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About hdparm

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  1. @KuntChopsMcFrontButt Try this: local rgbColor = vec3(light.getRGBColor()) local r = rgbColor.x -- rgbColor["x"] would also work system.print(r) But, you don't really need vec3 here. When the codex says "vec3", it means an array-like table with 3 elements, not a cpml.vec3 instance. This should also work: local rgbColor = light.getRGBColor() local r = rgbColor[1] system.print(r)
  2. T4 and T5 schematic prices are still too high. For example, Warp Beacon schematic costs 841 292 033 quanta. Assuming an average miner can mine meganodes at 200 000 liters per hour and ore can be sold at 25 quanta per liter, it's 168 hours of non-stop mining.
  3. The function dump and the unofficial changelog have been updated for r0.23. Let me know if I missed any changes.
  4. This script stops your construct 80 km above a planet and holds it there with brakes. You lose less than 0.3 km of altitude per hour, so you can AFK for a day or two The script could be modified to use an AGG, but would it be useful?
  5. Do not modify existing files in Game/data/lua. If you do, EQU8 may kick you. Creating new files is allowed. EDIT: editing local .lua files is now allowed again.
  6. It's possible. What planet were you flying from? Could you record a video next time it happens? Also check the Lua chat tab for errors. EDIT: adding more vertical space engines apparently fixed this for Sunfyre.
  7. Many autopilot scripts exist, but most are not shared publicly. You may have to script it yourself
  8. About This is a basic autopilot script that can accelerate your construct towards a planet and later apply brakes to stop. Vertical space engines are used to control drift. Requirements Space brakes, 1.5+ g. Vertical space engines (pointing down), 0.3+ g. A remote controller or a separate hovercraft seat. Limitations No manual piloting. Use another script to get to space and to land. No collision avoidance. Make sure there are no planets, moons, asteroids, space stations or pirates between you and the destination. Planet positions are st
  9. About This is a short script that prints base max thrust of linked engines. It can serve as an example, and may also be used to detect which engines do not have a technician buff applied to them. Set-up Place a programming board. Link up to 10 engines to the programming board. In the Lua editor (right-click, "Advanced", "Edit Lua code") create a unit start() event handler with this code: -- detect linked engines local engines = {} for key, value in pairs(unit) do if type(value) == "table" and type(value.export) == "table" then -- `value` is an element a
  10. @FluxFaraday By default hover engines are "magicked" to produce thrust along gravity. This can be disabled by right-clicking the hover engine, selecting "Advanced" and "Disable Thrust Along Gravity". Vertical booster behavior can be changed too. You can right-click them and enable thrust along gravity.
  11. About This tool enables a somewhat different way of writing Dual Universe scripts. It takes a single Lua file that defines a global object with event handlers, and automatically generates a script configuration that can be pasted into a control unit. This allows writing the entire script outside the game, and automates away the need to manually set up each event handler. Prerequisites Some knowledge of Dual Universe Lua scripting (watch the official tutorial) Be able to run a Lua script from the command line. Download wrap.lua example-input.lua
  12. Unofficial Lua changelog r0.23.0 Changes since r0.22.4: All elements New functions: getMaxRestorations(), getRemainingRestorations(). Anti-Gravity Generator setBaseAltitude(altitude) no longer works inside the system flush() event. Container (Fuel and Item) New event: storageAcquired(). New functions: acquireStorage(), getItemsList(), getItemsVolume(), getMaxVolume(). Control unit New function: getMasterPlayerRelativeOrientation(). Restored function: setupCon
  13. This is the result of running the globals dumping script in-game on constructs that had various elements attached to them. Some exposed functions were called with pcall. The first value indicates whether the call was successful, the second is the actual function return value. All functions that return a vector return it as a table, not as a vec3 structure. Usually such functions will be called like this: local worldGravity = vec3(core.getWorldGravity()). Boolean values are returned as a number 0 or 1, and not as true or false. Element events are not listed here, as they
  14. Interesting. Someone should make a template for https://github.com/TypeScriptToLua/TypeScriptToLua too
  15. 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():
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