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Foregotten

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  1. Like
    Foregotten reacted to Dakanmer in UPDATE 1.2 ARRIVES ON DECEMBER 13TH - TACTICAL MAP, REVAMPED ASTEROIDS AND MORE   
    You've got some serious delusions about non-PVP players that you think "check the problem from all angles" doesn't also apply to you. There are SOME who do as you say, making throw-away ships to slip in, mine a node and leave for massive profit; my friends have toyed with the idea, even, because of how you people force us to think about it just to get resources we need to build the stuff you think we've all got in spades. There are far more of us who CANNOT AFFORD TO DO PVP, and CANNOT GET ENOUGH PEOPLE TOGETHER TO DO IT. This isn't a full-time job, where everyone in an org is expected to always be online at the same time because they all live in the same time zone range. Scheduling time to go mining even inside the safe zone is rough for many orgs. If we're lucky, the people I hang with have only a few on at any given time because of work and time zones, and I know we're not the only ones.
     
    For us, our mining ships aren't built the way they are "because we're lazy and don't want to defend ourselves," but because we CAN'T defend ourselves; we don't have the people, and without one of our guys running tons of missions with alts to get money fast (which shouldn't even be a thing, but neither should many other things that are), we wouldn't have the money AND ore resources to build even basic defenses...and if we did, PVPers would just do what PVPers do and work slightly harder for easy money.
     
    See, for YOU, there's a reward to PVP. For EVERYONE ELSE, there is only risk, with no reward. You are out there (be honest with yourself, and us) hunting down ships that you then loot and fix, and try to sell back to the original owners. My feelings about that kind of behavior aside, you get all of the reward for almost zero risk. And yes, you people DO focus on ships that can't defend themselves. I don't know how many times I've been told that you guys tend to ignore ships that have guns. It's not about PVP, but easy loot. YOU may believe that it isn't, but it always was, with people wanting actual PVP fights with the actual threat of losing being the minority.
     
    And that brings us to PVP for everyone else. There is no reward, only risk, which is why you don't see orgs dedicated to pirate hunting, doing escort missions, etc. There is no reward worth the massive amount of time wasted on the majority of the trip, or the resources spent on the ships to do it. We're not searching people to kill and loot to make up for the costs. We're not swimming in resources as you originally claimed, either. Many of your ships are just as throw-away as ours, just as minimally geared as ours, which is also why you lot tend to avoid fighting solo ships that run armed (maybe YOU don't, but a trend is a trend, so don't deny that "put a gun on your ship, even if there's no ammo" is legit advice to avoid PVP). For many of us, that's all we can really afford to lose if we want the game to be at all enjoyable. Because we do other things than PVP, and those other things cost.
     
    And then there's the flight time. You've flown PVP space. You know how long trips can be between planets. You may not know that many of us miner-types don't go to asteroids to mine them for a few minutes before leaving to avoid you, but prefer to spend time eating the asteroids so we can use the ore to build better ships (you're geared towards PVP, so you focus on getting that. We're not, because we've got so many other things to do than just PVP). Do you SERIOUSLY think that REAL PEOPLE with REAL LIVES want to spend several hours watching their radar while twiddling their thumbs when they could be doing something more interesting? (For mining runs in PVP space, there's always got to be someone on the ship ready to flee because of what you're complaining about losing. Do you really think there are infinite numbers of us with nothing better to do?) "Just warp, then" isn't an option anymore because of the schematics time/costs...and because we don't have access to nearly the quantity of the necessary resources you seem to believe we've all got.
     
    And how much do you think that kind of escort service is worth, that non-PVP players can easily afford it? Just how much do you think we ACTUALLY make from just existing? Again, without mission runners, the economy would be much weaker simply because the costs for making schematics, paying territory taxes, buying ore/parts, etc etc etc, is so high, and only the super-orgs would have any resources to speak of. Nearly ALL of the risk and cost is on the side of the non-PVPers. It's not because we're lazy or coddled. It's because there is ZERO REWARD for PVP for most of us; only risk. For you, it's almost all reward with very little risk, unless you have a rival org or are a loner...but as a loner in PVP, you still have far less risk than non-PVPers, and far more reward, and even with rivals, you still get your jollies by ganking us and funding your own efforts...meanwhile, those of us who aren't the minority you describe have to use throw-away ships just so we don't lose a month of progress.
     
    You complain an awful lot about how PVPers are being wronged, meanwhile showing you have no understanding of what non-PVPers deal with. This game is a huge open world/solar system, where spending 2-8 hours of mindless travel isn't unheard-of, where not everyone is part of a super-org that can afford good ships that they can have spare personnel to defend at all times, where resources have to be split between multiple outlets (if you're a big org, you have many demands for spending that aren't PVP), and where the threat of losing a ship to PVP can be equivalent to a week or even a month of game time lost for people who can't play as a full-time job.
     
    There's obviously a lot of work that needs to be put into the game to make its PVP better, but you seem to be laboring under the delusion that this is unique to DU. It isn't. This is a genre-wide problem, because you PVPers MAKE IT ONE. It's a problem in literally every MMO with piracy that I've ever played or heard of. When there is no real reward for fighting pirates (how do you think an economy like that would function? Have you ever actually thought about it beyond "well, people would pay taxes..."? Have you thought about WHO would do it beyond "well, PVPers would do it for money..."? I doubt you have), but plenty from being one, people stop wanting to bother with PVP...except for those whose entire purpose for playing is piracy. And again, be honest and admit that that's the vast majority of all PVP encounters. Not legit PVP, but as someone else said, PVE with extra steps. And then PVP becomes what it is in DU, just as in other games: a pirate's paradise, with almost no opposition besides other pirates, and when other opposition does show up, an enemy to rally the rest of the pirates to wipe out and discourage others from trying.
     
    Rather than whining about how unfair it is for gankers who can't have easy marks with easy strategies for ganking, complain about the PVP system being massively unbalanced so that easy ganking is even a thing (yes, you probably believe that it's strategy-intensive, which is why you insult the rest of us as being dumb and not using our heads to avoid you), that there is no incentive for non-gankers to bother with PVP, that the system itself is garbage for various reasons (like line of sight not being necessary to shoot stuff), etc etc etc. Complain about the system that makes PVP so unbalanced in YOUR favor (the safe zones give us all a place to not deal with the craptastic system which, without the safe zones, would STILL favor you, because we're not pirates who drool over more piracy), not the people who don't have any interest in being target practice and breakable piggybanks for gankers.
  2. Like
    Foregotten got a reaction from OrionSteed in Rebalancing schematics   
    I think what's he's saying is that, the cost of production is so ludicrously high, that, unless you are a wealthy org, there's no way to make any kind of profit. And with the cost of production being that high, the end product is largely unaffordable by anyone, but the wealthy orgs (who most likely don't need to buy things because they can produce everything themselves). This leaves you with 2 options. Join a wealthy org, or live with severely reduced quality of gameplay.
    I stopped travelling between PVP areas for exactly this reason. The losses were too great, while the ease of ambush attack became ridiculously favored to the person doing the initial attack. It was no longer profitable to risk it. NQ's have broken the laws of physics to ensure that PVP is unavoidable.
  3. Like
    Foregotten got a reaction from merihim in Rebalancing schematics   
    I think what's he's saying is that, the cost of production is so ludicrously high, that, unless you are a wealthy org, there's no way to make any kind of profit. And with the cost of production being that high, the end product is largely unaffordable by anyone, but the wealthy orgs (who most likely don't need to buy things because they can produce everything themselves). This leaves you with 2 options. Join a wealthy org, or live with severely reduced quality of gameplay.
    I stopped travelling between PVP areas for exactly this reason. The losses were too great, while the ease of ambush attack became ridiculously favored to the person doing the initial attack. It was no longer profitable to risk it. NQ's have broken the laws of physics to ensure that PVP is unavoidable.
  4. Like
    Foregotten reacted to Dakanmer in Rebalancing schematics   
    I get that NQ thought they were doing a good thing by changing how schematics were done, because it got more money out of the system more consistently and time gated industry for anyone without a fortune and a zillion alts, but...well, they do a lot of things that run 180 away from the whole "player driven" etc concept, and reject the most sane solutions and ideas in favor of the dumbest. That's kind of expected at this point (the mass exoduses from the game didn't happen for no reason, and a lot of people are still waiting for serious improvements and NQ to make good on their promises before coming back), so all anyone can hope for is mitigation. So mitigation. Schematics are trash, but it's what we have.
     
    Get rid of schematics for pure, product and fuel production, regardless of tier. You DO NOT need all that much complexity in production to melt stuff, which is exactly what pure/product production is, nor do you need much complexity in fuel production, since the machines aren't doing much beyond catalyzing a reaction or distilling a substance. You need more complexity to produce a screw, a pipe, an injector, a power system, or any number of parts, yet there are no schematics for those things. There should be some sanity and consistency to how a system is implemented, even if it's blatantly to slow people down and get money out of the system. For the schematics that remain, balance their costs so that what they ultimately produce isn't so expensive that people will intentionally avoid all PVP just to protect their huge investment. The costs associated with T2+ voxels alone makes them a luxury for bling, rather than viable armor for PVP. The pure ore schematics cost too much for what they produce (especially at higher tiers); the product schematics cost too much for both the inputs and outputs; and the cost to output ratio of voxels is just sickening. If you want T5 armor plating (like pure titanium), you will end up with a cost of ~148,000,000 quanta for 10m^3 of voxels if you do buy the raw ore on the MP (because we're all supposed to specialize so that the economy functions as NQ wants). Most ships require a LOT more than 10m^3 of voxels, even if we're just looking at armor plating and not all the interior work (which will also probably be really expensive). Now put that into perspective: you're not just taking a voxel shell out into combat, but expensive elements. A ship designed for combat, with the best armor plating, will likely use higher-tiered elements, which themselves can run from hundreds to around 1.2 million quanta (space radar L is no joke, and you only need one of those), bringing the total element cost into the hundreds of millions (cost of schematics to make pure + product + element + the cost of the ores themselves). And that doesn't even look at ammo costs from schematics + ore. How often does NQ think that PVP will happen? On what scale do they want it to happen? Any org that invests that kind of time and money into a combat ship, only to lose a fortune every time their voxels get evaporated, would have to be ludicrously rich...which means that the only viable PVP for PVPers is to either a) get that apex ship and only hunt helpless people, or b) make a bunch of weaker ships that only cost a tiny fortune. PVP battles (not counting pirate activity, because that's not battle) will be predictably rare to the point of being an event, if at all. Because you need a fortune to do it, and throwing all of that money (and time) away for a spectacle is just insane. The time required to produce schematics is just bonkers, so reduce their production times drastically. If you don't have a large org or a zillion alts, you'll be stuck with a small factory. If you do have those things, you'll be stuck with constantly feeding schematics into each unit, because there's no system to distribute them via a central hub.  
    There have been a ton of good alternatives to the schematic system suggested, even before the schematic system was decided on. NQ, as usual, ignored all of those more reasonable ideas proposed by people who still believed that NQ intended to keep its promises about "player-driven" etc, and instead went with this craptastic system. So these are my balancing suggestions to a system that never should have been implemented in a player-driven game. Especially not since we're talking about digital schematics being essentially uploaded into machines that, for some unknown reason the machine's developers decided would delete its database every time produced something, and then load the next digital schematic to be used and deleted. @NQ, tell us how often you load a function in your coding, and then delete it from your computer after every time it gets called, forcing you to re-write it and re-load it into the computer. Seriously, that's how stupid this system is. You would fire anyone who came up with that method for coding, and you would be right to do it. Using time gating and draining resources as an excuse to implement it, when you would fire someone for exactly those reasons, says that you don't respect the community just as loudly as ignoring the many alternatives that were more reasonable (like requiring regular industry maintenance because of machine degradation from use, or player-created schematics that don't get deleted but require talents to "research," or any number of others).
  5. Like
    Foregotten got a reaction from Zireaa in Make pirates work for their loot.   
    To date I've probably spent 1/2 a billion quanta on recipes, materials, ore, and parts. Everything is super expensive. Turning a profit can take up to several months, and requires great effort.

    Pirates are getting their way when it comes to ease of the kill. They can shoot us out of the sky with very little effort.
    Warp drives don't function if you're targeted (even if they don't fire a shot. Basically your car breaks down every time someone looks at you and you had to get out and push till they looked away). There's cool down and warm up periods for warp drives (pirates don't think it's fair that we have a chance to escape) Increased the mass of elements to make sure that ships are slower and weakened the shields hit points. (make all the defensive stuff heavier and weaker so you're a sitting duck).  
    Right now it's pretty much point and click. They click your ship name, click "Identify", then start shooting.
    If you're traveling at max speed, turning to confront is near impossible until you slow down, by that time you've already lost.
    Besides the shield generator, and the pirates skill for successful hits, there are very very very few defenses for avoiding. They can shoot through asteroids or any obstacle you may try and hide behind.
    With the right script, they can automate just about everything so all they have to do is target you and click fire, and the script takes over to track you.
     
    Pirates should have to put in some kind of decent effort in their trade too.
    They are mass complaining about how hard it is, and the devs are bending to their will.
    Pirates have it too easy. And if we want to see any change and make pirate confrontation a little less 1 sided, we need to mass complain to the devs like they do.

    Post your suggestion on how to even the odds, and I will compile all the ideas that have the best chance of being deployed in game into a form that you just have to copy/paste into the submit form.
  6. Like
    Foregotten got a reaction from Calisius in Make pirates work for their loot.   
    To date I've probably spent 1/2 a billion quanta on recipes, materials, ore, and parts. Everything is super expensive. Turning a profit can take up to several months, and requires great effort.

    Pirates are getting their way when it comes to ease of the kill. They can shoot us out of the sky with very little effort.
    Warp drives don't function if you're targeted (even if they don't fire a shot. Basically your car breaks down every time someone looks at you and you had to get out and push till they looked away). There's cool down and warm up periods for warp drives (pirates don't think it's fair that we have a chance to escape) Increased the mass of elements to make sure that ships are slower and weakened the shields hit points. (make all the defensive stuff heavier and weaker so you're a sitting duck).  
    Right now it's pretty much point and click. They click your ship name, click "Identify", then start shooting.
    If you're traveling at max speed, turning to confront is near impossible until you slow down, by that time you've already lost.
    Besides the shield generator, and the pirates skill for successful hits, there are very very very few defenses for avoiding. They can shoot through asteroids or any obstacle you may try and hide behind.
    With the right script, they can automate just about everything so all they have to do is target you and click fire, and the script takes over to track you.
     
    Pirates should have to put in some kind of decent effort in their trade too.
    They are mass complaining about how hard it is, and the devs are bending to their will.
    Pirates have it too easy. And if we want to see any change and make pirate confrontation a little less 1 sided, we need to mass complain to the devs like they do.

    Post your suggestion on how to even the odds, and I will compile all the ideas that have the best chance of being deployed in game into a form that you just have to copy/paste into the submit form.
  7. Like
    Foregotten got a reaction from Messaline in Make pirates work for their loot.   
    To date I've probably spent 1/2 a billion quanta on recipes, materials, ore, and parts. Everything is super expensive. Turning a profit can take up to several months, and requires great effort.

    Pirates are getting their way when it comes to ease of the kill. They can shoot us out of the sky with very little effort.
    Warp drives don't function if you're targeted (even if they don't fire a shot. Basically your car breaks down every time someone looks at you and you had to get out and push till they looked away). There's cool down and warm up periods for warp drives (pirates don't think it's fair that we have a chance to escape) Increased the mass of elements to make sure that ships are slower and weakened the shields hit points. (make all the defensive stuff heavier and weaker so you're a sitting duck).  
    Right now it's pretty much point and click. They click your ship name, click "Identify", then start shooting.
    If you're traveling at max speed, turning to confront is near impossible until you slow down, by that time you've already lost.
    Besides the shield generator, and the pirates skill for successful hits, there are very very very few defenses for avoiding. They can shoot through asteroids or any obstacle you may try and hide behind.
    With the right script, they can automate just about everything so all they have to do is target you and click fire, and the script takes over to track you.
     
    Pirates should have to put in some kind of decent effort in their trade too.
    They are mass complaining about how hard it is, and the devs are bending to their will.
    Pirates have it too easy. And if we want to see any change and make pirate confrontation a little less 1 sided, we need to mass complain to the devs like they do.

    Post your suggestion on how to even the odds, and I will compile all the ideas that have the best chance of being deployed in game into a form that you just have to copy/paste into the submit form.
  8. Like
    Foregotten reacted to Knight-Sevy in Make pirates work for their loot.   
    At first I was going to laugh at your thread, then I read your second post and I understood that you were a little more clumsy on the first.
     
    What you are asking seems legitimate, I think a lot of players are asking for more gameplay mechanics (especially multicrew for PvP).

    As long as there is a measure and against measure aspect, you have my support.
     
    But be aware that PvP often takes a lot more effort than you think to take down a target
  9. Like
    Foregotten reacted to Kruzer in Make pirates work for their loot.   
    Make combat interesting or worthwhile?  Give it a purpose besides simple ship destruction?  
     
     
     
    Isn't avoidance of pirates exactly what pirates have been complaining about?  As you've said, plenty of people have avoided pirates.  This is exactly what led to the flood of pirate tears to the dev begging for the devs to implement crutch after crutch to help pirates find their victims. 
  10. Like
    Foregotten got a reaction from CptLoRes in Make pirates work for their loot.   
    To date I've probably spent 1/2 a billion quanta on recipes, materials, ore, and parts. Everything is super expensive. Turning a profit can take up to several months, and requires great effort.

    Pirates are getting their way when it comes to ease of the kill. They can shoot us out of the sky with very little effort.
    Warp drives don't function if you're targeted (even if they don't fire a shot. Basically your car breaks down every time someone looks at you and you had to get out and push till they looked away). There's cool down and warm up periods for warp drives (pirates don't think it's fair that we have a chance to escape) Increased the mass of elements to make sure that ships are slower and weakened the shields hit points. (make all the defensive stuff heavier and weaker so you're a sitting duck).  
    Right now it's pretty much point and click. They click your ship name, click "Identify", then start shooting.
    If you're traveling at max speed, turning to confront is near impossible until you slow down, by that time you've already lost.
    Besides the shield generator, and the pirates skill for successful hits, there are very very very few defenses for avoiding. They can shoot through asteroids or any obstacle you may try and hide behind.
    With the right script, they can automate just about everything so all they have to do is target you and click fire, and the script takes over to track you.
     
    Pirates should have to put in some kind of decent effort in their trade too.
    They are mass complaining about how hard it is, and the devs are bending to their will.
    Pirates have it too easy. And if we want to see any change and make pirate confrontation a little less 1 sided, we need to mass complain to the devs like they do.

    Post your suggestion on how to even the odds, and I will compile all the ideas that have the best chance of being deployed in game into a form that you just have to copy/paste into the submit form.
  11. Like
    Foregotten got a reaction from MisterMichaelK in Industry Progress HUD   
    *** This version now works without the screen glitch where everything blinks.
     
     
  12. Like
    Foregotten got a reaction from MisterMichaelK in Industry Progress HUD   
    I have a fix for the screen flicker. I'll be uploading it shortly.
  13. Like
    Foregotten reacted to MisterMichaelK in Industry Progress HUD   
    This works great and it's amazing! Only issue I'm having is some screen flickering when it's in use. Everything on the monitor kind of pulses any time I move around or look around. Can still click and change things tho so it's not a huge deal.

    Would it be possible to make it so this can change what's being made in a connected machine on command? I'd like to be able to change the size output of different parts I'm making: XS, S, M, etc.
  14. Like
    Foregotten got a reaction from Adam Carter in Industry Progress HUD   
    Install & Usage:
    For the first version, connect the screen first, then up to 9 machines. Screen can be any size.
    If you wish to give the machines a custom name:
    Right click the programming board and click Edit Lua Script. Click System then the very bottom start, just below update. On line 16 add the names you wish the machines to be called. (See line 17 for examples) Then on line 22 change:
      name[i] = "Machine " .. i to:
     
    --name[i] = "Machine " .. i Finally: Click Apply and restart the programming board.

    Using the monitor / databank version:
    Connect the screen and databank to the main programming board. (Main PB)
    Connect every other programming board to the databank first, then up to 9 machines. (Mach PB)
    Turn on all the Mach PB's first, then turn on the Main PB.
     
    Thanks to all the people who contributed to this. If you have any suggestions or feedback, or have a bit of code you would like to contribute to this project, feel free to email me
  15. Like
    Foregotten got a reaction from Adam Carter in Industry Progress HUD   
    *** This version now works without the screen glitch where everything blinks.
     
     Here is a quick video tutorial on how to install and some basic usage for this version.
     ➡️Video Tutorial⬅️
     
    This is the databank version of this script. It's for monitoring machines only. Eventually I'll add more features to this, but I don't want to overwhelm the simplicity in its intent. It's meant for larger industries, so you can have a central monitor that shows you which machines are running and which need attending.

     
    There was a problem pasting the JSON into the spoiler, so I have made it available to download. Right click and Save as, or click the link and copy the entire page of the new window.
     
    Here is the JSON code. Just copy/paste it to the programming board that will be hooked up to the screen and databank.
     
     ➡️ Main PB⬅️
     
    Here is the JSON code. Just copy/paste it to the programming board that will be hooked up to the databank and the industry machines.
     ➡️ Mach PB⬅️  *Updated 9-29-2020
     
    **note: If you need to remove machines from the machine PB's, you need to do 1 of 2 things.
    1: Edit LUA on the PB you removed the link from. On the left you will see the names of everything connected. db and mach1 - mach9. The mach# must start at 1 and can't skip any numbers. So if you have 3 machines and you remove mach2, you must rename mach3 to mach2.
    2: (The easiest method) Repaste the JSON code to the PB. This will rename everything for you.
     
    ***You also need to clear the databank. Turn off all the PB's then, edit LUA on the main PB. Click System and the very top start. Change --db.clear() to db.clear and click apply. Turn the PB on then off then change db.clear() back to --db.clear(). Finally, turn all the machine PB's on first, then the main PB.
    I'm working on a fix to make this easier.
  16. Like
    Foregotten got a reaction from Adam Carter in Industry Progress HUD   
    Here is a quick video tutorial on how to install and some basic usage for this version.
     ➡️Video Tutorial⬅️
     
     
    It was brought to my attention that the spoilers were giving errors when pasted to the programming boards. The spoilers were removing bits of the JSON for some reason. So instead, I have added links to the code located between these ➡️⬅️. You can either right click the link and Save As. Or you can click on the link which will open a new page. You copy and paste the entire page into your programming board.
     
    This is a work in progress. The development is completed, but it is constantly being refined and upgraded.  I encourage and welcome feedback and you are more than welcome to submit your own code, in the comments, for consideration. You can also email me using the link in the first comment.
     

     
    See 1st comment for more info.

    Here is the JSON code. Just copy/paste it to the programming board.
    There was a problem pasting the JSON into a spoiler, so I am making it available for download. Right click and Save as, or just click the link and copy the entire page and paste to PB.
    See video link at top of this post for a tutorial.
    ***I wasn't able to get rid of the graphics glitch entirely, but I significantly reduced the shift. Now, it's a minor annoyance instead of a massive pain.
    ➡️ New Industry HUD.⬅️

     
  17. Like
    Foregotten got a reaction from Heidenherz in Industry Progress HUD   
    *** This version now works without the screen glitch where everything blinks.
     
     Here is a quick video tutorial on how to install and some basic usage for this version.
     ➡️Video Tutorial⬅️
     
    This is the databank version of this script. It's for monitoring machines only. Eventually I'll add more features to this, but I don't want to overwhelm the simplicity in its intent. It's meant for larger industries, so you can have a central monitor that shows you which machines are running and which need attending.

     
    There was a problem pasting the JSON into the spoiler, so I have made it available to download. Right click and Save as, or click the link and copy the entire page of the new window.
     
    Here is the JSON code. Just copy/paste it to the programming board that will be hooked up to the screen and databank.
     
     ➡️ Main PB⬅️
     
    Here is the JSON code. Just copy/paste it to the programming board that will be hooked up to the databank and the industry machines.
     ➡️ Mach PB⬅️  *Updated 9-29-2020
     
    **note: If you need to remove machines from the machine PB's, you need to do 1 of 2 things.
    1: Edit LUA on the PB you removed the link from. On the left you will see the names of everything connected. db and mach1 - mach9. The mach# must start at 1 and can't skip any numbers. So if you have 3 machines and you remove mach2, you must rename mach3 to mach2.
    2: (The easiest method) Repaste the JSON code to the PB. This will rename everything for you.
     
    ***You also need to clear the databank. Turn off all the PB's then, edit LUA on the main PB. Click System and the very top start. Change --db.clear() to db.clear and click apply. Turn the PB on then off then change db.clear() back to --db.clear(). Finally, turn all the machine PB's on first, then the main PB.
    I'm working on a fix to make this easier.
  18. Like
    Foregotten got a reaction from NQ-Nudbrokk in Industry Progress HUD   
    Install & Usage:
    For the first version, connect the screen first, then up to 9 machines. Screen can be any size.
    If you wish to give the machines a custom name:
    Right click the programming board and click Edit Lua Script. Click System then the very bottom start, just below update. On line 16 add the names you wish the machines to be called. (See line 17 for examples) Then on line 22 change:
      name[i] = "Machine " .. i to:
     
    --name[i] = "Machine " .. i Finally: Click Apply and restart the programming board.

    Using the monitor / databank version:
    Connect the screen and databank to the main programming board. (Main PB)
    Connect every other programming board to the databank first, then up to 9 machines. (Mach PB)
    Turn on all the Mach PB's first, then turn on the Main PB.
     
    Thanks to all the people who contributed to this. If you have any suggestions or feedback, or have a bit of code you would like to contribute to this project, feel free to email me
  19. Like
    Foregotten got a reaction from NQ-Nudbrokk in Industry Progress HUD   
    *** This version now works without the screen glitch where everything blinks.
     
     Here is a quick video tutorial on how to install and some basic usage for this version.
     ➡️Video Tutorial⬅️
     
    This is the databank version of this script. It's for monitoring machines only. Eventually I'll add more features to this, but I don't want to overwhelm the simplicity in its intent. It's meant for larger industries, so you can have a central monitor that shows you which machines are running and which need attending.

     
    There was a problem pasting the JSON into the spoiler, so I have made it available to download. Right click and Save as, or click the link and copy the entire page of the new window.
     
    Here is the JSON code. Just copy/paste it to the programming board that will be hooked up to the screen and databank.
     
     ➡️ Main PB⬅️
     
    Here is the JSON code. Just copy/paste it to the programming board that will be hooked up to the databank and the industry machines.
     ➡️ Mach PB⬅️  *Updated 9-29-2020
     
    **note: If you need to remove machines from the machine PB's, you need to do 1 of 2 things.
    1: Edit LUA on the PB you removed the link from. On the left you will see the names of everything connected. db and mach1 - mach9. The mach# must start at 1 and can't skip any numbers. So if you have 3 machines and you remove mach2, you must rename mach3 to mach2.
    2: (The easiest method) Repaste the JSON code to the PB. This will rename everything for you.
     
    ***You also need to clear the databank. Turn off all the PB's then, edit LUA on the main PB. Click System and the very top start. Change --db.clear() to db.clear and click apply. Turn the PB on then off then change db.clear() back to --db.clear(). Finally, turn all the machine PB's on first, then the main PB.
    I'm working on a fix to make this easier.
  20. Like
    Foregotten got a reaction from NQ-Nudbrokk in Industry Progress HUD   
    Here is a quick video tutorial on how to install and some basic usage for this version.
     ➡️Video Tutorial⬅️
     
     
    It was brought to my attention that the spoilers were giving errors when pasted to the programming boards. The spoilers were removing bits of the JSON for some reason. So instead, I have added links to the code located between these ➡️⬅️. You can either right click the link and Save As. Or you can click on the link which will open a new page. You copy and paste the entire page into your programming board.
     
    This is a work in progress. The development is completed, but it is constantly being refined and upgraded.  I encourage and welcome feedback and you are more than welcome to submit your own code, in the comments, for consideration. You can also email me using the link in the first comment.
     

     
    See 1st comment for more info.

    Here is the JSON code. Just copy/paste it to the programming board.
    There was a problem pasting the JSON into a spoiler, so I am making it available for download. Right click and Save as, or just click the link and copy the entire page and paste to PB.
    See video link at top of this post for a tutorial.
    ***I wasn't able to get rid of the graphics glitch entirely, but I significantly reduced the shift. Now, it's a minor annoyance instead of a massive pain.
    ➡️ New Industry HUD.⬅️

     
  21. Like
    Foregotten reacted to ArgentineFury in Industry Progress HUD   
    Hey Foregotten Mach PB link is broken...
    Thx for your work!
  22. Like
    Foregotten got a reaction from GraXXoR in Industry Progress HUD   
    Install & Usage:
    For the first version, connect the screen first, then up to 9 machines. Screen can be any size.
    If you wish to give the machines a custom name:
    Right click the programming board and click Edit Lua Script. Click System then the very bottom start, just below update. On line 16 add the names you wish the machines to be called. (See line 17 for examples) Then on line 22 change:
      name[i] = "Machine " .. i to:
     
    --name[i] = "Machine " .. i Finally: Click Apply and restart the programming board.

    Using the monitor / databank version:
    Connect the screen and databank to the main programming board. (Main PB)
    Connect every other programming board to the databank first, then up to 9 machines. (Mach PB)
    Turn on all the Mach PB's first, then turn on the Main PB.
     
    Thanks to all the people who contributed to this. If you have any suggestions or feedback, or have a bit of code you would like to contribute to this project, feel free to email me
  23. Like
    Foregotten got a reaction from Anopheles in Industry Progress HUD   
    *** This version now works without the screen glitch where everything blinks.
     
     Here is a quick video tutorial on how to install and some basic usage for this version.
     ➡️Video Tutorial⬅️
     
    This is the databank version of this script. It's for monitoring machines only. Eventually I'll add more features to this, but I don't want to overwhelm the simplicity in its intent. It's meant for larger industries, so you can have a central monitor that shows you which machines are running and which need attending.

     
    There was a problem pasting the JSON into the spoiler, so I have made it available to download. Right click and Save as, or click the link and copy the entire page of the new window.
     
    Here is the JSON code. Just copy/paste it to the programming board that will be hooked up to the screen and databank.
     
     ➡️ Main PB⬅️
     
    Here is the JSON code. Just copy/paste it to the programming board that will be hooked up to the databank and the industry machines.
     ➡️ Mach PB⬅️  *Updated 9-29-2020
     
    **note: If you need to remove machines from the machine PB's, you need to do 1 of 2 things.
    1: Edit LUA on the PB you removed the link from. On the left you will see the names of everything connected. db and mach1 - mach9. The mach# must start at 1 and can't skip any numbers. So if you have 3 machines and you remove mach2, you must rename mach3 to mach2.
    2: (The easiest method) Repaste the JSON code to the PB. This will rename everything for you.
     
    ***You also need to clear the databank. Turn off all the PB's then, edit LUA on the main PB. Click System and the very top start. Change --db.clear() to db.clear and click apply. Turn the PB on then off then change db.clear() back to --db.clear(). Finally, turn all the machine PB's on first, then the main PB.
    I'm working on a fix to make this easier.
  24. Like
    Foregotten got a reaction from Moosegun in Industry Progress HUD   
    Here is a quick video tutorial on how to install and some basic usage for this version.
     ➡️Video Tutorial⬅️
     
     
    It was brought to my attention that the spoilers were giving errors when pasted to the programming boards. The spoilers were removing bits of the JSON for some reason. So instead, I have added links to the code located between these ➡️⬅️. You can either right click the link and Save As. Or you can click on the link which will open a new page. You copy and paste the entire page into your programming board.
     
    This is a work in progress. The development is completed, but it is constantly being refined and upgraded.  I encourage and welcome feedback and you are more than welcome to submit your own code, in the comments, for consideration. You can also email me using the link in the first comment.
     

     
    See 1st comment for more info.

    Here is the JSON code. Just copy/paste it to the programming board.
    There was a problem pasting the JSON into a spoiler, so I am making it available for download. Right click and Save as, or just click the link and copy the entire page and paste to PB.
    See video link at top of this post for a tutorial.
    ***I wasn't able to get rid of the graphics glitch entirely, but I significantly reduced the shift. Now, it's a minor annoyance instead of a massive pain.
    ➡️ New Industry HUD.⬅️

     
  25. Like
    Foregotten reacted to LordVelho in Industry Progress HUD   
    Nope, i was using a Sign not a Screen. that was the problem. 
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