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Supermega

Alpha Tester
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  1. Like
    Supermega reacted to Emptiness in When will the space safe zone be removed?   
    No, the end goal of this game is to build a thriving civilization.
     
    Pvpers are the emotionally disturbed and should be rooted out and exterminated with prejudice.
  2. Like
    Supermega reacted to Iorail in When will the space safe zone be removed?   
    There is no resource drain at all cause nothing is destroyed, everything can be repair so there is really no sink. PvP is in shambles anyway and needs a major overhaul before anything else is done/added.
  3. Like
    Supermega reacted to Iorail in When will the space safe zone be removed?   
    It doesn’t matter what the PvP’ers want or what the PvE’ers want, it all comes down to what generates the most money for the game so it can continue to exist. If the PvP’ers are getting bored because people are staying in the safe zone, fight each other, stop trying to force everyone to your play style. End of story. Now, just opening a PvP thread every few days is not going to change anything, could have posted in the other 2625 threads about this that already exist that sank to the bottom of the forums for lack of interest.
  4. Like
    Supermega reacted to FryingDoom in When will the space safe zone be removed?   
    No my answer is if something is so unpopular that they can't get enough people to do it why should it be forced on people.
    World of Warcraft learned this when they realised how unpopular PvP servers were and made it opt in, as did Elite Dangerous.
  5. Like
    Supermega reacted to FryingDoom in When will the space safe zone be removed?   
    Why does so much space have to be given over to PvP? If most people hate PvP which is apparent because of the lack of it without PvP occurring, if you don't force people to PvP.
     
    As to PvP v PvE, ever seen a PvE pirate harass the same player? post the comments on a third party site? or for that matter complain about players being able to get better defences?
  6. Like
    Supermega reacted to FryingDoom in When will the space safe zone be removed?   
    PvE also adds risk and a lot more people seem to enjoy that than they do PvP.
     
    What I find startling is the fact that PvP gamers always talk about how good PvP is but they only ever seem to want to attack non-PvP players in ships that cannot fight back, against players with no interest in learning all of the skills and abilities to PvP. They never seem to form into opposing groups in areas with the aim of attacking other PvP players.
  7. Like
    Supermega reacted to Aaron Cain in When will the space safe zone be removed?   
    Because it aint, and nobody is apparently building ships for pure PvP to get them destroyed.
    As i read this i think the aim is not to have more PvP but to have more targets for free stuff.
    DU is not a PvP game, it is a game and has PvP.
    DU also does not bring content, It Is Content and the people need to make the story.
    Well, i was not planning to put C.A.T.S. AcE into action already but now i think I will have to. For defense of our partners we  build fighters for pure PvP with the sole aim to kill these people who are just waiting for an easy kill. So if your looking to help and defend and are not too lazy to only go for free ships provided but actually work to build your ship, join ushttps://discord.gg/uJXeJ7q  .
     
    I do however share the motion that in beta we already need to have all zones as we will have them after reall launch, And not have them changet at day 1 after launch.
     
  8. Like
    Supermega reacted to FryingDoom in When will the space safe zone be removed?   
    Hold on, if PvP is so highly loved by so many, surely there must be thousands of people feely engaging in PvP, as so many love it.
     
    Why do you need to force people into PvP if it is such a great thing?
  9. Like
    Supermega reacted to RONinja in Basic Ore Monitor For Containers   
    Basic Ore Monitor.

    Requires
    3 Programming Boards
    2 Databanks --two is needed to prevent weird code crossing bugs. later this may be less when they fix bug.
    20 Containers of same Size
    1 screen
    1 switch
    1 relay
     
    PB1->switch-> relay-> PB2 PB3

    Create Events in Lua Editor and Paste the Following as Instructed.
     
    9/17 - Fixed parameter for single boards.Changed some names and Added more exports
     
     
    Programming Board 1 -- Can do 9 Containers OR Read from Databanks ---screen ---databank-----only if your doing more than 9 items added last ---databank2-----only if your doing more than 9 items(using 2 helps code from being crossed from bugs)added last ---switch-----only if your doing more than 9 items ----Unit Start if Morethan9slots == "On" then switch.activate() end unit.setTimer("Live",1) unit.hide() ----Unit Tick ---Name the Tick Live Morethan9slots = "Off" --export:Off for 9 slots and On for more than 9 and requires databanks. local containermax = 9600 --export:;Your max container holding. local slot1item = "Bauxite" --export:;Slot1 Iten. local slot1weight = 1.28 --export:;Slot1 weight. local slot2item = "Coal" --export:;Slot2 Iten. local slot2weight = 1.35 --export:;Slot2 weight. local slot3item = "Hematite" --export:;Slot3 Iten. local slot3weight = 5.04 --export:;Slot3 weight. local slot4item = "Quartz" --export:;Slot4 Iten. local slot4weight = 2.65 --export:;Slot4 weight. local slot5item = "Chromite" --export:;Slot5 Iten. local slot5weight = 4.54 --export:;Slot5 weight. local slot6item = "Limestone" --export:;Slot6 Iten. local slot6weight = 2.71 --export:;Slot6 weight. local slot7item = "Malachite" --export:;Slot7 Iten. local slot7weight = 4.0 --export:;Slot7 weight. local slot8item = "Natron" --export:;Slot8 Iten. local slot8weight = 1.55 --export:;Slot8 weight. local slot9item = "Acanthite" --export:;Slot9 Iten. local slot9weight = 7.2 --export:;Slot9 weight. if Morethan9slots == "Off" then local dbhtml = "" local dhtml = "" local index = {1, 2, 3, 4, 5, 6, 7, 8, 9} -- Row of Container? local containers = {slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8, slot9} -- slot names local weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight, slot7weight, slot8weight, slot9weight} -- inspected kg of item local items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item, slot7item, slot8item, slot9item} -- names to display local htmlContent = "" for i=1, #containers do htmlContent = htmlContent .. "<tr>".."<th>"..index[i].."</th><th>"..items[i].."</th><th>"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100)).."%</th><th>"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5).."</th><tr>" end local html = [[ <table style=" margin-left: auto; margin-right: auto; width:30%; font-size:1.25em; text-align:left;"> <tr style = " background-color:Purple; color:black !important;"> <svg> <g> <text xml:space="preserve" text-anchor="start" font-family="Helvetica, Arial, sans-serif" font-size="30" id="svg_8" y="50" x="10" stroke="#ff0000" fill="#ff7f00">PB1</text> </g></svg> <th>Row</th> <th>Product</th> <th>Container%</th> <th>Total Ore</th> </tr> ]]..htmlContent..[[ </table>]] screen.setHTML(html) elseif Morethan9slots == "On" then switch.activate() dbhtml = databank.getStringValue(OreMonitorTwo) dhtml = databank2.getStringValue(OreMonitorThree) local index = {1, 2, 3, 4, 5, 6} -- Row of Container? local containers = {slot1, slot2, slot3, slot4, slot5, slot6} -- slot names local weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight} -- inspected kg of item local items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item} -- names to display local htmlContent = "" for i=1, #containers do htmlContent = htmlContent .. "<tr>".."<th>"..index[i].."</th><th>"..items[i].."</th><th>"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100)).."%</th><th>"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5).."</th><tr>" end local html = [[ <table style=" margin-left: auto; margin-right: auto; width:30%; font-size:1.25em; text-align:left;"> <tr style = " background-color:Purple; color:black !important;"> <svg> <g> <text xml:space="preserve" text-anchor="start" font-family="Helvetica, Arial, sans-serif" font-size="30" id="svg_8" y="50" x="10" stroke="#ff0000" fill="#ff7f00">PB1</text> </g></svg> <th>Row</th> <th>Product</th> <th>Container%</th> <th>Total Ore</th> </tr> ]]..htmlContent..[[]]..dbhtml..[[]]..dhtml..[[ </table>]] screen.setHTML(html) end ---Unit Stop if Morethan9slots == "On" then switch.deactivate() end screen.clear() Programming Board 2 --databank is last slot to add and named databank ---Unit Start unit.setTimer("Live",1) unit.hide() ----Unit Tick ---Name the Tick Live --databank is last slot to add and named databank local slot1item = "Malachite" --export:;Slot1 Iten. local slot1weight = 4.0 --export:;Slot1 weight. local slot2item = "Natron" --export:;Slot2 Iten. local slot2weight = 1.55 --export:;Slot2 weight. local slot3item = "Acanthite" --export:;Slot3 Iten. local slot3weight = 7.2 --export:;Slot3 weight. local slot4item = "Garnierite" --export:;Slot4 Iten. local slot4weight = 2.60 --export:;Slot4 weight. local slot5item = "Petalite" --export:;Slot5 Iten. local slot5weight = 2.41 --export:;Slot5 weight. local slot6item = "Pyrite" --export:;Slot6 Iten. local slot6weight = 5.01 --export:;Slot6 weight. local slot7item = "Colbaltite" --export:;Slot7 Iten. local slot7weight = 6.33 --export:;Slot7 weight. local slot8item = "Cryolite" --export:;Slot8 Iten. local slot8weight = 2.95 --export:;Slot8 weight. local slot9item = "Gold Nuggets" --export:;Slot9 Iten. local slot9weight = 19.30 --export:;Slot9 weight. local dbhtml = "" local dhtml = "" local index = {7, 8, 9, 10, 11, 12, 13, 14, 15} -- Row of Container? local containers = {slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8, slot9} -- slot names local weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight, slot7weight, slot8weight, slot9weight} -- inspected kg of item local items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item, slot7item, slot8item, slot9item} -- names to display local htmlContent = "" local containermax = 9600 --export:;Your max container holding. for i=1, #containers do htmlContent = htmlContent .. "<tr>".."<th>"..index[i].."</th><th>"..items[i].."</th><th>"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100)).."%</th><th>"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5).."</th><tr>" end local html = [[ <table style=" margin-left: auto; margin-right: auto; width:30%; font-size:1.25em; text-align:left;"> <tr style = " background-color:Purple; color:black !important;"> <svg> <g> <text xml:space="preserve" text-anchor="start" font-family="Helvetica, Arial, sans-serif" font-size="30" id="svg_8" y="50" x="10" stroke="#ff0000" fill="#ff7f00">PB2</text> </g></svg> <th>Row</th> <th>Product</th> <th>Container%</th> <th>Total Ore</th> </tr> ]]..htmlContent..[[ </table>]] databank.setStringValue(OreMonitorTwo,html) Programming Board 3 --databank is last slot to add and named databank ---Unit Start unit.setTimer("Live",1) unit.hide() ----Unit Tick ---Name the Tick Live --databank is last slot to add and named databank local slot1item = "Kobelckite" --export:;Slot1 Iten. local slot1weight = 2.37 --export:;Slot1 weight. local slot2item = "Columbite" --export:;Slot2 Iten. local slot2weight = 5.38 --export:;Slot2 weight. local slot3item = "Illmenite" --export:;Slot3 Iten. local slot3weight = 4.55 --export:;Slot3 weight. local slot4item = "Rhodonite" --export:;Slot4 Iten. local slot4weight = 3.76 --export:;Slot4 weight. local slot5item = "Vanadinite" --export:;Slot5 Iten. local slot5weight = 6.95 --export:;Slot5 weight. local slot6item = "Not set" --export:;Slot6 Iten. local slot6weight = 0 --export:;Slot6 weight. local slot7item = "Not set" --export:;Slot7 Iten. local slot7weight = 0 --export:;Slot7 weight. local slot8item = "Not set" --export:;Slot8 Iten. local slot8weight = 0 --export:;Slot8 weight. local slot9item = "Not set" --export:;Slot9 Iten. local slot9weight = 0 --export:;Slot9 weight. local index = {16, 17, 18, 19, 20} -- Row of Container? local containers = {slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8, slot9} -- slot names local weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight, slot7weight, slot8weight, slot9weight} -- inspected kg of item local items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item, slot7item, slot8item, slot9item} -- names to display local htmlContent = "" local containermax = 1200 --export:;Your max container holding. for i=1, #containers do htmlContent = htmlContent .. "<tr>".."<th>"..index[i].."</th><th>"..items[i].."</th><th>"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100)).."%</th><th>"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5).."</th><tr>" end local html = [[ <table style=" margin-left: auto; margin-right: auto; width:30%; font-size:1.25em; text-align:left;"> <tr style = " background-color:Purple; color:black !important;"> <svg> <g> <text xml:space="preserve" text-anchor="start" font-family="Helvetica, Arial, sans-serif" font-size="30" id="svg_8" y="50" x="10" stroke="#ff0000" fill="#ff7f00">PB3</text> </g></svg> <th>Row</th> <th>Product</th> <th>Container%</th> <th>Total Ore</th> </tr> ]]..htmlContent..[[ </table>]] databank.setStringValue(OreMonitorThree,html)  
     
    Pasteable Config for Programming Board 1. Hook up all containers (Bauxite, Coal, Hematite, Quartz, Chromite, Limestone)first and then link switch, screen, databank, databank2 and named them accordingly in the Lua editor slot area. Leave containers slots alone.
    {"slots":{"0":{"name":"slot1","type":{"events":[],"methods":[]}},"1":{"name":"slot2","type":{"events":[],"methods":[]}},"2":{"name":"slot3","type":{"events":[],"methods":[]}},"3":{"name":"slot4","type":{"events":[],"methods":[]}},"4":{"name":"slot5","type":{"events":[],"methods":[]}},"5":{"name":"slot6","type":{"events":[],"methods":[]}},"6":{"name":"switch","type":{"events":[],"methods":[]}},"7":{"name":"screen","type":{"events":[],"methods":[]}},"8":{"name":"databank","type":{"events":[],"methods":[]}},"9":{"name":"databank2","type":{"events":[],"methods":[]}},"-1":{"name":"unit","type":{"events":[],"methods":[]}},"-2":{"name":"system","type":{"events":[],"methods":[]}},"-3":{"name":"library","type":{"events":[],"methods":[]}}},"handlers":[{"code":"if Morethan9slots == \"On\" then\nswitch.activate()\nend\n\n\nunit.setTimer(\"Live\",1)\nunit.hide()","filter":{"args":[],"signature":"start()","slotKey":"-1"},"key":"0"},{"code":"if Morethan9slots == \"On\" then\nswitch.deactivate()\nend\n\nscreen.clear()\n","filter":{"args":[],"signature":"stop()","slotKey":"-1"},"key":"1"},{"code":"Morethan9slots = \"Off\" --export:Off for 9 slots and On for more than 9 and requires databanks.\nlocal containermax = 9600 --export:;Your max container holding.\nlocal slot1item = \"Bauxite\" --export:;Slot1 Iten.\nlocal slot1weight = 1.28 --export:;Slot1 weight.\nlocal slot2item = \"Coal\" --export:;Slot2 Iten.\nlocal slot2weight = 1.35 --export:;Slot2 weight.\nlocal slot3item = \"Hematite\" --export:;Slot3 Iten.\nlocal slot3weight = 5.04 --export:;Slot3 weight.\nlocal slot4item = \"Quartz\" --export:;Slot4 Iten.\nlocal slot4weight = 2.65 --export:;Slot4 weight.\nlocal slot5item = \"Chromite\" --export:;Slot5 Iten.\nlocal slot5weight = 4.54 --export:;Slot5 weight.\nlocal slot6item = \"Limestone\" --export:;Slot6 Iten.\nlocal slot6weight = 2.71 --export:;Slot6 weight.\nlocal slot7item = \"Malachite\" --export:;Slot7 Iten.\nlocal slot7weight = 4.0 --export:;Slot7 weight.\nlocal slot8item = \"Natron\" --export:;Slot8 Iten.\nlocal slot8weight = 1.55 --export:;Slot8 weight.\nlocal slot9item = \"Acanthite\" --export:;Slot9 Iten.\nlocal slot9weight = 7.2 --export:;Slot9 weight.\n\nif Morethan9slots == \"Off\" then\nlocal dbhtml = \"\"\nlocal dhtml = \"\"\nlocal index = {1, 2, 3, 4, 5, 6, 7, 8, 9} -- Row of Container?\nlocal containers = {slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8, slot9} -- slot names\nlocal weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight, slot7weight, slot8weight, slot9weight} -- inspected kg of item\nlocal items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item, slot7item, slot8item, slot9item} -- names to display\nlocal htmlContent = \"\"\nfor i=1, #containers do\n htmlContent = htmlContent .. \"<tr>\"..\"<th>\"..index[i]..\"</th><th>\"..items[i]..\"</th><th>\"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100))..\"%</th><th>\"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)..\"</th><tr>\"\nend\nlocal html = [[\n<table style=\"\nmargin-left: auto;\nmargin-right: auto;\nwidth:30%;\nfont-size:1.25em;\ntext-align:left;\">\n <tr style = \"\nbackground-color:Purple;\ncolor:black !important;\">\n <svg>\n <g>\n <text xml:space=\"preserve\" text-anchor=\"start\" font-family=\"Helvetica, Arial, sans-serif\" font-size=\"30\" id=\"svg_8\" y=\"50\" x=\"10\" stroke=\"#ff0000\" fill=\"#ff7f00\">PB1</text> \n </g></svg>\n <th>Row</th>\n <th>Product</th>\n <th>Container%</th>\n <th>Total Ore</th>\n </tr>\n ]]..htmlContent..[[\n</table>]]\n\nscreen.setHTML(html)\nelseif Morethan9slots == \"On\" then\nswitch.activate()\ndbhtml = databank.getStringValue(OreMonitorTwo)\ndhtml = databank2.getStringValue(OreMonitorThree)\nlocal index = {1, 2, 3, 4, 5, 6} -- Row of Container?\nlocal containers = {slot1, slot2, slot3, slot4, slot5, slot6} -- slot names\nlocal weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight} -- inspected kg of item\nlocal items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item} -- names to display\nlocal htmlContent = \"\"\nfor i=1, #containers do\n htmlContent = htmlContent .. \"<tr>\"..\"<th>\"..index[i]..\"</th><th>\"..items[i]..\"</th><th>\"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100))..\"%</th><th>\"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)..\"</th><tr>\"\nend\nlocal html = [[\n<table style=\"\nmargin-left: auto;\nmargin-right: auto;\nwidth:30%;\nfont-size:1.25em;\ntext-align:left;\">\n <tr style = \"\nbackground-color:Purple;\ncolor:black !important;\">\n <svg>\n <g>\n <text xml:space=\"preserve\" text-anchor=\"start\" font-family=\"Helvetica, Arial, sans-serif\" font-size=\"30\" id=\"svg_8\" y=\"50\" x=\"10\" stroke=\"#ff0000\" fill=\"#ff7f00\">PB1</text> \n </g></svg>\n <th>Row</th>\n <th>Product</th>\n <th>Container%</th>\n <th>Total Ore</th>\n </tr>\n ]]..htmlContent..[[]]..dbhtml..[[]]..dhtml..[[\n</table>]]\n\nscreen.setHTML(html)\n\nend\n\n\n","filter":{"args":[{"value":"Live"}],"signature":"tick(timerId)","slotKey":"-1"},"key":"2"},{"code":"dbhtmltwo = databank.getStringValue(OreMonitorTwo)\nscreen.setHTML(dbhtmltwo)","filter":{"args":[{"value":"option2"}],"signature":"actionStart(action)","slotKey":"-2"},"key":"3"},{"code":"local index = {1, 2, 3, 4, 5, 6, 7} -- Row of Container?\nlocal containers = {slot1, slot2, slot3, slot4, slot5, slot6, slot7} -- slot names\nlocal weights = {1.28, 1.35, 5.04, 2.65, 4.54, 2.71, 4.0} -- inspected kg of item\nlocal items = {\"Bauxite\", \"Coal\", \"Hematite\", \"Quartz\", \"Chromite\", \"Limestone\", \"Malachite\"} -- names to display\nlocal htmlContent = \"\"\n\nfor i=1, #containers do\n htmlContent = htmlContent .. \"<tr>\"..\"<th>\"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)..\"</th><th>\"..items[i]..\"</th><th>\"..index[i]..\"</th></tr>\"\nend\nlocal html = [[\n<table style=\"\nmargin-left: auto;\nmargin-right: auto;\nwidth:25%;\nfont-size:1.25em;\ntext-align:left;\">\n <tr style = \"\nbackground-color:Blue;\ncolor:black !important;\">\n <th>Amount</th>\n <th>Row</th>\n <th>#</th>\n </tr>\n ]]..htmlContent..[[]]..dbhtmltwo..[[]]..dbhtml..[[\n</table>]]\n\nscreen.setHTML(html)\n","filter":{"args":[{"value":"option1"}],"signature":"actionStart(action)","slotKey":"-2"},"key":"4"},{"code":"dbhtmlthree = databank.getStringValue(fuck)\nscreen.setHTML(dbhtmlthree)","filter":{"args":[{"value":"option3"}],"signature":"actionStart(action)","slotKey":"-2"},"key":"5"}],"methods":[],"events":[]} Programming Board 2   Link containers(Malachite, Natron, Acanthite, Garnieririte, Petalite, Pyrite, Cobaltite, Cryolite, Gold Nuggets First and then Last slot is databank and named like so.
     
    {"slots":{"0":{"name":"slot1","type":{"events":[],"methods":[]}},"1":{"name":"slot2","type":{"events":[],"methods":[]}},"2":{"name":"slot3","type":{"events":[],"methods":[]}},"3":{"name":"slot4","type":{"events":[],"methods":[]}},"4":{"name":"slot5","type":{"events":[],"methods":[]}},"5":{"name":"slot6","type":{"events":[],"methods":[]}},"6":{"name":"slot7","type":{"events":[],"methods":[]}},"7":{"name":"slot8","type":{"events":[],"methods":[]}},"8":{"name":"slot9","type":{"events":[],"methods":[]}},"9":{"name":"databank","type":{"events":[],"methods":[]}},"-1":{"name":"unit","type":{"events":[],"methods":[]}},"-2":{"name":"system","type":{"events":[],"methods":[]}},"-3":{"name":"library","type":{"events":[],"methods":[]}}},"handlers":[{"code":"--databank is last slot to add and named databank\n\n\nlocal slot1item = \"Malachite\" --export:;Slot1 Iten.\nlocal slot1weight = 4.0 --export:;Slot1 weight.\nlocal slot2item = \"Natron\" --export:;Slot2 Iten.\nlocal slot2weight = 1.55 --export:;Slot2 weight.\nlocal slot3item = \"Acanthite\" --export:;Slot3 Iten.\nlocal slot3weight = 7.2 --export:;Slot3 weight.\nlocal slot4item = \"Garnierite\" --export:;Slot4 Iten.\nlocal slot4weight = 2.60 --export:;Slot4 weight.\nlocal slot5item = \"Petalite\" --export:;Slot5 Iten.\nlocal slot5weight = 2.41 --export:;Slot5 weight.\nlocal slot6item = \"Pyrite\" --export:;Slot6 Iten.\nlocal slot6weight = 5.01 --export:;Slot6 weight.\nlocal slot7item = \"Colbaltite\" --export:;Slot7 Iten.\nlocal slot7weight = 6.33 --export:;Slot7 weight.\nlocal slot8item = \"Cryolite\" --export:;Slot8 Iten.\nlocal slot8weight = 2.95 --export:;Slot8 weight.\nlocal slot9item = \"Gold Nuggets\" --export:;Slot9 Iten.\nlocal slot9weight = 19.30 --export:;Slot9 weight.\nlocal dbhtml = \"\"\nlocal dhtml = \"\"\nlocal index = {1, 2, 3, 4, 5, 6, 7, 8, 9} -- Row of Container?\nlocal containers = {slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8, slot9} -- slot names\nlocal weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight, slot7weight, slot8weight, slot9weight} -- inspected kg of item\nlocal items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item, slot7item, slot8item, slot9item} -- names to display\nlocal htmlContent = \"\"\nlocal containermax = 9600 --export:;Your max container holding.\nfor i=1, #containers do\n htmlContent = htmlContent .. \"<tr>\"..\"<th>\"..index[i]..\"</th><th>\"..items[i]..\"</th><th>\"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100))..\"%</th><th>\"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)..\"</th><tr>\"\nend\nlocal html = [[\n<table style=\"\nmargin-left: auto;\nmargin-right: auto;\nwidth:30%;\nfont-size:1.25em;\ntext-align:left;\">\n <tr style = \"\nbackground-color:Purple;\ncolor:black !important;\">\n <svg>\n <g>\n <text xml:space=\"preserve\" text-anchor=\"start\" font-family=\"Helvetica, Arial, sans-serif\" font-size=\"30\" id=\"svg_8\" y=\"50\" x=\"10\" stroke=\"#ff0000\" fill=\"#ff7f00\">PB2</text> \n </g></svg>\n <th>Row</th>\n <th>Product</th>\n <th>Container%</th>\n <th>Total Ore</th>\n </tr>\n ]]..htmlContent..[[\n</table>]]\n\n\ndatabank.setStringValue(OreMonitorTwo,html)\n","filter":{"args":[{"value":"Live"}],"signature":"tick(timerId)","slotKey":"-1"},"key":"0"},{"code":"unit.setTimer(\"Live\",1)\nunit.hide()","filter":{"args":[],"signature":"start()","slotKey":"-1"},"key":"1"}],"methods":[],"events":[]} Programming Board 3 Link containers(Kobelckite, Columbite, Illemnite, Rhodonite, Vanadinite) First and then Last slot is databank and named like so.
    {"slots":{"0":{"name":"slot1","type":{"events":[],"methods":[]}},"1":{"name":"slot2","type":{"events":[],"methods":[]}},"2":{"name":"slot3","type":{"events":[],"methods":[]}},"3":{"name":"slot4","type":{"events":[],"methods":[]}},"4":{"name":"slot5","type":{"events":[],"methods":[]}},"5":{"name":"databank","type":{"events":[],"methods":[]}},"6":{"name":"slot7","type":{"events":[],"methods":[]}},"7":{"name":"slot8","type":{"events":[],"methods":[]}},"8":{"name":"slot9","type":{"events":[],"methods":[]}},"9":{"name":"slot10","type":{"events":[],"methods":[]}},"-1":{"name":"unit","type":{"events":[],"methods":[]}},"-2":{"name":"system","type":{"events":[],"methods":[]}},"-3":{"name":"library","type":{"events":[],"methods":[]}}},"handlers":[{"code":"--databank is last slot to add and named databank\n\nlocal slot1item = \"Kobelckite\" --export:;Slot1 Iten.\nlocal slot1weight = 2.37 --export:;Slot1 weight.\nlocal slot2item = \"Columbite\" --export:;Slot2 Iten.\nlocal slot2weight = 5.38 --export:;Slot2 weight.\nlocal slot3item = \"Illmenite\" --export:;Slot3 Iten.\nlocal slot3weight = 4.55 --export:;Slot3 weight.\nlocal slot4item = \"Rhodonite\" --export:;Slot4 Iten.\nlocal slot4weight = 3.76 --export:;Slot4 weight.\nlocal slot5item = \"Vanadinite\" --export:;Slot5 Iten.\nlocal slot5weight = 6.95 --export:;Slot5 weight.\nlocal slot6item = \"Not set\" --export:;Slot6 Iten.\nlocal slot6weight = 0 --export:;Slot6 weight.\nlocal slot7item = \"Not set\" --export:;Slot7 Iten.\nlocal slot7weight = 0 --export:;Slot7 weight.\nlocal slot8item = \"Not set\" --export:;Slot8 Iten.\nlocal slot8weight = 0 --export:;Slot8 weight.\nlocal slot9item = \"Not set\" --export:;Slot9 Iten.\nlocal slot9weight = 0 --export:;Slot9 weight.\nlocal index = {16, 17, 18, 19, 20} -- Row of Container?\nlocal containers = {slot1, slot2, slot3, slot4, slot5, slot6, slot7, slot8, slot9} -- slot names\nlocal weights = {slot1weight, slot2weight, slot3weight, slot4weight, slot5weight, slot6weight, slot7weight, slot8weight, slot9weight} -- inspected kg of item\nlocal items = {slot1item, slot2item, slot3item, slot4item, slot5item, slot6item, slot7item, slot8item, slot9item} -- names to display\nlocal htmlContent = \"\"\nlocal containermax = 1200 --export:;Your max container holding.\nfor i=1, #containers do\n htmlContent = htmlContent .. \"<tr>\"..\"<th>\"..index[i]..\"</th><th>\"..items[i]..\"</th><th>\"..math.ceil(((math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)/containermax)*100))..\"%</th><th>\"..math.ceil((containers[i].getItemsMass()/weights[i]) - 0.5)..\"</th><tr>\"\nend\nlocal html = [[\n<table style=\"\nmargin-left: auto;\nmargin-right: auto;\nwidth:30%;\nfont-size:1.25em;\ntext-align:left;\">\n <tr style = \"\nbackground-color:Purple;\ncolor:black !important;\">\n <svg>\n <g>\n <text xml:space=\"preserve\" text-anchor=\"start\" font-family=\"Helvetica, Arial, sans-serif\" font-size=\"30\" id=\"svg_8\" y=\"50\" x=\"10\" stroke=\"#ff0000\" fill=\"#ff7f00\">PB3</text> \n </g></svg>\n <th>Row</th>\n <th>Product</th>\n <th>Container%</th>\n <th>Total Ore</th>\n </tr>\n ]]..htmlContent..[[\n</table>]]\ndatabank.setStringValue(OreMonitorThree,html)\n\n","filter":{"args":[{"value":"Live"}],"signature":"tick(timerId)","slotKey":"-1"},"key":"0"},{"code":"unit.setTimer(\"Live\",1)\nunit.hide()","filter":{"args":[],"signature":"start()","slotKey":"-1"},"key":"1"}],"methods":[],"events":[]}  
  10. Like
    Supermega reacted to NQ-Naerais in Alpha 3.1 Twitch Stream! June 18 @ 11am EST / 3pm UTC   
    This Thursday at 11 am EST / 3 PM UTC we’ll be holding our second Twitch live-stream Q&A, with JC returning and answering more questions from the community regarding the recently released Alpha version 3.1. In particular, there will be an emphasis on the use of warp drives and surrogates in Dual Universe, so be sure to join the stream, grab a snack, and ask any questions you may have. Preceding the live Q&A will be an exclusive first look at the latest Dev Diary, featuring lots of cool new features coming to Dual Universe, including...well, you’ll just have to join us live this Thursday!  
     
    Join here:  https://www.twitch.tv/dualuniverse
     
     
     
  11. Like
    Supermega reacted to _Ieael_ in Need for more Voxel Brush shapes, and options.   
    Fantastic ideas. Hopefully we will see some of them in place soon enough.
     
    And, since we are asking and asking is free, it would be amazing if we could get a Voxel Slicer Tool, like the orange planes in this image.
     
    PS not sure if its doable from a technical perspective in a Voxel/Vertex environment though.
     

  12. Like
    Supermega got a reaction from Karyfars in Need for more Voxel Brush shapes, and options.   
    Disclaimer: All ideas are based on the publicly available info, not under NDA.

    Hello, so one of my biggest concerns with the voxel building tools so far, is the lack of support for curved shapes. I really think it would be sad to see an amazing game like this, filled with only Minecraft Box spaceships. Because curved shapes are so impossible to make. So here are a few basic additions I think could really improve on the current voxel building system. I know, more advanced voxel editing are planned like being able to edit control points, and a Voxel Element Library for more complex shapes. But, there are other, more simple things I think that can be done to get curved shapes into the game sooner rather then later. So, the basic idea is to make curved voxel shapes easily available so players would be encouraged to build none box shaped ships and constructs. I did some artwork to help illustrate my ideas. Please feel free to discuss and give feedback on this thread in the comments. Ok, So lets dive right into it.
     
     
    These pictures are examples of designs that can be made with these shapes.

     

     

     

     

     

     

     
     
    Starting Primitives
    So, there are several shapes to begin with when using the voxel deploy tool. Here are some important primitives I suggest should be added as voxel brush shapes. Those shapes are Oblate Sphere, Prolate Sphere, Cone, Torus, Elbow Joint.

    Why these shapes?
    The reason I chose these shapes is because they are nearly impossible to make with with the current tools. An even with advanced editing options, they would still be difficult to get right. So it seems like a no-brainer to have these shapes as starting primitives for the voxel brush. It would make it much easier to start creating curved shaped constructs, and encourage more creative designs.
     
    This picture is of the voxel shapes I think should be added to the voxel brush tool.

     
     
    Voxel Shape Options
    So the next thing is an a expansion on the voxel shapes, by adding parameters before/after the shapes is deployed. For example, having an option like size, and diameter of the TORUS shape before/after you deploy it, or option to set how extreme the elongation is on the SPHERE or CONE before/after you deploy it, and even maybe set the angle of the Elbow joint. So, the way I imagine it would work is, when you select a starting primitive shape, shortcuts like arrow keys, numbers keys are used to set the value of the shape options, then you can deploy it as normal. Also, having an option box that would stay on screen as long as you're using that shape could work too, so that you can continue to change options and deploy new shapes.

    This pictures give an example of what changing the options would look like on each shape.
              
     
     
    Bevel, Fillet, sharpen edge tool
    So, we currently have a tool that allows builder to smooth edges, but to expand on that idea, I think we should also have the option to Bevel, Fillet, or sharpen edges as needs. The issue is that most times the smooth tool does not give the desired result, or maybe you only want to bevel an edge but not smooth it, or maybe you want some edges with a fillet and some edges sharpen. I imagine it working exactly like the current smooth edge tool, except you would be able to Bevel an edge, Fillet an edge, or Sharpen an edge.
     
     
    This pictures below illustrates how the tool would effect the edge. This is the current smooth tool.
               
     
     
    Additional Ideas
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Scale Axes
    I think this is a simple, but vary important option that needs to be available. Basically we have the option to scale the size of voxel primitives, but we should also have the option to scale voxel primitives on a specific axis (X, Y, Z). This I think would definitely add greater control to create the desired shapes, as well as enhance the freedom of creativity.
     
    Hollow Primitives
    So, this thought came to me last minute, but I think its something that shouldn't be overlooked. The ability to start with hollow voxel primitives. Either a voxel brush option to deploy hollow voxels, or solid, and set the wall thickness, or have hollow voxel shapes as a standard starting shape to choose from. I know that there is an option to cut out voxels using primitives shapes, but the main issue is that cutting out voxels gives a very ugly looking result, most times the edges don't look right at all, or you need a hard edge but the cut out has a rounded edge with a messy texture. Also, hollow primitive shapes would improve the speed, and ease of use when building constructs. Especially when working with curved shapes. Trying to hollow out a curved shape would be a nightmare, so starting with a hollow shape would be great.
     
    Voxel Elements
    So my last suggestion is in regard to Voxel Elements. Novaquark mention in this DevBlog that will have a Library of detail, or complex voxel shapes that players could use in their constructs. They mentioned a spiral staircase as an example. Well, here are a few shapes that I think should be included in that database of Voxel Elements.

    Pictures of suggested Voxel Elements to add to the Voxel Library.

     

    I know that a voxel point cloud editing system is in development, list on trello Here. That will really open up lots of possibilities for builders. But, in addition to that, having a variety of voxel brush shapes to start with is still needed to give builders alternative options, because sometimes doing things one way just may not work out how you need it to, so having other ways to create shapes is a big help.
     
    I think that covers the general ideas I had. My overall goal is to see more spaceships and constructs that aren't just limited to boxed shapes, and enable creative builders to really unleash their imagination. An I feel adding additional shapes to the Voxel Brush tool would be a good way to accomplish that goal. Please feel free to give feedback in the comments.

    Thanks for reading, see you in the next thread.
     
     
  13. Like
    Supermega got a reaction from Takao in Need for more Voxel Brush shapes, and options.   
    Disclaimer: All ideas are based on the publicly available info, not under NDA.

    Hello, so one of my biggest concerns with the voxel building tools so far, is the lack of support for curved shapes. I really think it would be sad to see an amazing game like this, filled with only Minecraft Box spaceships. Because curved shapes are so impossible to make. So here are a few basic additions I think could really improve on the current voxel building system. I know, more advanced voxel editing are planned like being able to edit control points, and a Voxel Element Library for more complex shapes. But, there are other, more simple things I think that can be done to get curved shapes into the game sooner rather then later. So, the basic idea is to make curved voxel shapes easily available so players would be encouraged to build none box shaped ships and constructs. I did some artwork to help illustrate my ideas. Please feel free to discuss and give feedback on this thread in the comments. Ok, So lets dive right into it.
     
     
    These pictures are examples of designs that can be made with these shapes.

     

     

     

     

     

     

     
     
    Starting Primitives
    So, there are several shapes to begin with when using the voxel deploy tool. Here are some important primitives I suggest should be added as voxel brush shapes. Those shapes are Oblate Sphere, Prolate Sphere, Cone, Torus, Elbow Joint.

    Why these shapes?
    The reason I chose these shapes is because they are nearly impossible to make with with the current tools. An even with advanced editing options, they would still be difficult to get right. So it seems like a no-brainer to have these shapes as starting primitives for the voxel brush. It would make it much easier to start creating curved shaped constructs, and encourage more creative designs.
     
    This picture is of the voxel shapes I think should be added to the voxel brush tool.

     
     
    Voxel Shape Options
    So the next thing is an a expansion on the voxel shapes, by adding parameters before/after the shapes is deployed. For example, having an option like size, and diameter of the TORUS shape before/after you deploy it, or option to set how extreme the elongation is on the SPHERE or CONE before/after you deploy it, and even maybe set the angle of the Elbow joint. So, the way I imagine it would work is, when you select a starting primitive shape, shortcuts like arrow keys, numbers keys are used to set the value of the shape options, then you can deploy it as normal. Also, having an option box that would stay on screen as long as you're using that shape could work too, so that you can continue to change options and deploy new shapes.

    This pictures give an example of what changing the options would look like on each shape.
              
     
     
    Bevel, Fillet, sharpen edge tool
    So, we currently have a tool that allows builder to smooth edges, but to expand on that idea, I think we should also have the option to Bevel, Fillet, or sharpen edges as needs. The issue is that most times the smooth tool does not give the desired result, or maybe you only want to bevel an edge but not smooth it, or maybe you want some edges with a fillet and some edges sharpen. I imagine it working exactly like the current smooth edge tool, except you would be able to Bevel an edge, Fillet an edge, or Sharpen an edge.
     
     
    This pictures below illustrates how the tool would effect the edge. This is the current smooth tool.
               
     
     
    Additional Ideas
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Scale Axes
    I think this is a simple, but vary important option that needs to be available. Basically we have the option to scale the size of voxel primitives, but we should also have the option to scale voxel primitives on a specific axis (X, Y, Z). This I think would definitely add greater control to create the desired shapes, as well as enhance the freedom of creativity.
     
    Hollow Primitives
    So, this thought came to me last minute, but I think its something that shouldn't be overlooked. The ability to start with hollow voxel primitives. Either a voxel brush option to deploy hollow voxels, or solid, and set the wall thickness, or have hollow voxel shapes as a standard starting shape to choose from. I know that there is an option to cut out voxels using primitives shapes, but the main issue is that cutting out voxels gives a very ugly looking result, most times the edges don't look right at all, or you need a hard edge but the cut out has a rounded edge with a messy texture. Also, hollow primitive shapes would improve the speed, and ease of use when building constructs. Especially when working with curved shapes. Trying to hollow out a curved shape would be a nightmare, so starting with a hollow shape would be great.
     
    Voxel Elements
    So my last suggestion is in regard to Voxel Elements. Novaquark mention in this DevBlog that will have a Library of detail, or complex voxel shapes that players could use in their constructs. They mentioned a spiral staircase as an example. Well, here are a few shapes that I think should be included in that database of Voxel Elements.

    Pictures of suggested Voxel Elements to add to the Voxel Library.

     

    I know that a voxel point cloud editing system is in development, list on trello Here. That will really open up lots of possibilities for builders. But, in addition to that, having a variety of voxel brush shapes to start with is still needed to give builders alternative options, because sometimes doing things one way just may not work out how you need it to, so having other ways to create shapes is a big help.
     
    I think that covers the general ideas I had. My overall goal is to see more spaceships and constructs that aren't just limited to boxed shapes, and enable creative builders to really unleash their imagination. An I feel adding additional shapes to the Voxel Brush tool would be a good way to accomplish that goal. Please feel free to give feedback in the comments.

    Thanks for reading, see you in the next thread.
     
     
  14. Like
    Supermega reacted to Setzar in Commendation/Decoration Medals   
    An idea that I would think would be great fun is to copy from Eve is the Decorations system.  It is a completely for-fun system whereas an Organization can bestow a medal of commendation to a player for whatever reason.  Medals are designed by the Org leaders with a name, design and description.  These commendations would show up on a player's information screen somehow, and could be removed by the player if they choose to.  These medals could be given by Legates of an Org for any reason they could come up with, with ideas like:
     
    Org participation and/or Contribution Reaching a milestone (PvP kills, Constructs Produced, Hauling Jobs completed) Taking part in a major battle/event Making a huge mistake and laughing about it (crashing a huge spaceship, setting RDMS wrong and stuff getting stolen) Leaving the Org on good terms
  15. Like
    Supermega got a reaction from Haunty in Fast Travel Idea   
    This is my idea for how I think Fast Travel could be implemented. Please feel free to comment and let me know you're thoughts.

    So basically the idea would require to main things. A new element, for now I'll call it a FTL Drive. An the second thing would be Data for the location of the celestial body the player wants to travel too. I say celestial body because it doesn't have to be a planet necessarily.
     
    Here are the basic rules I came up with on how it would work.
    -------------------------------------------------------------------------------------------------------------------

    FTL Drive Element:
    The FTL Drive is a craftable item that basically works by distorting space and allowing dynamic constructs to travel to and from celestial bodies only within a single solar system. The FTL drive must be linked to at least one or more space engines on a dynamic construct to access this function. The FTL Drive requires its own special fuel in order to work. The FTL Drive also requires spatial data of a celestial body, in order to travel to that location. The type of Celestial bodies that can be traveled too depends on the spatial data gathered by the nanoformer. The FTL Drive is not instant, it takes a few minutes travel time (similar to super cruise in Elite Dangerous) and depends on the space engines size/quality/ or quantity. The FTL Drive will only drop the player off in orbit, or near the celestial body, but not to close.  
    OTHER IDEAS
    By default, the basic function only allows fast travel to the closes celestial body that the player has data for. Linking the FTL drive to more then one engine can increase the range, and/or speed. The FTL drive doesn't work if its linked to damaged engines.
    -------------------------------------------------------------------------------------------------------------------

    Spatial Data
     
    Players can use their nanoformer to gather general spacial data of celestial bodies that they visit. this data can then be used with a FTL Drive to fast travel to that location. In order to collect this spacial data, a player must be at that location in orbit or the surface, but it will take time (1 hour for example), and the player must stay in range of that celestial body until the process is done. But, how long it takes to collect this spatial data depends on a players Talent tree. The nanoformer "basic" function can only keep data for a limited amount of celestial body's, and must be upgraded via the skill tree to hold data for more locations. This function must also be upgraded, using the "talent tree", to save spacial data for different types of celestial bodies for example: Terrestrial planets, Jovian planets, Asteroids, orbit of the Star, Comets, etc..... This data can be saved to a Chip, and sold or traded to other players.
    -------------------------------------------------------------------------------------------------------------------
    That's the basic idea. I tried to think of limits and link certain aspects of its use to the Talent tree, to add some gameplay reasons for it being in the game.

    The reason I suggest using the nanoformer for collecting spatial data, is so that a player is never left out of being able to use fast travel. Even if you're a new player you can collect spacial data with you're nanoformer, and have the basic means to fast travel. Maybe this could be even linked to the Pilot Talent Tree to make navigation a even more viable skill.

    I'm against using gates for inter-planetary fast travel, because this would just become a PVP bottleneck that only Pirate groups, and large orgs would benefit from, An that would defeat the intended purpose. Traveling to planets will be a common thing for players, so fast travel should be accessible to all players.

    I agree with JC that fast travel is a necessary gameplay mechanic for the longevity of DU. long travel times is great to scifi enthusiast, but in a videogame, taking hours to go from planet to planet will get old very fast, and most gamers aren't that patient.

    Please share you're thoughts in the comments.
  16. Like
    Supermega reacted to DarkHorizon in Podcast 4 - Notes   
    Was bored, so I took some notes of all the curious and interesting stuff I heard during the podcast in the latest news update. If you don't want to listen through the whole hour and forty-six minutes, feel free to read everything I skimmed off and enjoy. Also, feel free to post or message me if you got something I should add to the OP.
     
    Here's a quick rundown on what I got.
     
    PVP Social Features Piloting Revamp Industry Changes Surface Gathering Territory Units Visual improvements UI Roadmap Update Player Questions NDA Lift  
    PVP ===
    CVC is on track for January.
     
    First version of CVC:
    Large -temporary- arena in space only Will be expanded to atmospheres, then the entire game world. More versions in the future?  
    Pillars of CVC:
    Lock+Target - operating at long range, one way of dealing with lag Destruction - piece by piece, physical holes Multi-crew - No battleships controlled by one person  
    Future Improvements to CVC:
    Repair Units - Rebuild your ship at 'last snapshot', Shipyards Separation between PVP space and safe zones.  
    Construct vs Avatar: 
    If a player is hiding behind a wall and you shoot the wall, the player will die because of the blast radius. Explicit player targeting will come later (if needed).  
     
     
    Social Features ===
    Some features may be coming sooner.
     
    Legates:
    Legates will have the right to decide who should do what in an organization. A voting system for Legates You can have other organizations among Legates Someone in an organization can be chosen as a representative - A Super Legate  
    Ownership: Everything in the game has an owner.
    Will be expanded to individual items in the player's inventory. An engine belonging to a specific player can be held in another player's inventory. New filters will be applicable. Organizations can now own constructs. Players can formally trade and transfer construct rights between each other and organizations.  
    Partial revamp of RDMS:
    New types of rights introduced Legates will have rights to manage an organizations RDMS Three specific groups: Actors: Groups of people put together to define people. Miners, pilots, etc Rights: Construct based, territory-based, item-based, and more. Tags: Ability to tag items, constructs, territories, etc, to target a policy Chat system being worked on. A solution will be made for people in organizations that are non-testers.  
     
     
    Piloting Revamp ===
    All changes will be given a dedicated dev blog, this is just some of them
    Wings will be able to cause torque
    Script generation in control units redone
    Flight with mouse
    Autoconfig script will need to be run on A3 release
    "G" will trigger gears without the need for scripting.
    Cruise control will control your ship with velocity instead of thrust
     Different 'mode'  Easier to control ship  Easier for new players in space, more feedback, easier to understand what you're doing  Not a 'better way' Balancing
     Space engines unbalanced, very overpowered  Rocket booster fuel cost and materials adjusted  Player specialization will start to increase  
     
    Industry Changes ===
    New Modes:
    Maintain - Indy linked to out container, will attempt to keep a number set of whatever the unit is building (always maintaining a set 30 ore then stopping) Set Number - Indy will make a specific number of parts, then stop. Recipes revamped, will now make sense, parts will have actual names, "burner", "case housing", etc
    Ore distribution altered
    New Specialized Indy Units: Glass, metal, etc
    New Indy designs, animations soon.
     
     
     
    Surface Gathering ===
    Extension of existing game play
    Collect surface resources, fairly low value
    Resources may, depending on where they are, but not always regenerate
    Intended to be a more casual experience and help new players
    Rocks, crystals, trees
    Initial seeding will be done, then more refined over time
    New Tool: Surface Gathering Tool
    Walk up to a surface element, activate the tool, charge up, gather resource  
     
     
    Territory Units ===
    Making a comeback
    Who has rights to mine, build, etc
     
     
     
    Visual improvements ===
    Space lighting 'too dark'
    Nebula added to brighten things
    Will be able to see other ships at a distance in space

     
    UI ===
    Not all UI elements will be changed in A3, all however will be improved over time.
    Entire revamp planned for more consistent interfaces
     
     
     
    Roadmap Update ===
    Consolidation and stabilization will be focused on after A3
    Some beta features may be postponed New things will still be added User Experience
    Ensuring things work well Information provided when the player needs it Onboarding process further polished Beta 2
    Need to introduce features really important to coherence for all gameplay pillars Release will be an acknowledgment of the maturation of the game, not necessarily addressing more issues. This was done with the unannounced 'pre-alpha' stage.  
    Fast Travel Options:
    Visit a place once, unlock a 'fast travel' option. Planets moved closer together. Speed limit increased. Other ideas open to player feedback  
    Planet Revamp: Exploring in DU gives a sense of wonder. Well underway. Destined for alpha 3 but was pushed back. Biome design, more realistic textures. How things look today are still considered placeholders. Ongoing effort. The geometry of planets will not be changed after the beta, no wipe, no regeneration. It will be the final version of where mountains, forests are, etc.
     
    Mining: Bigger variety of mining veins. From mega veins over multiple territories, to tiny pebbles, regular nodes, etc.
     
    Territory Warfare: Design not completely set. Claim enough territories around a territory you own, one in the center becomes a 'temporary safe zone'. Destroy the territory unit to claim it for your own. Evolution of combat V2. Expanded to the whole system, not just the PVP arena.
     
    Mission System: Nothing more than a player given quest system allowing players or orgs to design missions for others to complete for rewards. Will help address the need for things for new players to do, mine ore for an organization, etc. Exploring 'NPC type' missions that only new players can do (TBD).
     
    Release and Post Release: An indication of what NQ wants for release with some features coming after release. Some features might be ready earlier. 
    Player-owned markets were pushed back due to challenges; what happens if you store your market in your inventory, destruction occurs, having player owned markets be in PVP areas or not. Energy management will come with specific challenges. Create groups of people who are not parts of the same organization to work, play, fight together.  
     
     
    Player Questions ===
    Will Beta be feature complete:
    What is 'feature complete'? It's really hard to say for a game like DU. What do we need to make a release ready game? We have our priorities for release. As company size increases, we'll be able to do more things. Things will get better the more successes occur for the game.
     
    Will gameplay look much different after release from alpha? Crafting times, recipes, talent costs, space station placement, restrictions, and so on. When will we see these changes before release:
    Balancing things will always be occurring, new things will always be here to fix for changes to old features and after introducing new ones. As much balance will be pushed as needed to keep the health of the game where it needs to be.
    We try not to revisit things that we consider are 'in a good state'. How many features we need vs how many we want. When there is a feature that is pretty good or where it needs to be, great, let's shelve it and work on other features that need help. Loopback if we need to.
     
    Preception of less communication in NQ since Kickstarter ended:
    It's been busy, the team hasn't exactly been happy with this lack of communication. Dev diaries reintroduced, would like to do one every month, but we need to gather high enough quality footage for these videos, this is why we introduced the podcasts, we're still trying to find the tone and type of content for podcasts, but the idea was to have a forum where we can speak to the community, talk about the game, give them an inside look at what we're doing, give them access to the developers. 
     
    We've had a great reception, this is something we'd like to do more frequently. Hopefully all this we've been putting out to answer more questions from the community. We have a second podcast, we're planning an AMA, all to reinitiate that communication. Hopefully, this is something we'll be doing in the next few months as we head into another incredible year. Maybe as a reassurance, we spend quite a bit of time reading the forums, maybe we don't respond always, but when we think about new features and are balancing things, we spend quite a lot of time on the forums seeing what you're thinking and saying. As often as we can, we make changes to act positively to what you're saying.
     
    Our ticket system is carefully monitored and various things are given priorities where everything will be handled at some point. The problem is the limit of how much we can do in a given time so sometimes it might take a lot of time to fix something you think would be easy to fix, that's not the problem. The problem is other things need to be done before this because we've judged there are more needing. Think of it as a hospital, you deal with the most urgent first so even though you are in pain, you're not going to die, you're not first.
     
    Not just on the forums, we also spend time reading YouTube and Discord, something I can say and I'm going to give them credit, we have a team of community managers who are advocates for the players inside the company. They are extremely vocal about making sure the community and its concerns are heard, and you can be assured they have your best interests at heart. 
     
    NQ-Nomad is one of them, he works on this podcast. I want to thank them and close this podcast by thanking the community for helping us move forward and for their support. We put that in every video and communication, we want you to know that we mean it and its not just a gimmick. This is something we all believe in, starting with JC and that culture of 'community first'. The community is our most precious asset as what this game and vision are based on, and this is distilled to all employees at NovaQuark.
     
    Nothing pleases me more than reading Discord on release days. Sometimes the feedback is good, sometimes bad, but as someone who works on the game, when players get their hands on what you've been working on and just break it instantly, we expect that, I just love reading everyone talking about the features and things I've had my hands on for a while.
     
     
     
    More community questions will be answered later in the second podcast along with the AMA.
     
     
     
    NDA Lift ===
    Will come next year when the game is ready, closer to early March after A3 is released. We need to make sure people outside the community are ready to enter the game. Stabilizing everything, improving user experience. These new players won't spend as much time as Alpha players understanding the development process and will just jump in and judge the game by its current state.
     
    Need to polish performance, visuals, improve onboarding, etc. This needs to happen before beta which creates a hard limit. We hope to be able to do this in March but it is hard to say if we will be able to meet this deadline.

     
  17. Like
    Supermega reacted to NAMECAPS in Open letter to NQ   
    I wanted to thank Novaquark, I think the whole team has managed to create something truly unique. Challenging to describe to my friends, difficult to even categorize for all it's ambition. In an ever-growing sea of independant sandbox/survival games, anybody who gives it a fair shot will see it stands on it's own. Is it lacking in some areas compared to other titles? Sure, but it's still in development, with a lot of the foundation not even mixed up yet, much less cemented - and the plot they've chosen for the whole place is in a different world anyways.
     
    That foundation is what I wanted to talk about. What I feel sets DU apart from every other title is it's ability to balance on the fine line between quality and quantity, and how every feature of the game focuses on player freedoms.
     
    I see a lot of cynicism directed at NQ and cries for "more, more!" in the NDA forums, and while I'm guilty too of being  impatient or impulsive about stuff I'm passionate about, I want NQ to see this and know that even now, as a skeletal test-bed, the canvas they've woven for all of us to leave a brushstroke on (or tear in ) is monumental.
     
    Anybody who plays games as a hobby has come across one or two games that featured some mechanic that enthralled them, a unique and unforgettable facet that outshines ANY competitors for the time. Half-Life 2's gravity gun and facial animations. Shadow of Colossus' climbing of monolithic, LIVE monsters. Saint's Row 3's "Streets of Rage" parody level where your comically busty and topless protagonist has suddenly become every 80s kid's bouncy, pixelated dream game, no cheat code or microtransaction necessary. Enthralling ideas made manifest by visionary producers and driven, talented developers.
     
    For me, the ability to manually mold a shape, color it, fill it, hollow it, refine it, equip it, animate it, tune it, adapt it to different roles, change it up in an instant, make it mine and actually climb inside and pilot the damn thing, then choose my own adventures with friends in real time (and soon lay waste to anybody who thinks they're BETTA THAN US) is the blinding light that, while surely catering to some smaller, possibly niche tastes and demographics, is just so f#$*@n' brilliant that I haven't even finished Red Dead Redemption yet. Whack, right? 
     
    A lot of us know what it's like to be drawn to original, ambitious products only to be let down when they fail to live up to their own expectations. Doom 3, No Man's Sky, Duke Nukem Forever...that time your younger sister offered to make tacos for dinner but didn't say it'd be with tofu-based beef substitute seared in a hot pan of water instead of oil...DU is not one of those stinky fermented waterlogged tacos. It is a steaming hot, well-seasoned pile of deliciousness towering in a fresh, crisp shell, just missing all the veggies, sour cream and cheese on top. One might think that, "what's the point of eating it if it's only half-done? You can't compare the two."
     
    Oh, but I can, because through a haze of carnival fumes I smell what NQ's cooking and it's drawn me by the nose like a cartoon. I dip a finger in that simmering sauce and lick it so homoerotically  clean that China censors me across the continent. Even incomplete, I know that mofo is tastier than anything else for miles - because of the time, care and refusal to compromise for lesser ingredients all bringing out the best in the foundations of that tac--er, product.
     
    Do y'all want another Ark? I don't think so. There's a perfect example of quantity over quality. New content always available, but the infrastructure (virtual AND physical) is worse than games made a decade before it and the devs refuse to work on anything but new dinos and maps. It makes me appreciate the fact that while DU lacks any tameable wildlife or stuff trying to eat me whole, what it does have works well, and with lots more customization, ample room for personal touches and flair to set yourself apart with more than just clan numbers and force multipliers.
     
    For all the involvement that NQ wants - and needs - from us, I feel sometimes that all our criticisms, while aiming to be constructive, can end up being so pervasive and numerous that it becomes a burden. I may just be another basement-dwelling dork with delusions of being a space cowboy, but from my perspective I can see that for every hour any backer or sponsor or grizzled, platinum-tiered Kickstarter donor has spent waiting for the next update, the next test, the next phase, Novaquark has spent three times as many hours and as much effort pouring their livelihoods into making imagination reality. For that, We thank you.
     
    For all the freedoms you endeavor to give us, I think some of us can forget about them when voicing our thoughts & oppositions to what's been implemented (or is intended to be) and try to impose our own limitations on what should be. It seems like a raw deal to put real work, gruelling long hours into building such an open medium so many other people can freely create upon with such depth and jolly cooperation, while enduring endless opinion pieces you gotta wade through that only seem to impose barriers and boundaries or cry out for more features, more toys, more purpose when a player's found themselves floundering for something to do because somehow all of it still isn't enough.
     
    I guess I just wanted to say that despite the long road ahead, you've already accomplished what no other studio of men and women have even conceived. My first exposure to DU, I just wasn't interested. Coming from primarily playing AAA competetive shooters, RPGs and the occasional racer or roguelike, minecraft in space didn't interest me, especially not a $60 alpha build with zero NPCs, zero guns and zero quests...but I DID think that building my own spaceship could be pretty cool, so I actually did a little research and what stuck out for me was the proof that the whole team was capable of putting their money where there mouth was, of aiming high AND hitting your marks with consistency. I didn't believe the single-shard system would work, much less in sync with everything else planned, but after nosing up and getting the starter craft over the treetops with some light modifications I felt accomplished, even more so after learning to land without busting my nose. Knowing that almost any of those blobs out on the horizon were exclusively player-built bases, and those shapes hovering miles over my head were their cruisers and carriers, and those billboards at the giant space banana were their outstretched hands, beckoning:
     
    "Come build a new world with us" 
     
    It's been enthralling, and while I can't wait for what's next, I respect the path NQ is taking and the pace at which they lead. Here's to you, the greatest thing to come out of France since Camembert or Gojira (the band, not the beast)!
     
  18. Like
    Supermega got a reaction from Emptiness in Need for more Voxel Brush shapes, and options.   
    Disclaimer: All ideas are based on the publicly available info, not under NDA.

    Hello, so one of my biggest concerns with the voxel building tools so far, is the lack of support for curved shapes. I really think it would be sad to see an amazing game like this, filled with only Minecraft Box spaceships. Because curved shapes are so impossible to make. So here are a few basic additions I think could really improve on the current voxel building system. I know, more advanced voxel editing are planned like being able to edit control points, and a Voxel Element Library for more complex shapes. But, there are other, more simple things I think that can be done to get curved shapes into the game sooner rather then later. So, the basic idea is to make curved voxel shapes easily available so players would be encouraged to build none box shaped ships and constructs. I did some artwork to help illustrate my ideas. Please feel free to discuss and give feedback on this thread in the comments. Ok, So lets dive right into it.
     
     
    These pictures are examples of designs that can be made with these shapes.

     

     

     

     

     

     

     
     
    Starting Primitives
    So, there are several shapes to begin with when using the voxel deploy tool. Here are some important primitives I suggest should be added as voxel brush shapes. Those shapes are Oblate Sphere, Prolate Sphere, Cone, Torus, Elbow Joint.

    Why these shapes?
    The reason I chose these shapes is because they are nearly impossible to make with with the current tools. An even with advanced editing options, they would still be difficult to get right. So it seems like a no-brainer to have these shapes as starting primitives for the voxel brush. It would make it much easier to start creating curved shaped constructs, and encourage more creative designs.
     
    This picture is of the voxel shapes I think should be added to the voxel brush tool.

     
     
    Voxel Shape Options
    So the next thing is an a expansion on the voxel shapes, by adding parameters before/after the shapes is deployed. For example, having an option like size, and diameter of the TORUS shape before/after you deploy it, or option to set how extreme the elongation is on the SPHERE or CONE before/after you deploy it, and even maybe set the angle of the Elbow joint. So, the way I imagine it would work is, when you select a starting primitive shape, shortcuts like arrow keys, numbers keys are used to set the value of the shape options, then you can deploy it as normal. Also, having an option box that would stay on screen as long as you're using that shape could work too, so that you can continue to change options and deploy new shapes.

    This pictures give an example of what changing the options would look like on each shape.
              
     
     
    Bevel, Fillet, sharpen edge tool
    So, we currently have a tool that allows builder to smooth edges, but to expand on that idea, I think we should also have the option to Bevel, Fillet, or sharpen edges as needs. The issue is that most times the smooth tool does not give the desired result, or maybe you only want to bevel an edge but not smooth it, or maybe you want some edges with a fillet and some edges sharpen. I imagine it working exactly like the current smooth edge tool, except you would be able to Bevel an edge, Fillet an edge, or Sharpen an edge.
     
     
    This pictures below illustrates how the tool would effect the edge. This is the current smooth tool.
               
     
     
    Additional Ideas
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Scale Axes
    I think this is a simple, but vary important option that needs to be available. Basically we have the option to scale the size of voxel primitives, but we should also have the option to scale voxel primitives on a specific axis (X, Y, Z). This I think would definitely add greater control to create the desired shapes, as well as enhance the freedom of creativity.
     
    Hollow Primitives
    So, this thought came to me last minute, but I think its something that shouldn't be overlooked. The ability to start with hollow voxel primitives. Either a voxel brush option to deploy hollow voxels, or solid, and set the wall thickness, or have hollow voxel shapes as a standard starting shape to choose from. I know that there is an option to cut out voxels using primitives shapes, but the main issue is that cutting out voxels gives a very ugly looking result, most times the edges don't look right at all, or you need a hard edge but the cut out has a rounded edge with a messy texture. Also, hollow primitive shapes would improve the speed, and ease of use when building constructs. Especially when working with curved shapes. Trying to hollow out a curved shape would be a nightmare, so starting with a hollow shape would be great.
     
    Voxel Elements
    So my last suggestion is in regard to Voxel Elements. Novaquark mention in this DevBlog that will have a Library of detail, or complex voxel shapes that players could use in their constructs. They mentioned a spiral staircase as an example. Well, here are a few shapes that I think should be included in that database of Voxel Elements.

    Pictures of suggested Voxel Elements to add to the Voxel Library.

     

    I know that a voxel point cloud editing system is in development, list on trello Here. That will really open up lots of possibilities for builders. But, in addition to that, having a variety of voxel brush shapes to start with is still needed to give builders alternative options, because sometimes doing things one way just may not work out how you need it to, so having other ways to create shapes is a big help.
     
    I think that covers the general ideas I had. My overall goal is to see more spaceships and constructs that aren't just limited to boxed shapes, and enable creative builders to really unleash their imagination. An I feel adding additional shapes to the Voxel Brush tool would be a good way to accomplish that goal. Please feel free to give feedback in the comments.

    Thanks for reading, see you in the next thread.
     
     
  19. Like
    Supermega reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    Here's a project I just did for @Grimmstone's and crew named: "GrimmStar Terraforming and Mining Corp"
     
    Here's the original art:

     
    Here's a screenshot from the animation:

     
    Here's the animated GIF:

     
    with audio ?:
     
    A pure "neon" sign for the pub is next on the list
     
    Fun project
     
    Sincerely,
    -Geo
     
    https://www.studio-g.live
     
  20. Like
    Supermega reacted to Geo in Animated Neon GIFs for Orgs & Ships, Signs & Screens   
    Here's a Neon version with "Military Services" in red
     

     
     
    Here's the MP4 version with audio ?
     
    https://cdn.discordapp.com/attachments/501571239710818335/623639786820730880/Venom_Corp_-_Neon_1.mp4
     
     
    Sincerely,
    -Geo
  21. Like
    Supermega reacted to Connor Cain in Cascadia fleet   
  22. Like
    Supermega reacted to Destruktioner in Ship concepts for Silverlight Industries   
    Hovercraft concept #1

  23. Like
    Supermega got a reaction from Abatos in Can we make very tall vertical ship   
    Yes you can, wings only make a ship more fuel efficient when flying in atmosphere.  You don't need wings to make a ship fly.
  24. Like
    Supermega reacted to Dhara in Are we absolutely sure about a pay by subscription model?   
    I'm sorry, this is one of my hot-button issues.  For the life of me, I will just never understand why people think that MMO games should be free.  I just don't get it.  Programmers spend years and years to learn their trade and then years and years to make a game and in the case of games like this, they then pay years and years of sever costs, maintenance and updates to continue providing access.  Not to mention the innovation, risk taking and passion game devs have is unlike any other service that I have ever paid for.   But people still want them to be free?!

    On the other hand, these very same people will buy a $600 phone and agree up front to pay anywhere from $50 -$100 or more per month to use the darn thing for at least two years or they are in breach of contract.   They seem to have no problem paying places like Netflix, Hulu and Amazon $10 a month forever to see reruns of movies that they have, most likely, already seen that took a fraction of the time and money to make and are not near as entertaining as a good MMO.  But no one seems to have a problem with that.   There are tons of similar examples that i won't go into, but I'm sure you get the gist.

    So what is it about games that makes people like you believe that its ok to even suggest that other people work for free and even cover any costs they have to pay to provide you untold hours of free entertainment?   How does anyone think that's a reasonable request?
  25. Like
    Supermega reacted to Lachenlaud in Are we absolutely sure about a pay by subscription model?   
    Frankly having the game be a flat fee inclusive of some type of cash shop for elements and other accessories would drive me away from this particular game only because of the fact that the developers would be spending all of their time developing more crap for players to buy in order to maintain their income and to have the funds to continue developing more crap for players to buy it is a ridiculous model and one that the industry as a whole should be ashamed of. Whole thing is a vicious circle and makes for poor player interaction and poor support because quite frankly it's designed to be a cash cow.
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