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Verliezer

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Posts posted by Verliezer

  1. 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: 

    1. 03 - Lua Screen Widgets Objects
    2. render_toggle.lua
  2. 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)."

  3. On 12/14/2022 at 2:20 PM, Snapsis said:

    Jago -     2.66% tiles claimed (1616)

    Teoma - 2.48% claimed (1505)

    Both out since launch.

     

    Talemai - 3.34% (1768 tiles) claimed in less than 24hrs.

    I think our work is done here.

     

    NQ : Now do you understand why we need a different ore distribution for next planet?

     

    Edited to add more evidence.

    This is a field of Gold all captured by one Org within 36 hours.

    ::pos{0,41,-25.0361,-89.9769,-0.0003}

    image.png.e1c1551352c3781f84d3241a847f212b.png

    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

  4. 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 .........

  5. On 12/13/2022 at 5:44 PM, NQ-Ligo said:

    I can confirm that there is still some development going on on the Lua feature. :) Don't worry, there are many things planned that have already been exposed to the Lua community; 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).

    But no no, I'm still here and still working on extending the possibilities of Lua especially for content creation. :) 

    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. 🙏 

  6. On 11/5/2022 at 1:39 AM, Gandur said:

    20 Scans no T2 on alioth .... that isn't satisfying and may stop the game completely.

    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 :))

  7. 2 hours ago, Wyndle said:

    I beg to differ.  I came across a wreck and attempted to recycle it.  It is at least 3 times faster up-front to trash broken parts with Alt-click in build mode and trying to find all the spots in a factory to sort the parts into use is a nightmare.  If there were a market for parts there might be a silver lining here, but for the same reason I don't want to pick up the parts there's not much call to buy/sell/trade the parts either.  You would have to design your factory around constant import of parts for this to be of ANY value.  The implementation of recycling was the final nail in the coffin for my copium as well as my (misplaced) confidence that NQ can even keep the game functionally playable for another year even if funding were not a factor.  Add in all the features still in the vision that will clearly drive off the players who do anything other than PvP...  Let's just say I'm only still here because of what little community is left [self-redacted to avoid immediate ban].

    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 :) 

  8. 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.

  9. 3 minutes ago, Msoul said:

    I recommend you consult the in-game codex and the official GitHub for the most up to date information.

    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.

  10. 3 hours ago, WeTeEf said:

    Hello everyone,

    this makes me curious. I just heard about this game and started at this night, as I like the idea to start off with everyone at the „same“ level, when there is a wipe next month.

    I figured out the basic mechanic and now I’m thinking about, how to start off at the wipe, to get in a position with okayish cash/ressflow. And I’m looking for an intermediate goal to work forward to.

     

    That asteroid thing sounds interesting, did. I got it right, that I need a ship with a bit cargo, a spacedrive and a asteroid tracker, go up there and mine on asteroids like in the old mining videos?

    What else would I need, and how do I start off for it.

     

    Would appreciate constructive answers. Also in pm as don’t wanna hijack this thread.

     

    Greetings

    WeTeEf

    An advice would be to join an organization as well. As a beginner the game is hard to master.

  11. 3 hours ago, Zeddrick said:

    Perhaps instead of buying 12 types of ore and manufacturing the 16 materials you can, instead, just buy the 16 materials from the market instead?  That seems like a much quicker way to go about things and it would be less talent-point-intensive too as someone could specialise in making each material and you can specialise in the talents which speed the actual warp cell production.

     

    Alternatively if you're making everything yourself from scratch it seems to me that the effort of making the schematics will be much lower than the effort required to mine all the ore and collect it on one place.

    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.

  12. 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.

  13. 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

  14. 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.

  15. On 3/8/2022 at 11:14 PM, Tunsji said:

    Thanks a lot blazemonger. It did not work but I have learned a lot. I created a core and had it in my inventory and used the repair tool.

    Without the core I was told "Cannot repair destroyed Element.You do not have the necessary Element to replace this one" 

    With the core in the inventory it said "Cannot repair destroyed Element". 

     

    Instead I took my new core and made a new setup beside the old one. I found that I could remove the materia so all I lost was the created storage containers and mining unit and a couple of windows etc. Anyway I still have 28 days before it breaks down completely so no worries 🙂

     

    My new problem was that the resurection node also broke. I repaired it once but the next day it was bad. Solution - I bought a new one.

    My only problem was that the nearest one I found was still across the planet, so it took me quite a while. Luckily I had read a tutorial so I had lots of fuel and scrap with me. Crashed something like 8 times, twice upside down... so now I have learnt to fix that and repair it as well. 

     

    Next step will probably be to learn to fly a real airplane. I guess they are expensive as well so I had better keep on mining. I have four mining units now 🙂

    I will join the Discord to learn more. 

     

    After two days I was ready to quit, but now I am starting to understand something and enjoy myself. It still feels empty and lonely, but hopefully I will get to know people when I learn how to transport myself in a better way.
     

     

    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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