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Frigidman

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Posts posted by Frigidman

  1. I read the OP as a complaint that the devs had the audacity to fool around in their own game (lol).

     

    Then I read some responses that were in favor of bitching at the devs for this 'omg slight of justice' (more lol).

     

    Then I read some responses of others trying to set the dev-bashers straight about some things (nod).

     

    Then I see in-fighting and arguing and a whole lot of mayhem (sigh).

     

    ¯\_(ツ)_/¯

     

    Its a game. Its their game. Let them have their secrets!

     

    Don't we all have more pressing issues to pressure them about?

  2. Its also not like you ALWAYS get 100k every day automatically by having an account. You have to actively log in (and not forget too) to get it. And if you are always logged in, its easy to forget about logging out and back in just to get it. I've missed some days because I was logged in for far too long stretches lol.

  3. 9 minutes ago, CptLoRes said:

    You solution is a good workaround, but there is an underlying problem with the HTML rendered changing depending on view distance that  can be problematic when you are working with variables inserted into SVG etc.

    Right, I can see lots of issues with having to resort to reactive percents and vw/vh values instead of what I call "known quantity" values (like working with px and pt). This odd behavior when I 'step away from a screen' is really a difficult one to deal with at times.

     

    Granted my example above was SUPER SIMPLE in compares to what can be done with screens. I've already fought with getting SVG's to size and align right LOL... and getting further into LUA dynamical screen changing content, I am sure I will get frustrated every step of the way with things not behaving as I expected them too ;)

     

  4. Well, on the side topic about if Alioth (or any of the current safe zone) suddenly becomes PVP, I can assure you the loss of subscriptions will outweigh the gain of any new subscriptions because of that change. So as a business decision, it would be in their best interest to leave the 'safe zones' as they are, and simply expand the universe with more systems that are hostile with greater rewards and reasons to venture to them.

     

    As it stands now, this game is 'one system'. Hardly the "Universe" they tout it as. Expanding outward, to many systems, is what they should focus on... not cutting back on what exists and alienating a chunk of their playerbase for no good reason than to troll their own customers.

     

  5. Using an XS dynamic core to make a moving room on a larger structure, sounds fun! ....... Yet I cant help but wonder the physics insanity that may ensue if the box tilts even the slightest in a shaft. Of course, I may have PTSD from all the physics explosions in Space Engineers ........

     

     

  6. Its about "efficiency" really. Why build a monstrous factory with a device for every part to make, when an industry device has the capability to make many parts.

     

    Allowing a LUA to change the active recipes alone, would be a HUGE change for the game and industry aspect. Even if they didnt do anything more with container content array data or the like. Just the act of a "set unit id ### to recipe id ###" would be insanely helpful.

  7. I came from Space Engineers and Empyrion... where those games are based on "placing a physical block" down on a grid. This game, DU, is an entirely different build system because its based on voxels which all share corners (8 of them).

     

    Once you watch a few videos about "Voxelmancy", and realize what to expect... building in DU becomes more apparent, and you then realize some of the really crazy and interesting things you can shape your ships into, that SE and Em could never achieve in their wildest dreams.

     

    However, you may be able to create some wonderous shapes in DU.... it is not without its frustrations for sure!!! and even with using "the wedge" to build with, you are still going to run into vertexes who misbehave due to some float error BS bug or something.

  8. 2 minutes ago, Zamiel7 said:

    It would make a lot more sense to start players on Sanctuary, have them complete the basic tutorial of the game there, and then have that basic intro conclude on one of the Districts of Alioth where they can either complete the rest of the available tutorials or forge out on their own.

    This Exactly!

     

    It was our thought as well after having completed the tutorial and ending there, and then we realized .... hmm ... we should move all this back to Alioth and just make "Home" there to launch out from.

     

    Alioth as well could have more of the advanced tutorials (the military, organization, and industrial schools). Keeping those off and out of the Sanctuary districts... keeping Sanctuary truly the place for people to get their feet wet with the basics of simple mining and building to learn how to exist.

     

    They could even then go so far, as when you place your first real TCU, the SCU you placed is removed 1 week later, abandoning any and all things left there for newbs to hunt and pick over (if you happened to leave anything behind).

     

     

  9. Would be nice if while deciding to place a core, you can adjust that area. Keeping a minimum and maximum 'cubes' as restrictions for adjustment.

     

    Then anyone could setup any area to build in for the core they are placing.

     

    I find it bothersome that a ship design I want to make (which I made in Space Engineers, Starmade and Empyrion).. means I have to start with an "S", when the ship would work in a 'flatter / longer' XS area. Soooooo much space wasted (and not to mention the bigger size of the "S" core to work around in the ship body).

  10. "How does one adjust the actual zone (bounding area) that a detector will trigger?" ... is what I asked in the builders forum ...

     

    I guess you cant!

     

    So I would like to put this in as a Suggestion Instead :D

     

    What am I talking about:

     

    The zone area that a detector looks at, would benefit from a way to configure that zone. For example; making it a long thin area for a hallway only (no spill over), or a tight beam (leg trip), or even shifting it to a side so that a detector on a thin wall, isn't detecting things on the other side of the wall from its intended area.

     

    How it would work:

     

    - After placing a detector down, you could right-click it and select a menu option of "Adjust Zone".

    - This would then show a light transparent bounding area representing the current 'zone of detection'.

    - While in this mode, hitting the Arrows/PgUp/Dn (default keymap) will push each side out, while holding Alt with those keys will pull that side inwards. So the ability to adjust all 6 sides of the zone.

    - Minimum zone size would be 1 voxel in any direction.

    - Maximum zone size (or encompassing volume) would be based on the detector built (XS, S, M, L, XL).

    - When done, right-click the detector again and choose "Save Zone Setting".

     

    Alternative way to do it:

     

    If the above 'menu option and keys' method seems too awkward, another way to do it, would be within LUA. To allow setting coords from detector center (0,0,0) where the zone is. This would require a LUA script and programing board in order to adjust the detection zone from default... making it only an option for advanced users.

  11. How does one adjust the actual zone (bounding area) that a detector will trigger?

     

    I can't imagine it would be a fixed shape... because thats like a huge hinderance in creativity to not allow adjusting the actual zone area for a detector to be effective. I mean come on ;) Empyrion does it... either that or I'm just missing some setting or something in the element.

     

    ??

  12. A simple toggle on the refiner of "Vent byproducts" would suffice. No need to fuss or muss with any other logical system or controls. Toggle it on keep O/H, toggle it off to vent (on by default).

     

    Kind of like the toggle button for keeping the basic dirt/soil you mine up. It simply is, that simple ;) 

  13. 2 hours ago, blazemonger said:

    If people are too lazy to actually play the game and can't be bothered to put any sort of effort in by demanding instant gratification.. 

     

    DU may well not be for them anyway..

    Wait till they start crafting things, and see a batch of one part for something simple takes 25 minutes! Oh dear :D 

     

    ---


    We started this game as new players, and picked a tile pretty far from one of the sanctuary markets, much farther than all the open tiles (because we wanted a snowy mountain top). Using our newb speeders, going back and forth, and eventually even shuttling everything off sanctuary and onto alioth... the distances and travel times never really came up. Learning not to crash into things... did........ <_< 

  14. Well, considering they have murmured an actual painting tool coming soon™ ... I would think "splatter something that resembles text" could go in that? Given how a much needed paint tool would reduce the need to fiddle as much with a material replacer (which still has a use! because material replacer should replace material without butchering up the voxel! hahaha).

     

    Anyhow, I'm eagerly awaiting a proper painting/texturing tool.

     

    Maybe what they need is ........ LABEL MAKERS! lol To type actual text across the surface of a ship, different size control, that sort of thing :D 

  15. 20 hours ago, Megaddd said:

    The developers are well aware that making new material types for new shades and surface patterns is not sustainable. 
    Current plan is to roll out just one type of material/pattern and add colour skins for them. Soon™

    Honestly, if they only go half-way like that, they are still shooting themselves in the foot. Having a dozen (or so) raw materials, duplicated for every single 'texture'... is still unsustainable.

     

    If the tool allowed changing of texture (pattern), as well as picking colors, then they could break out of just these couple textures they have now and allow more (if they so desired) without causing a honeycomb log jamb like it currently is. If even a basic game like Empyrion can do it right, surly Dual Universe can do it better.

     

    But I guess if they are going to half-ass it ... reducing the colors from the monster list of honeycombs would be useful.

  16. 16 hours ago, Hirnsausen said:

    TEXT shape
    allows selection of voxels on even or even rounded surfaces using a small text input window with adjustable font size ad font type, then being converted to a voxel output using a combination of existing voxel shapes to create that text, replaces them with voxels of a different (pre-selected) honeycomb material

    This is a completely different kind of tool (which does not exist) which really doesn't relate to a material replacer (which already exists)... because to make the text, it would have to manipulate the vertexes of voxels, which is something that a material replacer should not touch.

     

    Maybe make a new thread for a "New Voxel Tool: Text to Voxel" tool ?

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