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Alpha Tester
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Everything posted by Mucus

  1. Therefore everyone should now receive the equivalent increase in DACS to equal promised value in the kickstarter shouldn't they, given the advertising.
  2. Damage API Events and improvements Currently we don't have a "currently damaged" api event or list that allow us to minimize calls (yes i know i can get all elements and interrogate) . If we had one it would be more efficient., I imagine we would have something like the following: 1. api (getDamagedElements) = list of elements currently damaged and % damaged 2. event(Newly damage) = list of newly damaged element id's and % damaged 3. event(no longer damaged) = list of elements that got recently repaired this way i could just This could be extended to broken or non functioning elements. If you can't do all 3 then please do no 1 as a list of id's btw thanks for centering carrot the hud my ocd is appeased and now my ships look better
  3. if there isn't going to be a wipe they would say now , so clearly their is something going to happen. But if they told us they were wiping you would have no testers, so hence better not said.
  4. Please center the head position of the pilot in a chair!!!!! as part of the update. Then we wont get offcenter huds
  5. I have experienced the same with the new mining. In fact i have raised tickets , shared log files and provided evidence of both issues. I have received no response to the issues raised, or recovered any ore but finally i realized Demeter has finally led me consequently to lose interest in DU.
  6. Do you really think that a completely random mining calibration mini game grind is FUN ? Why, if this was a performance improvement do we still get pending ops when transforming the surface?
  7. firstly is this correct "These territory pools represent mining rates, not a total volume of available ore. For example, if a territory has a pool of 100 l/h of a given ore and each mining unit is capable of extracting 50 l/h, then you need four mining units to maximize your extraction capacity, " the scanning wipe is a fair decision but i, like others spent time scanning given your previous statements. I like the depth limit and may be you want to add a limit away from a territory you own or stop transforming if you don't own a territory So we can prepare properly i would like to know how much a territory tax is as i have a lot and would like to know if i can afford them initially.
  8. Good blog , lots of useful info. Many unanswered questions of course. My hope is that this will finally put the nail in the performance issues as i suspect this is whats at the heart of part of it. yes , you should compensate talents for mining . Its a game changer to have talents for something now that is high risk and unlikely for many planet dwellers and non pvp players. Your saving cost for operations so i think it would respect those who would like it to take talent points from mining and be allowed to reallocate them in exchange. Its sounds a reasonable exchange. If you like the mining talents you can then just re allocate them. Yes, you will need to dig out our mountain lair which we spent time terraforming in a mountain, and perhaps you can demonstrate on our base @NQ-deckard in PTS what it would be like . I tend to feel that removing build core space will destroy the base and we may spend as much time re- terraforming to fill the gaps created. But happy to lend our pts base for a before and after test for you. Welcome tax reductions and small territory costs although i think that you really need to think through cost profile , scaled costs will stop large land grabs. The abandoned territory / no payment scenarios. It could go to auction . Suggest that constructs fetch cool downs might need loosening for dynamics when it goes live for a while. Also i think all scans should be wiped. Clean sheet. But would ask scan can be sorted by tile number or size /rate per hour
  9. In addition to Evilteks point re: feedback , NQ, please test it properly before you release by building ships and checking that elements can be placed and don't collide outside their visible shapes. Don't assume it works test it thoroughly.
  10. When will all of the lua changes P1-3 be delivered - Target Date? Will you do comprehensive / robust testing before its released or will this be released into the community with your usual quality? Can we have the offline documentation back so we don't have to be logged into the game to read it?
  11. yes , next time keep it simple NQ or draw a diagram @NQ-Ligo , players interface point of view. center of the build zone is fine. thanks for the clarity
  12. IS center of construct the center of the core grid , the center of the ship or the center of mass or the center of the build construct(voxels) or a different center. Please clarify for all the functions as well as the player position
  13. This is a good start, perhaps centering the players view as well will come given we are talking alignment. also perhaps you can fix the issue of when you undock the weight of the undocked ship is not reduced from the total mass of the construct for a person sitting in an active command chair but another person in build mode would see the construct weight without the undocked ship. You need to check that the summed values of additional constructs docked like cross section are treated correctly. If i leave a tiny shp docked 10m to the left my cross section seems to increase by the additional ships position even though there is nothing between us.
  14. What else do you expect from people who don't think about gamma and white vs light green
  15. and here it is , I don't mind the seating position but just move the viewing position central.
  16. I agree. You just have to look at the implementation of a command chair and the avatar slouch(Abrams star trek JT Kirk copy) position and the fact that you still can' t align the position of your cross-hair central to the voxels of your construct design. Perhaps an option to center cross-hair would be in order also. Differentiation is one thing stupidity is another.
  17. The proof will be in your next release, given the feedback on lighting , materials(where you continually change existing materials and make players work rubbish) , industry recipes fiasco . What pisses me off the most is the arrogance to treat players the way you do . I believe your development and support process is "Wilful Negligence" . This isn't directed at your hardworking devs or support staff, this is directed at your management who make the policies and design decisions. You don't deserve to have jobs. You know who you are !!!!
  18. A few notes on parameters and code: breathRate can be changed to speed or slow the rate of breathing. try various small numbers like ,1.1 or 0.9 as values . changeFrame decides when to change the colour and channel that is being cycled. so as update runs at about 60 frames a second a value of 300 would mean change every 5 seconds. To autostart connect a detector to the PB and link it from the detector to the PB. When you walk in the detection space the PB will start. You could remove modify the script to remove the random rgb changes or change the rgb values to react to movement, engines , velocity if you use in a dynamic core
  19. Purpose, Makes lights randomly change rgb colour and cycles them to give a breathing effect. Level: Lua beginner = cut and paste code, create filters unit start and system update in lua editor , DU = know how to link lights to a programming board Build You need 1 Programming Board(PB) and some lights. Connect the lights to the PB and name each slot in the lua editor (Ctrl L) you have connected l1 , l2 etc. If you don't want 8 then edit the source code and remove. code is below. Other stuff you can do : add a detector to autostart , change parameters in unit start to get the feel you like. -- copy and paste into unit start unit.hide() -- hides programming board -- remove these where you have not connected a light l1.activate() l2.activate() l3.activate() l4.activate() l5.activate() l6.activate() l7.activate() l8.activate() bClock = system.getTime() -- start clock origRgb = l1.getRGBColor() -- stores the colour of the original light if you want to reset lights on exit breathRate = 1 --export: rate of breathing Multiplier changeFrame = 1200 --export: frame colour and channel cycle rgbIndex = utils.round(math.random(3)) -- choose channel to breathe r = math.random(255) -- setup channels g = math.random(255) b = math.random(255) frameCount = 0 -- Copy and Paste into System update frameCount = frameCount + 1 if ( frameCount % changeFrame == 0 ) then --randomize rgb and channel r = math.random(255) g = math.random(255) b = math.random(255) rgbIndex = utils.round(math.random(3)) -- choose channel to breathe end nClock = system.getTime() local timeSeconds = ( nClock - bClock) local breath = utils.round(( math.exp( math.sin(timeSeconds * breathRate )) - 0.36787944 )* 108.0) if rgbIndex == 1 then r = breath elseif rgbIndex == 2 then g = breath else b = breath end -- set rgb colour of linked lights ,remove these where you have not connected a light l1.setRGBColor(r,g,b) l2.setRGBColor(r,g,b) l3.setRGBColor(r,g,b) l4.setRGBColor(r,g,b) l5.setRGBColor(r,g,b) l6.setRGBColor(r,g,b) l7.setRGBColor(r,g,b) l8.setRGBColor(r,g,b)
  20. Clearly NQ could fix this , create two environments on test servers at a before and after screwup event time . Run a report on inventory across all players to identify the schemas bought at incorrect prices. Apply fix. EASY . Please send me some quanta for solving this issue.
  21. Perhaps it would make more sense if schematics were uncoupled from quanta and gained either by traveling somewhere to get them , researching them or through quests. There could even be a research technology industry unit.
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