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fiddlybits

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  1. Like
    fiddlybits reacted to Leniver in LENI tips of the week: How to create a core blueprint with all handling   
    Hello to everyone,

    I decided to make this post so people know how create a core blueprint and being sure that all the handling will be applied.
    The handling on a core blueprint is a bit weird, it seems NQ doesn't have test every case.

    The blueprint system is separated in 2 different kind of blueprint:
    "Core blueprint": it's a schema that will allow you to create "single time blueprint" "Blueprint": it's a single time use blueprint
    How the handling works when placing down a blueprint?
    When you create a blueprint from a core blueprint it takes the skill saved on the core blueprint.
    If the player that place the ship has higher skill, he will apply the player skills. 
    If the player that place the ship has lower skill, he will apply blueprint skills.

    How the handling works when creating a core blueprint?
    When you create a core blueprint the handling skills are not saved correctly.
    If the player that create the core blueprint has any handling skills, the handling is reset (It's the bug!)
    If the player that create the core blueprint has no handling skills, the handling skills are saved in the core blueprint.

    The tips:
    To be sure that the handling skills are saved in the core blueprint you need to have a character without skills.
    To make that, thanks to NQ that remove all the skills through VR, you need to use a VR station and create the core blueprint in VR.

    Example of setup:
    1 container 1 Surrogate VR station 1 Surrogate Pod Station
    Put down the container, surrogate station and the surrogate pod.
    Set a name for the surrogate pod and activate it. (wait ~5 minute that the surrogate pod is registred by NQ)
    Use the surrogate station and search for the name you have entered.
    Once you are in VR, go in build mod on your construct and create a core blueprint.
    Put the core blueprint in the container (so you don't loose it when exiting the VR)
    Exit the VR and you are done.

    I hope it will help you.

    Leniver#4309
    https://wheelchair.leniver.ch

    (To NQ, if you feel important to fix that bug .... DU it)
  2. Like
    fiddlybits reacted to Novean-51583 in How could they make the planets more interesting?   
    Unique ore on some planets.
  3. Like
    fiddlybits reacted to NQ-Naunet in [Discussion] DevBlog: Biomes Improvements and New Voxel Features   
    We're quite curious to hear your thoughts on this one, Noveans! ?
     
     
    Are you looking forward to being surrounded by the luscious new sights and textures of the graphics update? How will the new voxel tools compliment your constructs? Let us know.  
  4. Like
    fiddlybits reacted to PsychoSlaughter in "Progress Notes" or Something Please   
    There's this other voxel game that does WEEKLY "Progress Notes" from the dev team of what they've been working on. The DU devblogs are great, but they're still so little compared to all the problems the community sees in-game. We all care about the game and would love to follow along with the progress. Since NQ abandoned Discord, I'd love to see a new channel of communication to replace it. 

    A weekly blog post with things like bugs discovered/fixed, new textures previewed, and what's on the menu for the next week would be great to see, just like other teams do for their customers. 
  5. Like
    fiddlybits got a reaction from DrFrigoPorco in Dual Universe Today Magazine - Today's Issue   
    This is suspicious. 
  6. Like
    fiddlybits reacted to Gottchar in Game trial and two q.   
    1 month sub (including my tracker, so if it works I might get a share, feel free to get rid of the part behind "buy" to cut me out)
     
    https://www.dualuniverse.game/play/lp1/buy?utm_source=JHp1EThW&utm_campaign=5f2d918e0d1b3&refn=gottchar&tracking_id=icxtt6ZR1Rcf75V72aB47RTkyONh0zCl
  7. Like
    fiddlybits got a reaction from iNFiDeL in BOO crashed the SW pvp Event, was good fun and generated content :D   
    Whether it's rude or not has nothing to do with the rules. If a group is playing basket ball at a park;  you can run onto the court, kick the ball, and yell "Let's play soccer!" If you don't steal the ball, it's not illegal. It's still rude.
  8. Like
    fiddlybits got a reaction from sleim22 in BOO crashed the SW pvp Event, was good fun and generated content :D   
    Whether it's rude or not has nothing to do with the rules. If a group is playing basket ball at a park;  you can run onto the court, kick the ball, and yell "Let's play soccer!" If you don't steal the ball, it's not illegal. It's still rude.
  9. Like
    fiddlybits reacted to GraXXoR in Starwars Battle kicks off in 9 hours   
    In all fairness, this is more of an RP event that PvP per se, and even in real life you have to plan an RP event.
     
    Not quite sure the point you’re making is entirely relevant here.  
  10. Like
  11. Like
    fiddlybits reacted to Devian in Starwars Battle kicks off in 9 hours   
    See you there.
  12. Like
    fiddlybits reacted to DarkHorizon in [Discussion] Jetpacks!   
    Or your ship just had better space brakes compared to your jetpack (don't forget you can brake with your jetpack by pressing CTRL, same as with constructs). It might be worth entering into build mode before jumping off since that will basically 'tether' you to your construct.
     
     
    Members of Eyes & Ears Search and Rescue commonly need to use their jetpacks when crossing from their constructs to that of a victims when out in deep space and the occasional station. While I can't recall that many interesting uses jetpacking around, some of the more curious moments come about during moments of suddenness.
     
    When jumping from core to core, the gravity adjustments as your avatar aligns can rotate you in an entirely unexpected direction. This makes me reminiscent of @Kurock's gravity maze which I did not complete because it gave me a headache. Supposedly you can complete it without the jetpack, and I'd like to know who is mad enough to attempt that.
     
    For this second bit on jetpacking, I'm sure everyone has used their jetpack to assist in climbing up the more vertical terrain, be it mineshafts, cliff faces, etc. I think it was early alpha 1, I was on Thades and going up the side of the ravine and came across a terrain deformation. It was one of those sharper bumps of land that didn't go away no matter how much you smoothened it, still encounter those today. I jumped over it about as much as the ground would let me which was not much. I don't want to say it was a ground spike because not only did I not see it, but my (then 6700k) processer usually clears those up pretty quick.
     
    Anyways I rapidly shot up a good three or four thousand meters and fell back down again with apparently no ground beneath me for the trip back until I was on the surface. This is the first time I'm mentioning this because I was recording my sessions at the time for future archiving (and bug reporting), the xsplit software didn't hook into the game appropriately, which does happen from time to time requiring closing out both programs and restarting them, but all I got out of it was a black screen and no audio. Was left very mad because it's interesting stuff like that I wanted to make a sort of video collage out of when testing is over. 
     
    Probably not a lot of jetpacking involved now that I look back, but hopefully interesting none the less.
  13. Like
    fiddlybits got a reaction from Atmosph3rik in Schematics   
    Welcome to the game.

    Schematics were added in December with patch 0.23 and a lot of the youtube content was made in September/October when the beta was first released. For industry related content that includes schematics, you should look for things made after December 10th or that mention the patch. There were other industry changes as well that earlier videos would not have covered. More advanced items now require different tiers of industry machines. For example, refining a tier 3 ore now requires a higher level refinery.
     
    As a new player, I think you'll enjoy the game more by avoiding the industry aspects while you learn other areas of the game. Buying the items you need will generally be much cheaper than the startup costs of setting up the industry to produce it. Start out buying what you need to build a ship/base, explore other planets, try out pvp, find a community of players to interact with, etc. Once you get an idea of what you enjoy doing, then you can focus your industry on just the items you need in bulk.
     
    If you really want to get started with industry because it interests you, then the only way to limit the initial grind is to focus. Don't try to make everything. Find an item you think you can sell and just setup the industry for it. Then use the knowledge/profits from that setup to expand. Industry is now an expensive investment though, so you're going to have to grind for quanta.
     
    Mining ore and selling on the market is the most straightforward way to make quanta right now. If you mine a lot, look into territory scanners. You can run them while mining and they help you find which tiles have more abundant ore. If you want to diversify the grind, there are some other ways to make money though.

    One example is hauling items between markets. Buy things at a lower cost and then resell them. This is a fairly consistent way to make money, but market demand for many items is low so it will take more time than mining to grow your quanta. The benefit is you can spend that time doing other things in game while waiting for items to sell. Hauling can transition well into industry if that is your goal. For example, I found a location where I could build a shop to sell fuel and scrap. I didn't have the industry skills to make low cost fuel yet, so I initially bought the items at the market to resell at my shop. As my industry skill improves I'm making some of the items now and still buying others from players/markets.
  14. Like
    fiddlybits reacted to NQ-Naerais in DevBlog: Jetpacks   
    Read the article here: https://www.dualuniverse.game/news/devblog-jetpack-improvements

     
    Jetpacks are handy devices that give you a boost when you need it. Although they are not intended as a mode of long distance travel, they can be used to jump over obstacles, leap across gaps, or to reach new heights while building your latest masterpiece.
     
    MAKING IT BETTER
    The upcoming 0.24 update includes improvements to jetpacks that provide better functionality. Whereas previously the jetpack was always active in deep space, this will no longer be the case. Now you will be able to toggle between having the jetpack activated or not with the X key.
     
    You can see the jetpack state in the top right corner of your screen :

     
    Jetpack activation feedback
     
    In deep space, you’ll usually want your jetpack to be activated. The new ability to toggle it off will come in handy for other reasons.
     
    ARTIFICIAL GRAVITY DEACTIVATION
    You can use your jetpack to navigate your construct in deep space. When activating your jetpack, you won’t be affected by the artificial gravity of the construct anymore. Feel free to glide in the corridors of your space station.
     
    But maybe you don’t want anybody to be able to enjoy a smooth glide around your construct. Maybe you built a space Ninja Warrior parkour course and jetpacking through it would be cheating. We’re adding the “Right to use jetpack” to the Right and Duty Management System (RDMS). Only people with this right can use the jetpack and break free from the artificial gravity field of your construct. We recommend casually drifting in front of those who don’t have it to mock them … But that’s up to you!
     

    Everybody can gliiide
     
    Set your sights even further: hit X and launch yourself off your construct and into space, gently floating to nearby ships, bases and even planets.
     
    SHARE YOUR STORY
    Are you an experienced jetpack creator or pilot? What advice would you give to Noveans who are new to  using a jetpack? Zoom over to the forum thread to share your tips, tricks, and tales of jetpacking glory. 
     
    In case you missed it: The 0.24 update also includes an exciting new Mission System. Check out this Devblog to read about it. 
  15. Like
    fiddlybits reacted to joaocordeiro in Mars Rover Perseverance lands tomorrow!   
    GG NASA. 
  16. Like
    fiddlybits got a reaction from Vilifier in Maneuver tool help plz   
    I don't know all of the reasons this happens, but from my experience the two main ones are:

    1. You need to be standing on the ground or a static construct. If you're standing on a dynamic construct it will drop.
    2. Make sure your character is not moving, sliding down a hill, etc. If your moving when you maneuver the construct will drop. This is the one I've ran into the most as it seems to be quite sensitive. I've been standing on a hill and appear stable, but the construct won't stay in the air. If I move my character slightly and it stays in place, that usually fixes it.
  17. Like
    fiddlybits reacted to aliensalmon in Mars Rover Perseverance lands tomorrow!   
    It's almost at the Red Planet! Should touchdown sometime in the afternoon time in eastern North America. Can't wait!
  18. Like
    fiddlybits reacted to blundertwink in Go back to page 100...   
    it's really fascinating to dig into the forum's history. In this case we have posts as far back as 2015. Those poor, innocent souls thinking beta was a year or two away at most! 
     
    https://board.dualthegame.com/index.php?/forum/10-general-discussions/page/114/
     
    a bit amusing to see some of the same issues being talked about 5 years ago. people were so excited and positive, but scrolling forward in time 5 pages at a time you see avatars start to vanish, the tone slowly changing, even the mod activity dries up. 
     
    but more than being funny or ironic, it's really kind of tragic to see how things ended up. so many of the people back then were all-in, super excited, loyal fans for years and years. even 10-15 pages ago there was hope. now? not so much. 
  19. Like
    fiddlybits reacted to OrionSteed in Reseed T5 Ilmenite [Lacobus Needs Love]   
    I'd like to see NQ report on what they show for each T3-T5 per planet left to mine (provided they're keeping track..).  I bet it's not as abundant as people think.
  20. Like
    fiddlybits got a reaction from Watru88 in Schematics   
    Welcome to the game.

    Schematics were added in December with patch 0.23 and a lot of the youtube content was made in September/October when the beta was first released. For industry related content that includes schematics, you should look for things made after December 10th or that mention the patch. There were other industry changes as well that earlier videos would not have covered. More advanced items now require different tiers of industry machines. For example, refining a tier 3 ore now requires a higher level refinery.
     
    As a new player, I think you'll enjoy the game more by avoiding the industry aspects while you learn other areas of the game. Buying the items you need will generally be much cheaper than the startup costs of setting up the industry to produce it. Start out buying what you need to build a ship/base, explore other planets, try out pvp, find a community of players to interact with, etc. Once you get an idea of what you enjoy doing, then you can focus your industry on just the items you need in bulk.
     
    If you really want to get started with industry because it interests you, then the only way to limit the initial grind is to focus. Don't try to make everything. Find an item you think you can sell and just setup the industry for it. Then use the knowledge/profits from that setup to expand. Industry is now an expensive investment though, so you're going to have to grind for quanta.
     
    Mining ore and selling on the market is the most straightforward way to make quanta right now. If you mine a lot, look into territory scanners. You can run them while mining and they help you find which tiles have more abundant ore. If you want to diversify the grind, there are some other ways to make money though.

    One example is hauling items between markets. Buy things at a lower cost and then resell them. This is a fairly consistent way to make money, but market demand for many items is low so it will take more time than mining to grow your quanta. The benefit is you can spend that time doing other things in game while waiting for items to sell. Hauling can transition well into industry if that is your goal. For example, I found a location where I could build a shop to sell fuel and scrap. I didn't have the industry skills to make low cost fuel yet, so I initially bought the items at the market to resell at my shop. As my industry skill improves I'm making some of the items now and still buying others from players/markets.
  21. Like
    fiddlybits reacted to blazemonger in Schematics   
    @Watru88
    Keep in mind that for anything you can craft in the nano crafter you do not need schematics. Also the intention is that industry should not be a fully DIY solution for parts. 
     
    Let's say you experiment a lot with small core ships. A lot of what you'd use for that can be crafted in your nano pack. you could also buy an Assembly line M and the schematic for the part and then craft a stock of the needed subcomponents in inventory.. If that makes sense.
     
    The game is young and a lot of things, like a proper functional market economy such as seen in EVE, are some time away from becoming a reality. That said, there's certainly room for making a quick buck on markets if you are observant and smart. Since the markets are still very small and young, prices can fluctuate and it's relatively easy for some to manipulate markets. 
     
    Also, while the schematic system in itself is not a bad idea at all (it is pretty much the same as the blueprint system in EVE industry), what is missing is the mechanics around it that feed it and we can only hope NQ will eventually start implementing such mechanics removing the need to have bots seed schematics.
     
    See THIS POST for an example of how that could work. All we can do is hope NQ pays attention to posts like this and starts designing solutions  for this.
  22. Like
    fiddlybits reacted to Moosegun in @NQ, reintroduce salvage gameplay...   
    I would love them to add a timer, so if anyone leaves a ship outside their own territory for longer than xxx it opens it up for salvage. Would add a huge amount of gameplay and clean up the markets.
  23. Like
    fiddlybits got a reaction from PauMS0418 in Overall Synthetic Diagram of the Industry (OSDI)   
    Thanks for the quick response. The diagram does a good job of highlighting the links between categories. I agree that adding the machine icons used in each step would be a useful addition. 
  24. Like
    fiddlybits reacted to PauMS0418 in Overall Synthetic Diagram of the Industry (OSDI)   
    New lil upgrade to make the names more readable...
    Lemme know what's wrong or if u like !

  25. Like
    fiddlybits reacted to le_souriceau in an apology to naunet for creating a thread that got out of hand   
    Ok, I wanted to alopogize too for my exessive detective-tin-foil-cap issues and fury.

    And do a bit of clarification.
     
    I contacted Philipp (author of publication in question) and he was kind enough to provide me with some additional comments.
     
    1) He confirmed, that wrote this article on his own initiative, without contact/premediation with NQ (borrowing some official NQ media images to illustrate it).
    2) Acticle based solely on his personal/buddies group gameplay experience (several hundred hours).
    3) Most important part. Philipp explained, that arcticle, by his idea (and nature of his media), made for more broad and casual (external) audience, so he adapted info and presentation for them. While we, being more hardcore players can have different perception on game mechanics (0.23 patch) and priorities.
     
    Personaly I strongly disagree with such approch to coverage, but still its great, that Philipp bothered with reply. 
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