.
local slot9item = "Acanthite" --export:;Slot9 Iten.
local slot9weight = 7.2 --export:;Slot9 weight.
if Morethan9slots == "Off" then
local dbhtml = ""
local dhtml = ""
local index = {1, 2, 3, 4, 5, 6, 7, 8, 9} -- Row of Container?
local containers = {slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8, slot9} -- slot names
local weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight, slot7weight, slot8weight, slot9weight} -- inspected kg of item
local items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item, slot7item, slot8item, slot9item} -- names to display
local htmlContent = ""
for i=1, #containers do
htmlContent = htmlContent .. "<tr>".."<th>"..index[i].."</th><th>"..items[i].."</th><th>"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100)).."%</th><th>"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5).."</th><tr>"
end
local html = [[
<table style="
margin-left: auto;
margin-right: auto;
width:30%;
font-size:1.25em;
text-align:left;">
<tr style = "
background-color:Purple;
color:black !important;">
<svg>
<g>
<text xml:space="preserve" text-anchor="start" font-family="Helvetica, Arial, sans-serif" font-size="30" id="svg_8" y="50" x="10" stroke="#ff0000" fill="#ff7f00">PB1</text>
</g></svg>
<th>Row</th>
<th>Product</th>
<th>Container%</th>
<th>Total Ore</th>
</tr>
]]..htmlContent..[[
</table>]]
screen.setHTML(html)
elseif Morethan9slots == "On" then
switch.activate()
dbhtml = databank.getStringValue(OreMonitorTwo)
dhtml = databank2.getStringValue(OreMonitorThree)
local index = {1, 2, 3, 4, 5, 6} -- Row of Container?
local containers = {slot1, slot2, slot3, slot4, slot5, slot6} -- slot names
local weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight} -- inspected kg of item
local items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item} -- names to display
local htmlContent = ""
for i=1, #containers do
htmlContent = htmlContent .. "<tr>".."<th>"..index[i].."</th><th>"..items[i].."</th><th>"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100)).."%</th><th>"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5).."</th><tr>"
end
local html = [[
<table style="
margin-left: auto;
margin-right: auto;
width:30%;
font-size:1.25em;
text-align:left;">
<tr style = "
background-color:Purple;
color:black !important;">
<svg>
<g>
<text xml:space="preserve" text-anchor="start" font-family="Helvetica, Arial, sans-serif" font-size="30" id="svg_8" y="50" x="10" stroke="#ff0000" fill="#ff7f00">PB1</text>
</g></svg>
<th>Row</th>
<th>Product</th>
<th>Container%</th>
<th>Total Ore</th>
</tr>
]]..htmlContent..[[]]..dbhtml..[[]]..dhtml..[[
</table>]]
screen.setHTML(html)
end
---Unit Stop
if Morethan9slots == "On" then
switch.deactivate()
end
screen.clear()
Programming Board 2
--databank is last slot to add and named databank
---Unit Start
unit.setTimer("Live",1)
unit.hide()
----Unit Tick ---Name the Tick Live
--databank is last slot to add and named databank
local slot1item = "Malachite" --export:;Slot1 Iten.
local slot1weight = 4.0 --export:;Slot1 weight.
local slot2item = "Natron" --export:;Slot2 Iten.
local slot2weight = 1.55 --export:;Slot2 weight.
local slot3item = "Acanthite" --export:;Slot3 Iten.
local slot3weight = 7.2 --export:;Slot3 weight.
local slot4item = "Garnierite" --export:;Slot4 Iten.
local slot4weight = 2.60 --export:;Slot4 weight.
local slot5item = "Petalite" --export:;Slot5 Iten.
local slot5weight = 2.41 --export:;Slot5 weight.
local slot6item = "Pyrite" --export:;Slot6 Iten.
local slot6weight = 5.01 --export:;Slot6 weight.
local slot7item = "Colbaltite" --export:;Slot7 Iten.
local slot7weight = 6.33 --export:;Slot7 weight.
local slot8item = "Cryolite" --export:;Slot8 Iten.
local slot8weight = 2.95 --export:;Slot8 weight.
local slot9item = "Gold Nuggets" --export:;Slot9 Iten.
local slot9weight = 19.30 --export:;Slot9 weight.
local dbhtml = ""
local dhtml = ""
local index = {7, 8, 9, 10, 11, 12, 13, 14, 15} -- Row of Container?
local containers = {slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8, slot9} -- slot names
local weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight, slot7weight, slot8weight, slot9weight} -- inspected kg of item
local items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item, slot7item, slot8item, slot9item} -- names to display
local htmlContent = ""
local containermax = 9600 --export:;Your max container holding.
for i=1, #containers do
htmlContent = htmlContent .. "<tr>".."<th>"..index[i].."</th><th>"..items[i].."</th><th>"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100)).."%</th><th>"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5).."</th><tr>"
end
local html = [[
<table style="
margin-left: auto;
margin-right: auto;
width:30%;
font-size:1.25em;
text-align:left;">
<tr style = "
background-color:Purple;
color:black !important;">
<svg>
<g>
<text xml:space="preserve" text-anchor="start" font-family="Helvetica, Arial, sans-serif" font-size="30" id="svg_8" y="50" x="10" stroke="#ff0000" fill="#ff7f00">PB2</text>
</g></svg>
<th>Row</th>
<th>Product</th>
<th>Container%</th>
<th>Total Ore</th>
</tr>
]]..htmlContent..[[
</table>]]
databank.setStringValue(OreMonitorTwo,html)
Programming Board 3
--databank is last slot to add and named databank
---Unit Start
unit.setTimer("Live",1)
unit.hide()
----Unit Tick ---Name the Tick Live
--databank is last slot to add and named databank
local slot1item = "Kobelckite" --export:;Slot1 Iten.
local slot1weight = 2.37 --export:;Slot1 weight.
local slot2item = "Columbite" --export:;Slot2 Iten.
local slot2weight = 5.38 --export:;Slot2 weight.
local slot3item = "Illmenite" --export:;Slot3 Iten.
local slot3weight = 4.55 --export:;Slot3 weight.
local slot4item = "Rhodonite" --export:;Slot4 Iten.
local slot4weight = 3.76 --export:;Slot4 weight.
local slot5item = "Vanadinite" --export:;Slot5 Iten.
local slot5weight = 6.95 --export:;Slot5 weight.
local slot6item = "Not set" --export:;Slot6 Iten.
local slot6weight = 0 --export:;Slot6 weight.
local slot7item = "Not set" --export:;Slot7 Iten.
local slot7weight = 0 --export:;Slot7 weight.
local slot8item = "Not set" --export:;Slot8 Iten.
local slot8weight = 0 --export:;Slot8 weight.
local slot9item = "Not set" --export:;Slot9 Iten.
local slot9weight = 0 --export:;Slot9 weight.
local index = {16, 17, 18, 19, 20} -- Row of Container?
local containers = {slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8, slot9} -- slot names
local weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight, slot7weight, slot8weight, slot9weight} -- inspected kg of item
local items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item, slot7item, slot8item, slot9item} -- names to display
local htmlContent = ""
local containermax = 1200 --export:;Your max container holding.
for i=1, #containers do
htmlContent = htmlContent .. "<tr>".."<th>"..index[i].."</th><th>"..items[i].."</th><th>"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100)).."%</th><th>"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5).."</th><tr>"
end
local html = [[
<table style="
margin-left: auto;
margin-right: auto;
width:30%;
font-size:1.25em;
text-align:left;">
<tr style = "
background-color:Purple;
color:black !important;">
<svg>
<g>
<text xml:space="preserve" text-anchor="start" font-family="Helvetica, Arial, sans-serif" font-size="30" id="svg_8" y="50" x="10" stroke="#ff0000" fill="#ff7f00">PB3</text>
</g></svg>
<th>Row</th>
<th>Product</th>
<th>Container%</th>
<th>Total Ore</th>
</tr>
]]..htmlContent..[[
</table>]]
databank.setStringValue(OreMonitorThree,html)
Once you're at max speed, you can get out of the pilot seat; you won't just stop (that only happens if you disconnect). And you'll stay with your ship so long as you remain close to it.
If you've hit max speed, though, you probably don't want to bother refuelling until you *need* to. Which, at least for a few transits is going to mean "once you've braked back to zero so you can correct your course". Stopping from max speed just to refuel is counterproductive as you have to use fuel to get back up to cruising speed. Space brakes don't use fuel and can kill all your vectors.
I think the advice about draining your fuel tanks was meant to be that you only put enough space fuel in to get to orbit or a bit faster. Once you're coasting in space at any speed, transfer the mass of the space fuel out of your mass-cancelling backpack into the tanks and set your transit burn going.
so today after building another fighter i decided id try to figure out how to move the cockpit UI in the options menu because having it sit right in the middle of my view is very poor oversight buy the devs only to be told u can not and must use lua to Program it in and was directed to a 2017 vid that shows how to make a panel turn on a switch and bugger all else
Now i know the devs have LUA exp and a lot of the alfa backers have as well but most people like me look at the info provided buy NQ and the wikki which dont even have the commands list at all and think i just paid 30$ to look at this mess of a ui and be told learn to program to fix it when the captin's chair fills the same task and has the UI placed to the right out of center view angle so why not at least do the same for the cockpit
im not salty i spent 14 hours tring to even find information relevent to DU and how to do what i was asking thinking it would be simple but its not and it was the most frustrating thing ive gone through
first impressions last and the ui you have in place for people without scripting ability is garbage misplaced and looks nothing like the alfa vids you show the public
The physical laws of the entire universe suddenly taking a coffee break and resting all inertia and momentum, is not an unexpected situation. It is a server crash.
Just a kind reminder though: while it's perfectly fine to gather between players sharing the same affinities (whether it's religion, culture, or any other topic), keep in mind that no promotion of any religion is allowed on any platform managed by Novaquark (the Dual Universe forum, the official Dual Universe Discord server, the in-game chat, or any of the social media managed by Novaquark). Also please refrain to bump the topic if there is no new reply for a while (if everyone started to do the same, it would become really messy).
We hope you'll understand our stance on the matter.
It's a killer learning curve. IMO you want to get off the prison planet as soon as you can. (That would be Sanctuary where your job is breaking rocks).
Realistically you have to join an org to do that. You'll have a very hard time gearing up enough to own land on Alioth by yourself.