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Zripss

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  1. Like
    Zripss reacted to NQ-Wanderer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Development forges ahead in Dual Universe. In update 1.2 (arriving on the 13th of December 2022), players will see new game systems and overhauls all about exploration, discovery, and salvaging.
     
     
    THE TACTICAL MAP
     
    Are you looking for a fight or trying to avoid one? Whatever your aims, we’re adding a new tool for you to navigate with more precision and awareness of the space around you. With integration into the piloting and gunner HUD, the Tactical Map allows you a clearer view of your surroundings and a better ability to interact with the map.
     
     

     
    ASTEROID REWORK
     
    Following frequently requested feedback, each asteroid now has an independent lifetime parameter that determines when it will despawn, meaning that asteroids will spawn randomly and despawn independently of any cycle based on their lifetime parameter. Players will see a constant spawning and despawning of asteroids in the game world.

    The ‘Discovered Category’ is being removed. There will still be a timer to broadcast the discovery of an asteroid, allowing players to mine them before their location is moved from the ‘rumored’ list to the ‘broadcast’ list.
     
    We’re also removing the tier information from undiscovered asteroids before their broadcast. Asteroid tier information is still revealed after the broadcast. However, this change will allow solo players and small groups a better chance to mine the high-tier asteroids they’ve invested in discovering.
     
    SALVAGE OPERATIONS
     
    Quanta floats out there, adrift in space, waiting to be claimed. Space recovery and reclamation have never been more profitable. Until now, Noveans would have to fly, hoping to stumble across wrecks, but that’s changing. We’re adding wrecks as ‘Abandoned Wreck’ items in the ‘Landmarks’ tab of the map. These are not pinpoint locations, however, and some searching is required to find the wrecks.
     
    ------------------------------------------------------

    We’re excited to bring you this next step in our development of Dual Universe. We have streams planned to show you the upcoming features of update 1.2, and we will have more information on update 1.3 soon. Let us know what you think of this update here, and thank you all for your continued support.
  2. Like
    Zripss reacted to NoRezervationz in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    This is a load of BS. If you want to talk risk vs reward, ganking an unarmed ship tops the list. You get the ship and the cargo with no risk, and the miner takes all the risk. That's not even PvP, it's PvE with an extra layer.
     
    Cry me a river, ganker.
  3. Like
    Zripss reacted to psyKodad in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Well, experienced that..from the other side. And you're right.. it's easy enough to 'dodge a gank' by just tapping or stay max 30 mins..and that's the exact reason why this gameplay was bad. There was no risk..you exactly knew whats coming.
    What we will get now is real risk vs reward..where you might risk to stay longer..with the increasing risk of encounter a random patrol.

    But i understand why you're pissed...you're used to a broken game mechanic that allowed pvpers to gank and controll 99% of pvp space resources from a gui list, and i assume you liked that a lot.
    It can hurt getting something taken away..get over it and see it as what it is, a fix to improve the game..even if it comes very late
  4. Like
    Zripss reacted to psyKodad in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    Because a crosshair on your ass as soon as you touch an asteroid is nowhere close to 'risk vs reward'.
    That mechanic was purely designed to cater gankers with quick nobrainer prey..and it's good and healthy for the game that this crap will be gone soon.
     
    Wan't to gank or controll all pvp space resources?..work for it..
  5. Like
    Zripss got a reaction from Hirnsausen in It's really Time: add Glass Voxels or add Merging Glass Panels or add Flex Glass   
    Suggestion:
    #1 Remove glass panel sizes
    #2 Leave medium sized one
    #3 Make its production price as XL
    #4 Add option to scale it
     
    Same thing could apply to some other decorative elements.
     
    Generally we need more shapes for glass panels, like triable, quarter of circle. But this goes back to initial suggestion, adding multiple new elements for multiple sizes doesn't scale (cha), so changing basic system and adding option to simply scale up/down elements (reasonable amount) would simplify element handling from code side as it would contain less actual entries and would only include extra value for its scale.
     
  6. Like
    Zripss reacted to Thunderblaze in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    This is why it's called Dual Universe. Players are in one Universe....NQ is in another.
  7. Like
    Zripss reacted to Leniver in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    What I can't figure out is who at NQ came in one morning saying: 
    - "Hey guys, I have a great idea! We're going to set up a mechanism to limit the number of cores for orgs based on the number of members".
    The others retorted: 
    - "That's a damn good idea! Let's go with 25?"
    - "Are you sure that's not too much?"
    - "Bahh, they're going to bitch about it anyway. We're already developing and then we'll see."
    - "You're right, we'll make a post and put something else with it. Something good. For example, the fact that we're removing the stacking of the elements."
    - "Deal!"
     
  8. Like
    Zripss reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    OMG. i am a builder.. an engineer .. a collector.. a single player. and i have played for quite some time.
    i use a construct org with maxed talents to manage my constructs. and it is always close to the construct limit.
    enabling a limit of 15 for my org basically means the end of almost everything for me.
    How is that supposed to work. people like building stuff or buying cool stuff, and they usually come as a single new construct due to how DRM works.
    so we are killing construct selling economy?
    who would assign construct slots to an org if you need them to even store your own single player stuff??
    seriously?
    and all the mining unit cores? dead as well..  sorry.. that would not be my game any more
     
     
  9. Like
    Zripss reacted to Hagbard in DEVBLOG: CONSTRUCTION SLOTS AND STACKED ELEMENTS - discussion thread   
    sorry, i cannot assign any slots to IC... i need >250 myself
     
  10. Like
    Zripss reacted to NQ-Wanderer in DEVBLOG: PRECISION IN BUILDING   
    In the upcoming 0.28 Panacea update, we will introduce the Vertex Precision Tool (VPT), which adds a whole new way of bringing detail to your creative designs.
     
    This all may sound quite complex initially, but once you get used to the tool it’s quite intuitive. If you’ve been holding back because voxelmancy seemed too complicated, now’s the time to give it a try. By allowing you to simply equip the VPT and move the vertex around on a changeable grid, the process of designing with voxels is greatly simplified and far more user-friendly.
     
    Here’s a brief demonstration of what the VPT looks like and how it’s used:
     
     
    Heads up! The information in this blog leans heavily into the extremely technical side of things. Those who are into voxelmancy will probably dive in with unfettered joy. If building isn’t your jam, you may wish to stop here and get the TL;DR from one of your builder buddies later.
     
    VOXELS DEFINED
     
    Much of what you see in Dual Universe was built by players using voxels. The term “voxel” is very generic, a shortened form of “volume element”. Voxelmancy is an advanced form of building that can be quite complex, and there has always been a gap between building with standard geometric shapes and fine-tuned designs. The VPT aims to bring a game-changing  bridge for the gap between these building styles.
     
    How exactly the voxels are implemented depends a lot on the software that’s being used. In DU, a voxel contains two things: material information and a vertex position information.
     
    The material information is pretty straightforward; it is exactly the same as in a pixelated image where there is a material (think of it as a synonym of “color“) for each little square. We use what we call a uniform grid, meaning that voxels are put next to each other in a 3D grid and all have the same size. For example, on a planet voxels are 1 meter long (1m x 1m x 1m) whereas they can be 25 centimeters long (0.25m x 0.25m x 0.25m) on a user construct. It’s exactly how pixels work in 2D images, and you may already be familiar with these kinds of voxels because they are present in games like Minecraft.
     
    VERTICES POSITIONS
     
    Let’s drill down even deeper into the well of technical stuff.
     
    As stated above, voxels contain material information and a vertex position information. The Vertex Precision Tool doesn’t touch materials, so let’s talk about vertices.
     
    3D geometry is composed of vertices, and those vertices are linked together to form faces that will be rendered on your screen. For instance, take a simple single voxel cube. It is composed of one material, but has eight vertices on the eight corners. Since our voxels in DU store both a material and a vertex position, our “single voxel” here is composed of eight voxels because it takes eight vertices to form a cube!
     
    This is where it starts getting complicated. We can consider that there are two voxel grids, one is the material grid and the other is the vertex position grid, and the two grids are shifted, dual to each other. There are eight vertices around a material, and there are eight materials (we can consider the void as a special kind of material) around a vertex.
     
    So what are we talking about when we talk about a voxel? A little bit of both, depending on the context. Confusing right? We’ll try to be specific and talk about vertices, but remember there is only one vertex per voxel, although one voxel cube is composed of eight vertices (and thus is in reality eight voxels: one with matter and seven without matter.)
     
    Take a look at this picture. It is in 2D because it’s easier to understand (and to draw), but this is the same thing in 3D. This image represents a voxel sphere (more like a circle since we are in 2D).
     

      The dotted lines are the uniform grid that represent the voxels. At the intersection of those dotted lines, you can have a blue dot, representing a material. So, we have our material grid: either emptiness or a blue material. Inside of all of those cells, there may be a vertex. There is a vertex if and only if all four corners are not the same. If one of the corners is blue and another one empty, it means we have some material change here and thus something to see. So we need a vertex to know where we see the surface. On each of those cells, we have a vertex represented. The vertices are then linked together to form the surface.
     
    POSITIONS VALUES
     
    Before the Panacea update, you could only get such a sphere with the sphere tool, but with the VTP you’ll now have the opportunity to change the vertex position manually. This raises the question: what coordinate system do we use?
     
    In theory, we could use an infinite range of values. For example, we could say that the vertex should be at one third (on a given axis) in between the two materials as shown in the grid, so its value (on this axis) could be 0.333333333. It could also be 0.1415926535, or whatever we want.
     
    However, we need to store those vertex positions, and we want to be efficient so that we don’t take too much disk usage so we encode the vertex position (on a given axis) on a single byte. This means we only have 256 different possibilities for a vertex position, but we don’t really need more. A vertex position is a coordinate with three numbers (for the three axes) where all of these numbers are integers (with a maximum 256 different possible integers).
     
    So what are those possible values? Before answering that, we need to consider where a vertex can lie. On the sphere representation drawing, you can see that vertices are inside the zone defined by the four surrounding material points. This is indeed where a vertex should be most of the time, although we may sometimes want to overflow a bit, reach a little further than the vertex is supposed to. This will encroach on the zone of the neighbor voxel, but it does not have to be a problem. We decided that a vertex could lie on its one zone, but also the zone of its direct neighbors. On the 2D schematics above, it means that a vertex can be placed anywhere on the nine squares around it.
     
    A vertex encoding actually encodes three vertice’s positions. We want to have an encoding for all the important positions, the middle of each of the three voxels and their borders. This means that we need a multiple of six. We’ll use 252 as it is very close to 256. Now let’s see this coordinate system in a picture. The picture below represents four simple cubes in voxels (yellow, red, blue and cyan).
     
    We will be talking about the vertex shared by the red and blue cubes. There are actually two of those vertices in 2D, one top and one bottom; let’s talk about the top one. We state that the position it is in in the picture will be 0 (it’s a convention, the one chosen in the Vertex Precision Tool), and above the cubes we showed all the position values this vertex could have
     
     
    So 0 is the position of a vertex in a simple voxel cube. If we move the vertex into position 42 (both the top and bottom vertex of this red-blue junction), then the red rectangle will now be 1.5 times bigger, and the blue rectangle will be half its current size. If we move the vertices to -42, it would be the other way around. Note that all the values between -42 and 42 are the values where the vertex is supposed to be without overflow. This is the zone we described earlier.
     
    If we were to move the vertices to value 84, then we would enter the territory of the vertex shared by the blue and cyan cubes. This becomes a little dangerous and could result in strange results. In this example, it would lead to the blue surface to completely disappear and be replaced by the red one. The blue voxel would still exist, it would just have a null volume.
     
    And, in the example of these four cubes, if we were to go to a value above 84, it would result in an ill-formed shape because the blue shape would have a negative volume. This would probably create visual artifacts, and we may prevent this situation in the future.
     
    ENCODING CHANGE
     
    One last note for those who are familiar with voxelmancy. In Panacea, we use an encoding of 253 positions (from -126 to 126), which is different than it has been. We used an encoding of 255 positions (it was from -128 to 128 but previous -128 = actual -126). Since there is no exact mapping between the old encoding to the new one, this means that vertices in your constructs may be shifted up to 1mm (vertices at position 0 will not move, but those at extreme values will move the most). This will probably be unnoticeable, but we wanted to err on the side of caution and share this information.
     
    You may wonder, why 253? It is for the reasons explained before, to have those nice -126, -84, -42, 0, 42, 84 and 126 values. The 255 system did not allow for that. We could have chosen 193, so that you could split a voxel in 2, 4, 8, 16, 32, and 64, but that would have meant a huge loss in precision and significantly deformed most constructs. So 253 it is, and you can now split a voxel in 42!
     
    USING THE VPT
     
    There are exactly 253 positions on a single axis including zero that a vertex can be in due to it being divisible over three voxels. Negative 126, 0, and positive 126. As such, the width of one voxel is exactly 84 positions. And each vertex can be moved exactly 1.5 voxel away from the center position.
     
    Thus, the grid on which a vertex is moved is adjustable to a size that covers 1, 2, 4, 7, 14, 21 or 42 positions, 42 being the size of half a voxel. This allows the accurate placement to the finest detail or to quickly scale up and move a vertex by a half, a quarter, a sixth, or a twelfth of a voxel.
     
    See the image below to get an idea of the different size grids available to the VPT.
     
     
    Once selected, the vertex cursor can then be moved with:
    The up, down, left arrow and right Arrow keys for the x- and y-axis.
    The Page Up and Page Down for the z-axis.
    The Home key to send the cursor to the current position of the vertex.
    The End key to send your cursor to the last confirmed coordinates.
    (This also happens by default when you change vertices.)
    The Alt+Home key combination to send the cursor to the centered 0,0,0 coordinates.
    Holding Control+Scroll will adjust the grid size between the available sizes.
    Left-click confirms the placement and moves the selected vertex to the cursor.
     
    The VPT will give you the finest precision possible, no more complex voxelmancy of copy-pasting things around to get a specific shape. You may not use this tool all the time, but when you do you’ll find it exceptionally helpful for fine-tuning.
     
    WHEW, THAT’S A LOTTA INFO!
     
    Still with us? We know there’s a lot of information to process, but we felt it was worthwhile to share the details with our voxelating community members that would appreciate seeing how the sausage is made (so to speak).
     
    We can’t wait to see the cool new stuff Noveans build with the Vertex Precision Tool. As always, we encourage everyone to join the conversation on the forum in this thread. If you have questions about the VPT or want to share your thoughts and tips about voxelmancy in general, that’s the place to go.
     
     
  11. Like
    Zripss reacted to NQ-Nyzaltar in DEVBLOG: PANACEA 'REMEDIES' ON THE WAY   
    Dual Universe’s Panacea update is right around the corner, bringing with it a sizable variety of changes based on feedback from our community. 
    Ahead of the update, however, we are immediately introducing revisions to territory upkeep and mining units. 
     
    Read on for the full scoop! 
     
    GOING INTO EFFECT ON TUESDAY, JANUARY 25th
     
    Taxes will be effective again starting Wednesday, January 26th.
    The day before, we are going to deploy three adjustments to address the issues mentioned in the Community Feedback regarding Territory Upkeep.
     
    Territory Upkeep Reduction: 1 MM --> 500k.

    Territory Upkeep was first introduced in the November 2021 Demeter update. After reviewing community feedback, we announced that territory upkeep payments would be postponed for two weeks to allow the Design team time to dig deep into the metrics and fine-tune the system accordingly. 

    The upkeep rate per territory will be reduced by 50%, from 1MM to 500k quanta. Player feedback indicated that people felt they were having to sell ore too frequently to generate the funds needed to pay upkeep. In halving the upkeep costs, we will relieve the pressure to make frequent trips to the market as well as the need to sell large quantities of ore.
      Calibrations Charges:
    Base calibration charge slots increase : 5 --> 25.
    Talent calibration charge slots increase : 1/level --> 5/level.

    Also introduced in the Demeter update, mining units were designed as an alternative to digging endless tunnels underground for ore. To keep them producing at their peak capacity requires occasional calibration; however, initial feedback from the community told us that further tweaks were needed for the calibration process. To this end, we’ve made the two changes mentioned above.

    This will change the total amount of stored charges from 10 (5 base + 5 max talents) to 50 (25 base + 25 max talents).

    The intention behind the charge cap was not to force a behavior in which you felt like you needed to spend charges in order not to “lose out” on charges by hitting the cap and wasting your recharge. 

    In view of that, both the base and the talent bonus are drastically going up. This will not only allow you to store more charges in general, but specifically allow you to store a much longer period of time in charge recharge time, giving you much more breathing room to store charges and not waste charge recharge time.
      Calibration grace period: 48h --> 72h
      The calibration grace period is the amount of time during which a mining unit does not lose calibration. Similarly to charge slots, the intention was not to aggressively require you to calibrate mining units every 2-3 days. In our initial calculations our goal was more to hit the 5 to 6 day mark depending on what efficiency curve the player selected, and how many mining units the player was trying to maintain.
     
    We are changing the calibration grace period from 48-hours to 72-hours. 
     
    This change should bring us closer to the initial values we were looking for and give players more breathing room to calibrate when their mining units seem to be producing less than usual, indicating that calibration is needed.
     
    CHANGES COMING WITH PANACEA UPATE (0.28) LAUNCH
     
    Using industry units on offline tiles

    The intention of requiring online territories for industry units was not to negatively impact industry units on planets. We initially saw it as further incentive to pay for taxes, but it was not a core requirement. This is also why industry units on Ssanctuary and space cores were left untouched.

    We understand from player feedback that requiring you to operate mining units on a territory in order to not run industry units at a loss on that territory was an annoyance and many players did not want to run their industry units on the same territories as their mining units.

    In view of the preferences expressed, we have decided to allow the operation of industry units on all offline territories. In combination with HQ territories, this will allow you to effectively run industry units on offline territories for extended periods of time.
      Faster extraction animations
      We are also addressing the feedback we’ve received regarding the time it takes to complete a calibration minigame, specifically the frustration from the long loading animations when calibrating a number of mining units.
     
    An option has been added in the mining unit UI (tick box) that will let you significantly reduce the time these animations take, drastically reducing the period of time the animations run.
     
    Additionally, a number of mining unit mini-game animations have been slightly reduced in duration, thus allowing a faster minigame completion.
     
    New talents for surface harvesting
      In order to further incentivize harvesting surface rocks, and to be able to specialize in it, we are adding four talents linked to surface harvesting that will touch on harvesting speed and output.
     
    The main goal is to create some surface harvesting specialization for those players who enjoy it, giving them the capability to harvest better and faster, and for longer periods of time.
     
    CHANGES COMING POST-PANACEA
     
    New surface harvesting controls
      To further address surface harvesting issues, we are working on quality of life-type improvements that will allow a degree of auto-harvesting similar to normal mining as well as other changes to reduce control and UX-based frustrations during surface harvesting. 
    Watch for additional details as we refine our plans!
     
     New mining unit surface harvesting, rocks spawning behavior
     
    Lastly, we are looking for a solution to simplify the process of gathering rocks. This is in direct response to player requests to eliminate the hassle of having to comb their territories after calibrating a number of mining units. 
     
    While this is still in relatively early stages, the solution we are looking at is to spawn the rocks right under the mining unit beam, where the beam hits the ground. Players would then be able to rapidly harvest surface rocks. 
     
    BUT WAIT! THERE'S MORE
     
    Don’t forget that there’s a lot more to Panacea than the changes and tweaks discussed above. It’s also got some cool new stuff, like the Vertex Precision Tool which we’ll be talking about in the next devblog! 
     
    Meanwhile, please join the conversation on the forum here to tell us what you think about revisions we’ve presented in this Devblog.
    We’d love to hear from you! 
     
    ---

    The Novaquark team
  12. Like
    Zripss got a reaction from willolake in Warp Cell calculator with 3D solar map   
    Some basic warp cell calculator.
    Key features:
    Includes all planets and all moons Shows entire trip cost, fourth and back with option to define weight on trip back. In case you plan to mine 2KT of ore you can always calculate how much it will cost you Finds cheapest warp route if end destination is further than 500SU Has 4 different view modes where you can only show solar map Option to click on planet in solar map to select it Automatic selection of the planet if you have selected warp destination Fully 3D solar map which can be dragged around to rotate it. Dragging screen edges will rotate map in single axis Fully colorizable. Right click on PB, go into Advanced and click on "Edit Lua parameters" Shows actual or approximate TimeTillDestination in case you decided to fly there instead of warping Using databank will save current map view state with map rotation, so once set it will remain same Multiscreen supported  
    Requirements:
    One Programable Board, Warp Drive (optional), DataBank (Strongly recommended), Screen(s) Installation:
    Connect Programable Board (PB) to ships core Connect PB to WarpDrive Connect PB to data bank Connect PB to one or more screens. Screens should be connected last otherwise you might encounter issue with screens not being clickable. Copy LUA code from https://raw.githubusercontent.com/GcGoat/WarpMap/main/JSON then right click on PB in game, go into Advanced and click "Paste lua configuration from clipboard" Turn on PB and you are done. Known issues:
    Ships weight might not be accurate until you sit on ships control seat
  13. Like
    Zripss reacted to NQ-Deckard in Look back at 0.25, look ahead at 0.26   
    The three-part devblog series we published in April, “The Future of Dual Universe”, addressed the cost of doing business and our plans for the ramp-up to launch. We took the first steps in delivering on those changes in May with the incremental 0.25 updates, adding more gameplay content and improving both performance and visuals.
     
    Our 0.25 updates brought players:  
    Voxel compression  Constructs LOD  Hauling Missions The Job Forum The first of a series of Challenges The integration of PopcornFX for visual effects And, of course, many bug fixes and additional improvements  
    If you haven’t had time yet to check out these changes, we released some videos showcasing them. Watch this video for a closer look and missions and challenges and this first look at the new visual effects. 
     
    About the latter, It was fun to watch the real-time reactions from our Twitch streamer community as they saw the changes for the first time. 
     
    Now that 0.25 is wrapped up, development is underway for our next big milestone. Codenamed Apollo, the update centers around the first phase of a major mining revamp. The addition of asteroids will provide rare and precious ore, which in turn will create opportunities for conflict as the hunters become the hunted. To that end, PVP will receive a first wave of balancing changes and the introduction of shields. Keep an eye out for devblogs on these topics! 
     
    In the meanwhile, we’d like to invite you to post your follow-up questions about the changes we introduced in 0.25 in this thread. In turn, we’ll take the best questions for an upcoming Q&A. Your insights and constructive feedback go a long way not only in helping us identify any lingering issues that should be addressed but are also helpful in how we can make things better in future updates. 
     
  14. Like
    Zripss reacted to NQ-Naerais in Market Clean Up - Today!   
    Despite our recent efforts to expand and clear out Market 6, we are still getting reports about performance and clutter. We want to assure our players that we understand your frustration and are still working to find better permanent solutions. 
     
    Meanwhile, we will be addressing clutter across Alioth this weekend. Our plan is as follows:
    Dynamic constructs that have not had direct interaction with their owner over a set duration (currently 30 days*) will be hidden.  Constructs at the market that violate our rules,  Code of Conduct and EULA will be removed.
    If your construct is hidden, you can unhide (recover) it by using the Fetch tool. To do this, right-click on it in the Construct list on your Map screen. Any constructs that you own, whether visible or hidden, will appear on this list.
     
    Fetch functionality now works for organization-owned constructs as well. For hidden constructs that belong to your organization, your legates can retrieve them via that same functionality. 
     
    Our customer support team is at the ready if you still need assistance recovering your constructs. Simply ping our Live Support staff in the in-game help chat with “@GM” or file a ticket on our support page and we will dispatch help right away!
     
    Please note that this is intended only as a temporary measure to aid performance and improve your experience when visiting these areas. 
     
    We look forward to seeing the results from these changes over the weekend.
     
    May your frames be plenty.
     
     
    *Duration may change based on our findings 
  15. Like
    Zripss got a reaction from Actimist in OreMonitor [LUA]   
    https://github.com/GcGoat/DU-OreMonitor
    Some basic Ore Monitor script to show your current stock in one or multiple screens by utilizing only one PB while having option to change what it shows on screens by simply clicking on them. Vertical or horizontal view can be picked and in case you need you can click on any tier to only show it. Multiple colors can be picked from given list while mix matching what you want, as seen from example. Databank will help out in keeping saved options next time you activate PB, so once set it will run without any need to reset it
     
     

    Requirements:
    Programable Board Screen (M sized recommended) DataBank  
    Usage: While screens are showing information you have option to click on any tier to only show that one. Additionally you have button on side of screen marked as (>) which will open settings tab like  

     
    You will see 5 numeric fields, one with sign "+" and one as "R", on another side button labeled as "Reset" Numeric fields will change colors for specific areas.
    First field changes progress bar colorization, first 7 options uses gradient from one color to another which will change depending on stock amount you currently have, while rest of them are static colors.
    Second will define background color of progress bar
    Third field will define color of text inside of progress bars.
    Fourth defines main text, like ore name or tier
    Fifth defines main background color
    Field labeled as "+" will apply same settings on all screens connected to same PB, this is useful if you are too lazy to go trough all of them and change them to match main theme each time you adjust something
    Field labeled as "R" will rotate view
    On opposite side you will have "Reset" button which resets color values to default ones. This will not reset orientation or set tier which needs to be shown
     
    PB Setup:
    Connect Databank and Core unit to ProgramableBoard. In what order you do that doesn't mater.
    Connect to screen
    Copy script code from HERE (ctrl+a and then ctrl+c) go back into game, right click PB -> Advanced -> Paste Lua Configuration from Clipboard
     
    Container setup:
    For containers to be properly recognized you will need to rename them. Ore containers can only contain one type of ore and its name should reflect its contents, for example bauxite container needs to have name as Bauxite Ore and gold one should be as Gold nuggets Ore NOTE! If you have container hub, name it in same way as you would a regular container and then you will need to set correct value in lue variable editor to match its size, as we have no way to determine how big it is throw code.
     
    Names of ore containers:
    Bauxite Ore Coal Ore Hematite Ore Quartz Ore Chromite Ore Malachite Ore Limestone Ore Natron Ore Garnierite Ore Petalite Ore Acanthite Ore Pyrite Ore Cobaltite Ore Cryolite Ore Gold nuggets Ore Kolbeckite Ore Rhodonite Ore Columbite Ore Illmenite Ore Vanadinite Ore Names of pure containers:
    Pure Aluminium Pure Carbon Pure Iron Pure Silicon Pure Chromium Pure Copper Pure Calcium Pure Sodium Pure Nickel Pure Lithium Pure Silver Pure Sulfur Pure Cobalt Pure Fluorine Pure Gold Pure Scandium Pure Manganese Pure Niobium Pure Titanium Pure Vanadium Pure Oxygen Pure Hydrogen  
    Additionally you might want to check lua variables and modify couple main ones which are responsible for calculating container sizes. Right click PB -> Advanced -> Edit Lua parameters
    Known issues: In case you have max amount of screens connected to one PB you might encounter issue with it using to much of CPU for initialization. This is only issue if all of them shows maximum amount of information. Work around would be to start by using only couple screens, set them to your needs and then connect rest of them
  16. Like
    Zripss got a reaction from NQ-RocketMan in Warp Cell calculator with 3D solar map   
    Some basic warp cell calculator.
    Key features:
    Includes all planets and all moons Shows entire trip cost, fourth and back with option to define weight on trip back. In case you plan to mine 2KT of ore you can always calculate how much it will cost you Finds cheapest warp route if end destination is further than 500SU Has 4 different view modes where you can only show solar map Option to click on planet in solar map to select it Automatic selection of the planet if you have selected warp destination Fully 3D solar map which can be dragged around to rotate it. Dragging screen edges will rotate map in single axis Fully colorizable. Right click on PB, go into Advanced and click on "Edit Lua parameters" Shows actual or approximate TimeTillDestination in case you decided to fly there instead of warping Using databank will save current map view state with map rotation, so once set it will remain same Multiscreen supported  
    Requirements:
    One Programable Board, Warp Drive (optional), DataBank (Strongly recommended), Screen(s) Installation:
    Connect Programable Board (PB) to ships core Connect PB to WarpDrive Connect PB to data bank Connect PB to one or more screens. Screens should be connected last otherwise you might encounter issue with screens not being clickable. Copy LUA code from https://raw.githubusercontent.com/GcGoat/WarpMap/main/JSON then right click on PB in game, go into Advanced and click "Paste lua configuration from clipboard" Turn on PB and you are done. Known issues:
    Ships weight might not be accurate until you sit on ships control seat
  17. Like
    Zripss got a reaction from Wolfram in Earn skill points by being active instead of passively generating them   
    Get 3 characters: Maxed mining, maxed piloting, maxed industry. use one to mine ores, use second one to transport those to your base. Use third to process them into end products. 
    Entire process give your allot more then you could achieve with one character and its based on your will to put out extra real bucks into few extra subs. 
    You will need to transport your ore in any case after mining, so having master pilot as your alt will get you allot better results, while you can transport your ore into your base and process them with best results with your third account. If you cant realize how this breaks entire game play and is quite a p2w scenario, then i have no idea what you even call p2w. 
    Talent points are not earned through any type of actions, it simply given over time, which means that if you play with one character there is literally no way to catch up with some one who has multiple of those. 
  18. Like
    Zripss got a reaction from DystopianSnowman in OreMonitor [LUA]   
    Updated the code to include new container sizes as it was out of date and adjusted some of the ore calculations to be more accurate.
    Och and just FYI you can rotate view on a screen with included settings window.
  19. Like
    Zripss reacted to NQ-Naerais in November DevBlog 2: Element Destruction   
    Naunet running by with a quick edit for clarity: Element Destruction will be applied to all damages sustained, both in and outside of PvP battles.
    ____________________________________________________________________________________________________________________________________________

    Draw your weapons and get ready to shoot first! In today’s Dual Universe Dev Blog we will discuss an upcoming PvP feature: Element Destruction.
     
    In its current iteration, the feature works rather simply. Once destroyed, an Element can be restored indefinitely. There is currently no way for a crafted Element to disappear from the game unless it’s done intentionally. This poses a problem in the dynamics of the economy. In the real world, most purchased goods will inevitably need to be replaced. This helps to fuel the economy by creating a steady demand of goods. And, as in the real world, Dual Universe relies on a strong supply and demand chain for its economy to thrive. 
     
    To facilitate this, we’re making some changes to Elements that will not only give them value as a commodity on the Market but also add some exciting layers of strategy in how they are manufactured and used by discerning pilots who won’t settle for anything less than the best on their prized ships. 
     
    Let’s take a closer look at the incoming changes.  
     
    ELEMENTS DESTRUCTION
     
    When an Element on your ship is damaged in combat, can go next to it and repair it using scrap. If destroyed, you can also restore it completely. The change we’re making will limit the number of times an Elements can be restored, i.e. three times for an Engine and five times for a Container. Once an Element has hit its maximum amount of restores, it is Destroyed and can’t be repaired anymore.
     
    This will be less brutal than an immediate destruction, allowing you to manage a critical situation during combat, yet give you the opportunity to plan for a long-term replacement strategy as your restore counter is approaching the limit. Getting low on the restore counter for an engine? Swap it for a brand-new one at the next station. 
     
    An Element which has been restored once or more will be allowed to be brought back into a player’s inventory, but  please keep the following points in mind:
    This Element will be marked as a Modified Element. As such, it cannot be sold on Markets or used in Blueprints This Element can be bartered. Unlike certain other modified elements, the restoration count cannot be reset. The number of times an Element can be repaired depends solely on the nature of the Element.  
    Note that this is a first step. We may introduce other forms of degradation in the future, possibly impacting Element performance. Another important thing to note is that when an Element of type “Container” is fully destroyed, everything it contains is destroyed as well. This includes all types of fuel and ammo. 
     
    Tier 2+ Elements and Industry Units
    To push this logic even further, we introduced the idea of a new class of elements with better stats, by extending some existing elements with variants into higher tiers. This will impact Engines, Weapons and Radars to start with, and we will also make a push for Containers and Control Units a bit later. 
     
    In any real world industry, you have room for producers specializing in high-end products with better returns, or low-end products with higher volumes. This is what the addition of Tier 2+ Elements will bring to the table. We envision a future where Tier 2-5 engines will become the norm for performance-savvy players because of their better stats while Tier 1 will remain a commodity that is basically good enough for most players who don’t care about the stat boost. This adds variation to the gameplay and will certainly be a factor in PvP and efficiency-oriented logistic operations. 
     
    Note that only Tier 2 Industry Units will be able to produce Tier 2 Elements, the same for Tier 3 and so forth. Industry Units of higher tiers will be considerably more expensive to produce and/or buy.
     
    Element perma-destruction
    A deployed Element that has been destroyed cannot be brought into the inventory. This Element is totally non-functional and can only be deleted or Replaced. 
     
    When Replacing an element, all custom properties and settings are maintained. This action will consume an Element of the same type in the player’s active inventory, as it would do with an Element that was deployed standard. Of course, we will introduce a proper tool to replace your Elements to prevent the need for reconfiguration when you’re swapping in a fresh new one. This should help to create a healthy level of demand as PVP increasingly heats up across the Universe.  

    Weapon limitation by core size, and better hit formula
    Speaking of PVP, we want to address some imbalances in general around PvP. 
     
    Several things are on the way to address this, some of which might affect your ship designs:
    Limitation of weapon sizes based on the core size, no more L weapons strapped onto an XS core unit. Previously, the probability to hit another ship was based on the size of its core. From now on, that probability will use the surface of the ship that's visible from the view of the shooter as defined by the cross-section of the ship from that same point of view. In other words, the surface of the ship exposed to your weapons will matter and generate more damage. That way, building a borg cube will simply not be efficient and will expose you to greater damage risk.  Radar lock range unification: Instead of having each radar lock different core unit sizes at different ranges, every radar will now have a global lock range at which it locks all targets. Smaller radars will now lock at lower ranges, but retain their faster lock times while larger radars will lock slower but at greater distances. Unlike weapons, there will not be any further core-based restrictions on radar placement.  
    SHARE YOUR THOUGHTS
    As always, we encourage you to share your thoughts about these changes. We appreciate your support and look to your constructive feedback to help us make Dual Universe the absolute best it can be. 
     


    **Edit note: Clarified RESTORE vs REPAIR verbiage
  20. Like
    Zripss got a reaction from Hiturn in OreMonitor [LUA]   
    https://github.com/GcGoat/DU-OreMonitor
    Some basic Ore Monitor script to show your current stock in one or multiple screens by utilizing only one PB while having option to change what it shows on screens by simply clicking on them. Vertical or horizontal view can be picked and in case you need you can click on any tier to only show it. Multiple colors can be picked from given list while mix matching what you want, as seen from example. Databank will help out in keeping saved options next time you activate PB, so once set it will run without any need to reset it
     
     

    Requirements:
    Programable Board Screen (M sized recommended) DataBank  
    Usage: While screens are showing information you have option to click on any tier to only show that one. Additionally you have button on side of screen marked as (>) which will open settings tab like  

     
    You will see 5 numeric fields, one with sign "+" and one as "R", on another side button labeled as "Reset" Numeric fields will change colors for specific areas.
    First field changes progress bar colorization, first 7 options uses gradient from one color to another which will change depending on stock amount you currently have, while rest of them are static colors.
    Second will define background color of progress bar
    Third field will define color of text inside of progress bars.
    Fourth defines main text, like ore name or tier
    Fifth defines main background color
    Field labeled as "+" will apply same settings on all screens connected to same PB, this is useful if you are too lazy to go trough all of them and change them to match main theme each time you adjust something
    Field labeled as "R" will rotate view
    On opposite side you will have "Reset" button which resets color values to default ones. This will not reset orientation or set tier which needs to be shown
     
    PB Setup:
    Connect Databank and Core unit to ProgramableBoard. In what order you do that doesn't mater.
    Connect to screen
    Copy script code from HERE (ctrl+a and then ctrl+c) go back into game, right click PB -> Advanced -> Paste Lua Configuration from Clipboard
     
    Container setup:
    For containers to be properly recognized you will need to rename them. Ore containers can only contain one type of ore and its name should reflect its contents, for example bauxite container needs to have name as Bauxite Ore and gold one should be as Gold nuggets Ore NOTE! If you have container hub, name it in same way as you would a regular container and then you will need to set correct value in lue variable editor to match its size, as we have no way to determine how big it is throw code.
     
    Names of ore containers:
    Bauxite Ore Coal Ore Hematite Ore Quartz Ore Chromite Ore Malachite Ore Limestone Ore Natron Ore Garnierite Ore Petalite Ore Acanthite Ore Pyrite Ore Cobaltite Ore Cryolite Ore Gold nuggets Ore Kolbeckite Ore Rhodonite Ore Columbite Ore Illmenite Ore Vanadinite Ore Names of pure containers:
    Pure Aluminium Pure Carbon Pure Iron Pure Silicon Pure Chromium Pure Copper Pure Calcium Pure Sodium Pure Nickel Pure Lithium Pure Silver Pure Sulfur Pure Cobalt Pure Fluorine Pure Gold Pure Scandium Pure Manganese Pure Niobium Pure Titanium Pure Vanadium Pure Oxygen Pure Hydrogen  
    Additionally you might want to check lua variables and modify couple main ones which are responsible for calculating container sizes. Right click PB -> Advanced -> Edit Lua parameters
    Known issues: In case you have max amount of screens connected to one PB you might encounter issue with it using to much of CPU for initialization. This is only issue if all of them shows maximum amount of information. Work around would be to start by using only couple screens, set them to your needs and then connect rest of them
  21. Like
    Zripss reacted to Elrood in “Marketplace Heist” Response   
    Dude - program - game - doing unintended (by developer) stuff is a bug. Ability to enter market build mode therefore is a bug. Using said bug to disassembly the market is exploiting bug. 
  22. Like
    Zripss reacted to Elrood in “Marketplace Heist” Response   
    Its actually very simple. 
    Was market intended by NQ to be editable? No.
    So the fact that its possible to disassembly is a bug.
    So act of disassembling the market is abuse of exploit in form of abusing bug.

    Was theft of player stuff because of RDMS mistake intended? Yes. So not a bug. So no exploit. 
    Also simple. 
  23. Like
    Zripss reacted to ColonkinYT in “Marketplace Heist” Response   
    17 pages of demagoguery. Let's all the same turn to the primary sources. At least those that we all see and accept.
    1. The first post in this thread. Quote:
     
    2. EULA referenced by an NQ employee. https://www.dualuniverse.game/legal/eula#article-5 
    Quote:
     
    Many people assume that NQ has banned players for gaining access. Although it is clearly and clearly visible for what reason it happened. NQ's actions do not contradict themselves or any other promises.
    If the guys who got access to the market wrote with colored voxels on the wall "John was here" then nothing would have happened or the consequences would have been minimal. I think that NQ would have left this inscription as a meme and a landmark.

    However, players instead began to remove not only voxels but also market modules. Where the players had in-game property and warrants. Did these players have negative experiences as a result of this action? Yes. Were they inconvenienced? Yes. Accordingly, a clear violation of clause 5.2. user agreement.

    Dispute then about what? Many facts are distorted and instead of arguments people are already beginning to get personal, trying to justify their position.

    Let me remind you that NQ clearly said that everything is allowed that does not prevent other players from playing. And this does not mean PVP and other game moments. All of them. When you attack a player in PVP or attack his base, your aggression is sanctioned by the game. Your opponent is a specific target. And you make decisions about the attack. There was clearly an action (albeit out of ignorance) that prevented a large number of impersonal players and made it impossible to use their items.
     
    A similar question has already been raised regarding the construction of unreasonably high walls to interfere with other players. And the answer was the same. If everyone deliberately creates obstacles, there will be sanctions. Proof here. NQ-Naerais created a topic in Rules & Announcements
     
    Why then it seems to some that NQ are inconsistent in their actions.
    For those who spray foam from the mouth and are unable to understand the first time, I will summarize.
    GUYS NOT FUNNED FOR RDMS! Not for market access! They were banned for what they did next and did it INTENTIONALLY! Because 50+ times to select voxels and elements and put them in your pocket is not a random action!
     
  24. Like
    Zripss reacted to NQ-Naerais in “Marketplace Heist” Response   
    Hello Noveans, 
     
    By now, some of you may be aware that unlucky number Market 15 has been stripped bare and left to create ugly memes for generations to come. We’re trying to look at this in good humour as, from the front, it appears to be an issue that was created when we moved the markets, making it editable by players. It doesn’t take a rocket scientist (though we know there are a few of you out there) to understand that the markets are not a community construction, and as such not intended to be handled by players on this level. The destruction of the build isn’t a quick fix, and was clearly done knowing it shouldn't be. 
     
    An important aspect we are considering in all cases and investigations is intention. The intention behind this destruction is very clear to us. The players involved did not report this bug to us, but instead simply filled their pockets. Had this stopped with a single voxel removed it would be a different story.  This is, at its core, a violation of the EULA and against the intentions of beta. We have been as understanding as we can until this point, but there must be a line.
     
    Let us be clear, we will not tolerate this kind of behaviour during any phase of the development of Dual Universe.
     
    The players responsible for the destruction of the market have been permanently banned from Dual Universe, and all salvaged materials and assets gained will be removed without compensation.
     
    Sincerely,
    The Novaquark Team
     
    Follow up statement: 
     
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