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Verliezer

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Everything posted by Verliezer

  1. I found the solution my self. I guess this forum is completely dead ...........
  2. Hi, Hope anybody can help me. In the LUA examples from NQ in using Toggle Buttons on a screen, the creation of the Toggle Buttons is hard coded (fixed). Like this exampleA = Toggle(rx / 7 * 4, ry / 5 - rx / 40, rx / 20, rx / 20, false, "Example Toggle A (Linked)", font) exampleA:draw(exampleLayer) This works very wel. However I would like it to be a bit more flexible for script re-use purposes. I would like to create the Toggle Buttons based on aKindOfList. For each item in that list a Toggle Button should get created. I created something like this: if not init then init = true listofbuttons = {} For i, id in pairs (aKindOfToggleButtonList) do listofbuttons[#listofbuttons + 1] = Toggle(rx / 7 * 4, ry / 5 - rx / 40, rx / 20, rx / 20, false, "Example Toggle A (Linked)", font) end end For i, button in pairs(listofbuttons) do button:draw(exampleLayer) end This does not work. It doesn't give any error messages at all. From a coding perspective there seems nothing wrong. This made me wonder if it is possible at all to initiate objects and store them in a Array? Good to mention that I validated the for looping if it actually is going into the loop, it all works fine. It just does not seems to store the Toggle object created into the array. Is there anybody who can help (maybe NQ_LIGO)? ps NQ_ligo created the example on github: 03 - Lua Screen Widgets Objects render_toggle.lua
  3. Great update and thank you! I kinda miss an update on the schema's. NQ-Ligo hinted on some new features that could related to maybe schema changes? Quote: "it just may take some time or wait for the integration of other features (like for example the known issue of remainingSchematics that will be solved with the integration of another feature soon)."
  4. Is there a way to capture industry errors like "Unknown Error" in your industry? There are a few errors which are worthwhile getting notifications on, but which aren't officially documented. Maybe there is a "other then known" category?
  5. Am I right that the State output of the API getElementIndustryInfoById(localId) is not capable of returning multiple industry errors? It only returns the lowest error in array rank?
  6. Congratz and welcome back
  7. Only one solution ... depleting ore pools ....... - More ore pools which deplete - gives scanning a more permanent and less frustrating job (because more decent pools), there is a reason for more frequent (short stay) scanning. Just like the good old days when we had mega nodes. - it gives EVERYBODY a fair change at any moment in the games lifecycle (for both starter as experienced players) - No single org domination - NQ can add unlimited planets at the moment the ore pools dry-out
  8. How good is it to have more planets? It is nice to have more variation however .......... the player base is small and the ore prices will collapse when adding more planets with ore on them. The amount of available ore is currently ok(-isch) is my feeling. Having an overkill on ore will not do the game any good. The fact the not everybody has access to all ores is a good thing. Adding mo re planets will bring dis-balance the universe .........
  9. Good to hear, I am a happy man Can you tell a bit more on when we might expect the fix for the remainingSchema's, schema checking is such a painful hassle and I would love to hear a bit more on the feature where it is integrated with. 🙏
  10. LOL, I have over a thousand scans on Allioth and ZERO limestone ..... you have a long way to go my friend. Maybe we should open a poll on most dissatisfying 'jobs' : - Scanning (by far the most horrible thing to do due to the low hit potential on having a result). - Calibration (at least it gives a result compare to scanning) - Schema creation - Schema checking on industry - Market price adjustments But also a poll of the nice things to do ..... - Building Ships (voxel building is awesome!!!) - Building Static structures - Industry - Mining an astroid in pvp space (thrilling these days :))
  11. It is all quite on the LUA development. No news, no clear future plan, no new development, no bug fixing ...... (when will the RemainingSchemas status get fixed?). I am worrying a bit due to the silence ........
  12. Does it still exist, a PST server where NQ could collect feedback on newly to be implemented features? Look at the debacle around the recycling feature, that could have been easily prevented by having some community feedback of a PST server.
  13. Sry I was referring to the "How the recycling could have being implemented" and not how it IS implemented. We do agree on the same
  14. I was hoping on getting a percentage of the Ore cost back (25% or so). Getting a random product back is a really terrible refund. After re-setting up my industry I always struggle to get the'old factory' products back into the productionline of my new factory. Now I am getting random products back and it is becomming a day job to put them back into my production lines LOL. I rather delete them then then have another tedious job to do. The recycling could have been: - Industry recycler with input and output container - Start recycling, takes some time .... - Output is random ore (one or more ores that was required in the original production process) and then a percentage of the original value. - Create talents on the industry time and output generated. Then you can also start trading and selling broken elements as well to people who are talented recyclers :). For scavangers this is a nice reward as well.
  15. Sure, but when the server is down that won't help ;-). I found it handy to have an "off-line" API description source. But if the in-game is the only one, then that's good to know as well. Btw the Github only has some examples and is not a complete overview.
  16. Hi there, I was wondering where to find these days a complete overview of the currently available API's in the game. I used to use DU Mocks API overview, however, these seems to be outdated and no longer kept up to date.
  17. An advice would be to join an organization as well. As a beginner the game is hard to master.
  18. hmm valid point, play strategy is more about either producing half products and sell them and buy your end elements., Or buy half products and produce end elements. It is a different kind oif playing which I did not consider.
  19. I was doing a bit of math, not everything calculated into the details but enough to start worrying ..... Maybe I am misssing something but please challenge me or correct me if I am wrong. Case: produce at least 100 warp cells a day (or preferabele more ...) Warpcell production requires 20 parts which don't need a schema, but it requires 16 different kind of schema's as well in order to produce a single warpcell. The 16 products that require a schema: Calcium Sodium Copper Sulfur Silver Lithium Polycarbonate Plastic Glass Al-Fe Alloy Polycalcite plastic Advanced Glass Calcium reinfoirced copper Polysulfide Plastic Cu-Ag Alloy Ag-Li reinforced glass Warp Cell Each schema type requires multiple hours to create (e.g. the fastest schema's to create are the required Tier 2 Pure Material schema, this will take 100min). You can produce 5 different types of schema's at the same time. You need at least 4 runs in order to produce 16 different types of schema's You can produce more in a day then you actually need, so you can queue more then needed for e.g. 100 warpcells a day. Let's assume you queue enough for four days. That would mean I need to log in everyday and start a production of 5 schema's (the last day only 1 ....). OR ..... I need to log in multiple times a day in order to create all those schema's in a single day. Not going into all details, but this is already starting to feel like a boring day-to-day job to keep on queueing and producing the schema's needed to keep a Warpcell factory running (and nothing else)! My everyday DU day-job would very much starting to look like .... 1) Logging in 2) Check calibration of mining units (calibrate if needed) 3) Collect Ore's 4) Collect Schema's 5) Put schema's in machines 6) Start new batches of schema's 7) Go to Market and back home now the first 2 hours are most likely gone ......... 😎 then finally start doing all the nice stuff (e.g. building ships, building static constructs, work on my space station, setup industry, explore, fight, discover some astroids, etc, etc) in DU. I am spending more and more "forced things to do time" in order to play the game for the reason I buy game time from Novaquark. Is this me being negative and is it not that bad, or is it correct that we spend more and more time on things that are maybe worse then a RL job? ps: appologizes if somebody already made this calculation in another toppic. It is kinda hard to go through all that has being written previously on this topic.
  20. When producing Pure Calcium you need a Tier 2 Pure Material Production schematic, How much does it produce? The Refiner tells me that it produces 45ltr in a single batch The Tier 2 schema tells me it produces 40 in a batch (40 what?) I assume it produces 40 schema's in a batch and with that you can make 40 x 45ltr = 21.800 ltr Pure Calcium
  21. Everybody should be able to create basic stuff, so no schema's for basic industry. Starters or people who have no industry ambition, can play the game as well. Higher tier should be expensive and harder to get, so schema's for Tier 2 and above is fine with me.
  22. I think I fancy the old mining principles but with one difference. In stead of manual mining you have the OPTION to place a mining unit. After a while the node get depleted and you have to look for a different one. I like once in a while scanning and it would be great to have the option to either mine manual or with a mining unit. This will keep being a miner as a profession and gives new joiners a fair change on decent nodes as well. At least the boring mandatory stupid calibrating will be gone then. Although calibrating is very quick these days, it still is a kinda stupid action you need to think about of doing.
  23. What did help me when I started was to join an organisation. My organisation was very helpfull in explaining the game mechanics but also in getting me up and running with some basic stuff. Generally there is a lot of help on discord, most people are willing to help. In our organisation we help starters moving to Allioth by transport them to the tile of choice and give them a territory unit and other stuff so they can start build things
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