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Wolfram reacted to Dimencia in Provide a virtual environment for testing Lua flight scripts.
Also... it should maybe allow people to choose a blueprint to use as their ship, which it builds for that VR session - to ensure players can still do niche things with scripts, instead of only being able to test flight scripts for traditionally-built ships.
And if some script maybe needs tags on all its engines, you wouldn't have to re-tag them every time you enter a session if you have a blueprint with those tags (assuming tags are even saved in bps)
This would also allow players to 'try out' ships they have blueprints for but can't build yet (a rare situation, so maybe not all that useful)
For security reasons, in that case DRM should still apply to control units (until picked up and placed down again), so it couldn't be used to read scripts from a DRM'd bp
And, it should also probably allow you to choose a planet, if it doesn't already... I've never toyed with the Challenges tab. But flight scripts need to be tested on each planet, and it is often very expensive and time consuming to do so
But... this also sort of ties in to a much larger idea that would solve a lot of problems and meet a long-standing request.... personal 'worlds' via VR, empty instances of the system for each player. Maybe others can visit your personal world, maybe not. Maybe everything is free in your personal world (creative), maybe not. Maybe you can only deploy blueprints for free there, which avoids all the problems that creative makes while still preserving script testing purposes. Maybe your personal world would be persistent, but if not, it'd still be extremely valuable for script testing
And if it ends up with any of those maybes, it could become a whole new avenue of gameplay; some people might prefer to just, build insane things in their creative VR world and share it with people. The players who enjoy the main game wouldn't do it, of course, but those who get tired of the main loop would still have a way and a reason to keep playing
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Wolfram reacted to Wyndle in Add a "Queue All" button to Nanopack Crafting!
This button already exists, it is just in the wrong menu. "Queue All Required" in the Talent Point menu.
Edit: That isn't to mean they put it in the wrong place, rather the functionality being requested already has an example in game.
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Wolfram got a reaction from Leniver in Add a "Queue All" button to Nanopack Crafting!
Crafting in DU is quite deep and things may be quite complicated, specially on the Nanopack. It's going to be KEY on release, though, as everyone will be using theirs to rebuild civilization.
A Quality of Life improvement that could come to aid on that, specially for newbies, is adding a second button near "Add to Queue" called "Queue All" or something like that.
Basically it would behave just like when you queue talents, all things that are still "pending" would be added to the crafting queue in the Nanopack in the required amount of batches.
I know it's not something so big deal when you can just estimate what's needed, but when crafting lots of complex stuff it starts adding up quickly.
Also, another improvement that would help is having an item to craft even though the previous items on the queue are "stuck":
It's a minor thing, but it's so annoying having to keep moving things around and organizing crafting when you have other things to focus on, such as mining and rebuilding civ
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Wolfram got a reaction from Koffye in Add a "Queue All" button to Nanopack Crafting!
Crafting in DU is quite deep and things may be quite complicated, specially on the Nanopack. It's going to be KEY on release, though, as everyone will be using theirs to rebuild civilization.
A Quality of Life improvement that could come to aid on that, specially for newbies, is adding a second button near "Add to Queue" called "Queue All" or something like that.
Basically it would behave just like when you queue talents, all things that are still "pending" would be added to the crafting queue in the Nanopack in the required amount of batches.
I know it's not something so big deal when you can just estimate what's needed, but when crafting lots of complex stuff it starts adding up quickly.
Also, another improvement that would help is having an item to craft even though the previous items on the queue are "stuck":
It's a minor thing, but it's so annoying having to keep moving things around and organizing crafting when you have other things to focus on, such as mining and rebuilding civ
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Wolfram got a reaction from Yoarii in [Lua] [Tool] CLI for Dual Universe Lua Scripting
Hello, noveans! õ/
Today I bring you a project I've been working on for a while now, that intends on making Lua development quicker and more organized!
About:
This tool was initially built as a wrapper around hdparm's excellent wrap.lua script, which among many things allowed developing scripts outside DU, automating the creation of JSON config files, making events easier to work with, etc, and eventually evolved into a tool on its own.
Basically, the CLI is a small command-line that allows you to create Lua projects from all sizes and shapes, be it a simple greeting script up or a multi-project system.
Main Features:
- Support for Lua scrpts with code distributed over multiple files, accessible via require statements, also supports multiple entry-points per project (multiple PBs or render scripts)
- Support for importing of external packages via the CLI or from LUA_PATH
- Support for render scripts
- Support for minification and (experimental) compression
- Support for code completion (intellisense) on Visual Studio Code and IntelliJ Idea, requires EmmyLua installed in both cases
- Element link management built-in, allows you to indicate what each of the linked elements should be named as and its type
- Autoconfig export in JSON, YAML and CONF formats
- Syntax checks at compilation time
- Optional helpers for linked element management, etc
Website / Documentation / Source-code:
https://github.com/wolfe-labs/du-luac
Requisites and Installation:
- You will need to have the Node.js runtime installed! Version 16 LTS is recommended.
- For some functions to work, it's ideal to have Git installed too. Lua is optional.
- Install via the command: npm i -g @wolfe-labs/du-luac
- After installing, you should be able to run the CLI via the command: du-lua
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Wolfram got a reaction from Samedi in [Lua] [Tool] CLI for Dual Universe Lua Scripting
Hello, noveans! õ/
Today I bring you a project I've been working on for a while now, that intends on making Lua development quicker and more organized!
About:
This tool was initially built as a wrapper around hdparm's excellent wrap.lua script, which among many things allowed developing scripts outside DU, automating the creation of JSON config files, making events easier to work with, etc, and eventually evolved into a tool on its own.
Basically, the CLI is a small command-line that allows you to create Lua projects from all sizes and shapes, be it a simple greeting script up or a multi-project system.
Main Features:
- Support for Lua scrpts with code distributed over multiple files, accessible via require statements, also supports multiple entry-points per project (multiple PBs or render scripts)
- Support for importing of external packages via the CLI or from LUA_PATH
- Support for render scripts
- Support for minification and (experimental) compression
- Support for code completion (intellisense) on Visual Studio Code and IntelliJ Idea, requires EmmyLua installed in both cases
- Element link management built-in, allows you to indicate what each of the linked elements should be named as and its type
- Autoconfig export in JSON, YAML and CONF formats
- Syntax checks at compilation time
- Optional helpers for linked element management, etc
Website / Documentation / Source-code:
https://github.com/wolfe-labs/du-luac
Requisites and Installation:
- You will need to have the Node.js runtime installed! Version 16 LTS is recommended.
- For some functions to work, it's ideal to have Git installed too. Lua is optional.
- Install via the command: npm i -g @wolfe-labs/du-luac
- After installing, you should be able to run the CLI via the command: du-lua
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Wolfram reacted to NQ-Ligo in Provide a virtual environment for testing Lua flight scripts.
This could be a very interesting idea. I will share it with the team.
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Wolfram reacted to JayleBreak in Provide a virtual environment for testing Lua flight scripts.
With the return of element lifetimes the development of Lua flight scripts (e.g. flying_construct.conf) carries the risk of excessive costs.
The solution would be to provide a VR environment similar to that in the "Challenges" tab of the Surrogate Pod UI, but where the ships have no DRM restrictions on their controllers. The code loaded into those controllers should not be saved to the server, but copy & paste should be permitted. Loading of configuration from the lua/autoconf/custom folder should be allowed.
Offering a variety of ships would be great and if a variety of elements (radars, guns etc.) were available to modify the ships it would magnify the development possibilities.
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Wolfram reacted to hdparm in [Lua] All global variables
This is the output of a script that dumps all global variables. Lua coders may find this somewhat useful.
The script was run in r0.21.2 on a hovercraft seat that has 2 fuel tanks and a radar linked. Some functions were called with pcall. The first value indicates whether the call was successful, the second is the actual return value or the error message.
To see only elements' functions, visit this topic.
Dumping script
The script used for dumping is based on something I found on Stack Overflow, with some extensions.
In unit start(): https://gist.github.com/d-lua-stuff/180707c172382d06d2c80213a1638f66
In system update():
coroutine.resume(dumping_coroutine) The script will run for a few seconds and then automatically turn off. Output is saved to Dual Universe 's log files in %LOCALAPPDATA%\NQ\DualUniverse\log
Dump analyzer
To avoid having to look through the logs manually, a Python script was written. It extracts the output of the globals dumping script from Dual Universe's log files, and creates separate files for dumped globals and for members of each linked element.
Usage:
pip install six python dump_analyzer.py C:\Path\To\Log\File.xml Change log
2020-09-01. Posted the first version outside the NDA forums section.
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Wolfram got a reaction from Hazaatan in PLANNED HONEYCOMB CHANGES - Discussion thread
Honestly, I didn't really like the honeycomb changes, it took quite a bit of realism out of the building aspect, and I really liked the realism aspect of this game. I understand things need balancing and well, even though some things like the max speed cap and floor aren't very realistic, I understand they are balance etc, now HC mass should not me messed with. If you guys want to balance it, why not do it by only changing resistances and HP? We don't need any more dumbed-down systems on his game.
I have to agree with @Deathknight here, I'm honestly tired of those "discussion" threads where you ask us about feedback but it goes nowhere, feels like we're just here talking with the walls or a door. I understand you all want to be more "open" and in-touch with the community, but if you're not going to do anything with feedback just don't ask for it, it's gonna save everyone's time.
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Wolfram reacted to NQ-Wanderer in RESET: HOW TO PREPARE
Hello, Noveans!
With the launch of Dual Universe a month away, we want to talk about how to prepare for the upcoming server reset.
We’ve outlined the parts of your gameplay that you’ll keep post-reset in our announcement video and in the letter from our Creative Director. Today, we want to expand on that and discuss how best to prepare for the reset and how to get the most out of it.
PREPARE YOUR CORE BLUEPRINTS
Make a Core Blueprint of every construct you want to keep and make sure that you store it in your nanopack or in a container on a construct that you own, though we advise that you keep them in your nanopack as it’s the safest place to store them.
If you have Core Blueprints in the care of others or in other locations around Helios, don’t forget to gather them, should you want to keep them. Being the original owner of a Core Blueprint has no impact on Core Blueprints outside of your possession. You will keep only those Core Blueprints in your nanopack and owned containers.
The same applies to organization-owned Core Blueprints. If you’re a superlegate of an organization, make sure that you store your Core Blueprints in your nanopack or that they’re stored in a container on a construct owned by your organization, though again, we advise that you keep them in your nanopack.
PREPARE YOUR ORGANIZATIONS
Make sure that each organization you want to keep has a player as its superlegate. Any organization without a player as its superlegate will be lost at the reset.
Make a list of members you would like to reinvite after the reset. Though any organization with a player as its superlegate will remain after the reset with its Core Blueprints, Name, Logo, and Manifesto intact, membership will be reset.
You can use the in-game contacts system (which will remain after the reset) to keep track of your members or simply make a list outside of the game.
DON’T WASTE TIME PREPARING YOUR MINING UNITS
We will reset the ore distribution on each body in Helios. To find good spots for your mining units, you’ll need to re-build your Territory Scanners and hunt the tiles down. None of your pre-reset knowledge of hotspots will be valid post-reset.
PIONEER PACKS AND THE TALENT ACCELERATOR
The Pioneer Packs' items will be delivered in the first month after launch. If you’d like your collectibles, you’ll need an active subscription, and you’ll need to log into the game during its first month after release to receive them.
The talent point and quanta awards will be given on the final day of each month for the first six months of release. Again, you’ll need an active subscription to receive them.
Finally, if you've subscribed to the game, ensure that you have at least six months of talent training queued up. The talent point accelerator event, which is open to all players, will boost your talent point acquisition in the first six months of launch by:
100% for the first month 50% for months two, three, and four 25% for months five and six
The launch of Dual Universe will likely be the last time in the game's life where the economy will be an even playing field. Though beta players and backers will gain some advantage by the end of the six-month launch period, the start of the launch will see every player on the same starting line. There’s never been a better time to join!
We’re excited to see you in Helios on the 27th of September. In the meantime, don’t hesitate to share your feedback on reset preparation here.
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Wolfram got a reaction from Samedi in Suggestions to make the whole asteroid experience interesting!
The fact DU makes it so easy for anyone to track someone else is why so many don't go out and risk out in PVP zone. NQ doesn't seem to understand that, they keep trying to make encounters an easy thing to see if players get involved in PVP without realizing this will only end up with the PVP space being a place exclusive to PVP players, with nobody else wanting to get into there with risk of being camped/scanned/whatever.
I'm not even bothered if some PVP org decides to claim one asteroid as theirs or camp it waiting for players to come there and gank them, that should be valid gameplay, same as if someone wants to patrol the areas around asteroids or hunt down someone carrying good cargo, but like everything else PVP and piracy should need active work from players and not only consist of someone looking at the DSAT middle column and saying "ok boys, let's go to this asteroid because someone just landed there". Why should I, as a miner, be forced to spend 40 minutes slow boating to some asteroid plus a extra minutes trying to pin-point its location and even more extracting its contents, which takes some time for T3+, while on the other side some random kid can just automatically know I set foot there and come directly at me to take my stuff, without barely any work on his part other than camping the DSAT screen?
DU needs more PVP interactions? Definitely. But pushing players into it hoping they will start participating more will just end up with the opposite effect.
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Wolfram reacted to CodeInfused in Starter Aid for New Players
I've put together a brief infographic to help new players figure out what they could do after finishing the intro tutorial. It's not meant to be a full guide, just a jumping off point to give some direction. Image here, but also on Reddit in case it gets downsized.
https://www.reddit.com/r/DualUniverse/comments/wqxu0s/
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Wolfram got a reaction from Immortallis in Suggestions to make the whole asteroid experience interesting!
So, a bit of feedback here on how the current DSAT/Asteroid Mining experience works and what could be improved to make it more interesting with the upcoming release.
Spawn asteroids across the week instead of just Saturday
Basically, instead of spawning all asteroids over a single day of the week, you do it over a week, maybe even have a timer showing on the DSAT window showing how many days until that specific asteroid leaves the Helios system. This would "funnel" more people into the asteroids, which for any asteroids outside the safe zone would mean more chance of encounters, since almost always people would want to be the first on those "tasty" T4/T5 rocks, and also allow for those who don't have much time during the weekend (or just prefer playing during the week) to have a chance at participating on asteroid hunting too!
Remove the middle-section (recently discovered) from the DSAT screen
Simply make the DSAT show an asteroid as either discovered or not discovered. If you still want to give a timer before publishing then fine, but don't make that timer public. Having participated on asteroid hunts before the only two uses I noticed for it are either letting people know that something was found, so they might go for another asteroid, or for ganking and piracy. We don't need yet another camping-based PvP mechanic in the game.
Allow us to retract/close the DSAT antenna when not tracking anything
This is more of a cosmetic thing than functional one, but would be nice to be able to retract the antenna when the DSAT is not in use, would fit designs much better.
Well, those are my 2 cents on things that could be improved, I'm sure other players might have more ideas, but thought about bringing up that discussion out of Discord into a more official place...
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Wolfram got a reaction from Kanamechan in Suggestions to make the whole asteroid experience interesting!
So, a bit of feedback here on how the current DSAT/Asteroid Mining experience works and what could be improved to make it more interesting with the upcoming release.
Spawn asteroids across the week instead of just Saturday
Basically, instead of spawning all asteroids over a single day of the week, you do it over a week, maybe even have a timer showing on the DSAT window showing how many days until that specific asteroid leaves the Helios system. This would "funnel" more people into the asteroids, which for any asteroids outside the safe zone would mean more chance of encounters, since almost always people would want to be the first on those "tasty" T4/T5 rocks, and also allow for those who don't have much time during the weekend (or just prefer playing during the week) to have a chance at participating on asteroid hunting too!
Remove the middle-section (recently discovered) from the DSAT screen
Simply make the DSAT show an asteroid as either discovered or not discovered. If you still want to give a timer before publishing then fine, but don't make that timer public. Having participated on asteroid hunts before the only two uses I noticed for it are either letting people know that something was found, so they might go for another asteroid, or for ganking and piracy. We don't need yet another camping-based PvP mechanic in the game.
Allow us to retract/close the DSAT antenna when not tracking anything
This is more of a cosmetic thing than functional one, but would be nice to be able to retract the antenna when the DSAT is not in use, would fit designs much better.
Well, those are my 2 cents on things that could be improved, I'm sure other players might have more ideas, but thought about bringing up that discussion out of Discord into a more official place...
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Wolfram got a reaction from ADCOne in Add a "Queue All" button to Nanopack Crafting!
Crafting in DU is quite deep and things may be quite complicated, specially on the Nanopack. It's going to be KEY on release, though, as everyone will be using theirs to rebuild civilization.
A Quality of Life improvement that could come to aid on that, specially for newbies, is adding a second button near "Add to Queue" called "Queue All" or something like that.
Basically it would behave just like when you queue talents, all things that are still "pending" would be added to the crafting queue in the Nanopack in the required amount of batches.
I know it's not something so big deal when you can just estimate what's needed, but when crafting lots of complex stuff it starts adding up quickly.
Also, another improvement that would help is having an item to craft even though the previous items on the queue are "stuck":
It's a minor thing, but it's so annoying having to keep moving things around and organizing crafting when you have other things to focus on, such as mining and rebuilding civ
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Wolfram got a reaction from SuperEpicAndy in Suggestions to make the whole asteroid experience interesting!
The fact DU makes it so easy for anyone to track someone else is why so many don't go out and risk out in PVP zone. NQ doesn't seem to understand that, they keep trying to make encounters an easy thing to see if players get involved in PVP without realizing this will only end up with the PVP space being a place exclusive to PVP players, with nobody else wanting to get into there with risk of being camped/scanned/whatever.
I'm not even bothered if some PVP org decides to claim one asteroid as theirs or camp it waiting for players to come there and gank them, that should be valid gameplay, same as if someone wants to patrol the areas around asteroids or hunt down someone carrying good cargo, but like everything else PVP and piracy should need active work from players and not only consist of someone looking at the DSAT middle column and saying "ok boys, let's go to this asteroid because someone just landed there". Why should I, as a miner, be forced to spend 40 minutes slow boating to some asteroid plus a extra minutes trying to pin-point its location and even more extracting its contents, which takes some time for T3+, while on the other side some random kid can just automatically know I set foot there and come directly at me to take my stuff, without barely any work on his part other than camping the DSAT screen?
DU needs more PVP interactions? Definitely. But pushing players into it hoping they will start participating more will just end up with the opposite effect.
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Wolfram reacted to Wyndle in Suggestions to make the whole asteroid experience interesting!
Imagine adding a real time sound element like sonar/echo location/ping on a submarine. To the trained ear the tone, amplitude, and intensity would be able to tell the player what type of scan just hit faster than they could read a message about it. Talk about immersion! There's the gentle sweep of a wide scan like a handshake between players saying, "Hello to anyone out there, I am in your local space." There's the deep bass thud of a directional ore scan that will lead to community discussion about checking LoS before performing repeat scans. Then we have the trill of the hunter's ping that raises the hair on the back of your neck with the slightest increase in amplitude and the haunting feeling that something hungry is watching you.
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Wolfram got a reaction from Zireaa in Suggestions to make the whole asteroid experience interesting!
Having a belt being partially in the safe zone but majoritarily on the pvp zone would make lots of players "dip their toes" into the pvp aspect of the game and I'm sure it would also promote more encounters too (that is, at least if they could find each other in the belt), but I'm sure would add lots of fun to it! It's a very nice risk-reward balance.
Yeah my big concern is that when new players realize how the whole asteroid mechanic works, specially the fact they are only refreshed on a single day of week, we'll see the game have quite low activity during week days but a rush of players on weekends, potentially leading to lag, since they all are going to the same places. Sure, if someone wants to spend every day of their weeks mining they would be able too...
I'm not sure if NQ still checks their forums for suggestions (unless when tagged) but I really hope they take a second look at a few core mechanics before release. I really enjoy DU and would be quite a shame if players get turned away from it because a few mechanics aren't polished.
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Wolfram reacted to Tordan in Voxel Precision Tool: Allow for more than 1.5 voxels movement
no.
We isolated every single one of the possible positions. -127 through +127. The "Big Wedge" was null voxel reactors from the "center" of the voxel to 0.5. then the extrusion of each of those got you out to the 1.5
The vertex tool makes it **so** much easier. I'm glad we have it now.
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Wolfram reacted to Deathknight in Suggestions to make the whole asteroid experience interesting!
I have no problem with the risk aspect of asteroids. I go in fully expecting that there may be a person there already or that I may be interrupted after a few minutes of mining.
All that said, the system as it works now doesn't make sense, and that is like a splinter in my brain. What is in game reason that people with this magic DSAT know when an asteroid has been found? Are the DSAT and the asteroid sharing some psychic link? It makes little sense.
There are so many things lately with this slapped together feeling and no explanation for why it works this way. If we had deep space radar that could detect activity in the region of asteroids, then create a mechanic for that. At least this sort of mechanic could feed into other new features.
An alternative would be some sort of hacking feature that would allow players to hack into a DSAT network to locate where a DSAT is actively scanning.
These sorts of things would create additional conflict, make some actual sense, and require a more active role to be played by the hunter. There is way too much passive gameplay now as it is.
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Wolfram got a reaction from Novean-69407 in PLANNED HONEYCOMB CHANGES - Discussion thread
Honestly, I didn't really like the honeycomb changes, it took quite a bit of realism out of the building aspect, and I really liked the realism aspect of this game. I understand things need balancing and well, even though some things like the max speed cap and floor aren't very realistic, I understand they are balance etc, now HC mass should not me messed with. If you guys want to balance it, why not do it by only changing resistances and HP? We don't need any more dumbed-down systems on his game.
I have to agree with @Deathknight here, I'm honestly tired of those "discussion" threads where you ask us about feedback but it goes nowhere, feels like we're just here talking with the walls or a door. I understand you all want to be more "open" and in-touch with the community, but if you're not going to do anything with feedback just don't ask for it, it's gonna save everyone's time.
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Wolfram reacted to Deathknight in How will accounts created from a "beta key" be considered?
The EULA is pretty clear regarding what you get when you enter the beta. You got to play a beta version of a game for two years. The privilege was yours. All of the people receiving a pioneer pack spent money on the game at some point. You played for free.
If all free beta accounts were given this reward, you would be back here complaining that alpha backers that received beta keys were getting multiple rewards, one for their main account and more for their alts playing on beta keys. That would be the conclusion if we followed down this path of backwards logic and the end result would make zero sense at all. to either NQ or the testers.
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Wolfram reacted to NQ-Sesch in A big THANK YOU to our community
Hey Noveans!
You are an amazing community. I would like to thank each and everyone of you for helping make this launch announcement such a major success! Internally, we had some goals for our wishlist on Steam, which we thought would be enough to help us get visibility on the store when the game launches (that's how Steam rolls...). We are just so happy to report that we are about to reach that goal IN JUST THREE DAYS!!!! This is incredibly promising for the launch of Dual Universe and we know we couldn't have done it without you, our awesome community of dedicated and passionate players.
It’s time to double our Stream Wishlist goal! Let's make DU the surprise hit that we all know it can be. Please continue to spread the word about the wishlist to show our love and passion for this game. Together, we can DU it!
Again, thank you SO MUCH from all of us here at Novaquark.
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Wolfram got a reaction from Yoarii in Suggestions to make the whole asteroid experience interesting!
The fact DU makes it so easy for anyone to track someone else is why so many don't go out and risk out in PVP zone. NQ doesn't seem to understand that, they keep trying to make encounters an easy thing to see if players get involved in PVP without realizing this will only end up with the PVP space being a place exclusive to PVP players, with nobody else wanting to get into there with risk of being camped/scanned/whatever.
I'm not even bothered if some PVP org decides to claim one asteroid as theirs or camp it waiting for players to come there and gank them, that should be valid gameplay, same as if someone wants to patrol the areas around asteroids or hunt down someone carrying good cargo, but like everything else PVP and piracy should need active work from players and not only consist of someone looking at the DSAT middle column and saying "ok boys, let's go to this asteroid because someone just landed there". Why should I, as a miner, be forced to spend 40 minutes slow boating to some asteroid plus a extra minutes trying to pin-point its location and even more extracting its contents, which takes some time for T3+, while on the other side some random kid can just automatically know I set foot there and come directly at me to take my stuff, without barely any work on his part other than camping the DSAT screen?
DU needs more PVP interactions? Definitely. But pushing players into it hoping they will start participating more will just end up with the opposite effect.