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lethak reacted to a post in a topic: Tech Research
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Asimos reacted to a post in a topic: Over mining causing ugly planets?
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So what Style of ships would you build or buy?
Asimos replied to guttertrash's topic in Builder Forum
Something like that... http://www.angelstarcreations.com/ufo/spaceship_3.jpg -
Asimos reacted to a post in a topic: Graphical programming - easier scripting for newbies?
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Asimos reacted to a post in a topic: Automated Mining
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Asimos reacted to a post in a topic: Automated Mining
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Asimos reacted to a post in a topic: Federated Colonies of Nova Promissa
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Maybe you have to eat only to use the nanoformer... https://devblog.dualthegame.com/2014/08/17/about-the-alpha-gameplay/
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Asimos reacted to a post in a topic: How far can you go as a Solo Player
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An evaporating black hole, for example! Xp
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Asimos reacted to a post in a topic: Vocal notification
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Asimos reacted to a post in a topic: What are skills? and how do they work?
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Finger cross! ;-)
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yamamushi reacted to a post in a topic: Am I alone in thinking that Stargate Probes are a bad idea?
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I know about the tools description in the dev blog, it is one of the first things i've read! Let's say that you want to design the blueprint of structure like this (something that is not made by simples pattern, like plane surfaces or rows of voxels), maybe composed of hundreds small blocks: Place them one by one, by hand, could be a true nightmare! But if you have at your disposal some sort of console, like this... https://i.ytimg.com/vi/CE24kR13QJI/maxresdefault.jpg It could be quite trivial! I know that the my proposal is a bit strage, maybe what i need is more similar to a modelling software than a game interface, but... Hey... Never say never!
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I wasn't thinking about an element, more about some kind of console... A way to use the LUA code to "automatically" place some blocks (in the virtual simulator, at that point you should eventually add the Elements by hand and save the end result in a bluprint to build outside the simulation)... A lot of things that you could do by hands could be made a lot easier with the help of some script (eg: define all the cubic voxels that fit in a sphere of given radius, draw some sort of fractal pattern repetition, and so on...).
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Hi, I'm guttertrash, not literally
Asimos replied to guttertrash's topic in Org Updates & Announcements
You are The Doctor!!! -
According to what they say on Wikipedia, it would seems quite a lot... https://en.wikipedia.org/wiki/Planning_of_the_September_11_attacks
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Scruggs reacted to a post in a topic: AskAnything - Responses to Responses
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We will make a devblog when we have finalized all the details. The preferred method will probably be to use SG probes, but you could very well travel to the destination directly with your ship or your colony. However, it's likely going to be very hard to get there and survive. Think about energy, fuel, and all these elements that will be difficult to acquire on the way. But it could be a hell of a journey, yes! A journey worthy of being considered a real pilgrimage, maybe to searching for salvation among the stars...
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https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/ I was reading this in the devblog, meditating about the possible relationship between the "virtual simulator" and the LUA code... Starting from the point that in the "real game" you could use LUA only to interact with the "Mesh-based Elements"; should it be possible to use the code in the simulator to automatically build complex (or repetitive) voxel patterns? What do you all think about it?
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I thinks it is more about server performances... Looking at SE the wheels seem to give a lot of problem...
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yamamushi reacted to a post in a topic: The Order of Meru
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May the blessing of Meru be with you, may the universal human consciousness welcome your soul and may the Salvation be the beacon of your future!
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Velenka reacted to a post in a topic: Tech Research
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I don't know if it could be a good idea, but maybe there could be an intermediate level... The breakthrough could be at two level: corporative and global. In such a way is also possible to create a real specialization between the different corporations... Corporation: a certain skill becames available for the members of a corporation when a certain amount of its members have learned a specific skillset in the game; after that, the threshold needed became lower and for the second corporation is needed a lower effort to unlock the tecnology, for the third i became still more easy and so on... Global: after a certain amount of players have learned the skill from their corporation, then it became a comon knowledge and the new tech is unlocked for everyone.
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I'm pretty sure they will not blast a fission nuke in the middle of the France! Here in Europe we already have a big deal with the Brexit-nuke in England! https://www.iter.org/sci/PlasmaHeating Anyhow, as mentioned before, mine is just a pretext, then... Finghers crossed for any kind of space gas station they will make usefull!