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  1. Three years and half after pre alpha launch, the best period ever for DU, everything got overcomplicated, heavy and excruciatingly laggy, especially at the introduction of industry 2.O which has changed till now fps, lag and loading times for everyone, but since the developers aren't testing nor playing their own game, very little have been done concerning the content and game mechanics. Since the beginning JC pretends that he wants to control the visual aspect of the game, but look at the thousands of player made atrocities and piles of elements scattered everywhere For th
  2. some help NQ to develop a better way for the game to be player driven game play, so here it is. add a industry unit that does research of schematics, it does not require any resources only time like the talent tree. this idea will allow players to sell schematics and the market will flow between players rather than getting suck into NQ wallet which doesnt get used, because the ore is only getting used to sell to the bots you have and not for building anything by players which is destroying the game. it was a great idea at the time but now you are still losing players every day. back to the res
  3. Haku0814's Ideas O_o Options Individual options for different ambient sounds namely engine and machine volume controls Ideas for PVP people AND the would be Victims. Jump drive - you "Jump" 10-20 SU in the direction your pointing and do not loose acceleration ( if an obstacle is in your path, you are moved into a nearby non-colliding spot ). Burst radar jamming unit, it just buys time while the other ship waits to lock on. Deployable decoys, they are artificial version of you, core size, ship name, etc. They also show the same informat
  4. Currently industrial machines on a non pvp intended landscape have an infinite lifespan. This means that the market for them is only as viable as peoples lack of ownership in them and nothing else, once u get one u have it forever and that... that is unsustainably broken. Id think that a 6-10 week operational lifespan, with machines throwing random errors after thier lifespan stopping production, and requiring either consistent repair or just flat out replacement. This will create a sustainable market for industrial machines ... i think.
  5. Hello Noveans! I'm quite new to the game itself and MMOs too, but something that definitely caught my attention was how the Industry is pretty much blocked for new players. Even when getting smaller/starter machinery, you just can't go on and start progressing, or even refining/crafting things that are possible using the Nanocrafter. But yeah, there's the question of balancing stuff, as it would be ideal to people having specialized factories for goods, plus not getting to endgame too early, so I was thinking of creating some sort of mechanic like a Research menu, where
  6. Hello, my name is primes I’m the super legate of genos, genos is an organization with big goals and dreams. We are planning ont building a massive trading space station on the safe zone, military bases on every planet to protect our members, well planed military system with regular military operation and so much more.
  7. Current schematics mechanics is pretty much economical black hole which destroys economy as it is instead of reinvigorating it. Currency in economy should flow and not think into black hole, in order to keep economy itself working. Also, schematics themselves also need to become source of income for players, they shouldn't be just dumped onto market via NPC. My idea is to introduce a Schematics Printer that follows these principles: 1) Players can craft T1 Schematics Printer via Nanoforge. 2) T1 Schematics Printer can print any T1 schematics + schematics of T2 Schematics
  8. Now that schematics have been implemented with the last patch, I went to the nearest market and purchased a decent amount of schematics to use at my small industry. Upon returning to my base I began to load schematics into their respective industry units. I clicked the first industry unit, a smelter, and all of the schematics I had just purchased showed up as an option to put into the smelter. I sorted through all my schematics and loaded the ones that went to the smelter but it got me thinking about a simple ease of use sorting feature. I propose that only the schematics that can be used in
  9. Big problems : 1) bots are selling the indy schematics which are very expensive, and drain the players moneys => money are heading out of the economy. 2) players have to sell ores to market bots to make money to buy >1)< leaving them to little to buy components to mantain the economy. If they buy schematics and sell ores to make money for schematics => vast ore quantities are heading out of the game economy 3) Players cannot generate revenue in many ways. Possible solution: I. Make Aphelia an real entity (innaccesible org) ingame, held by devs - which s
  10. https://lgfrbcsgo.github.io/du-factory-generator/ Given a set of items, the number of assemblers producing each item, and the quantity to maintain in the output containers, this tool will generate a full production line from ores to the requested items. The designed factory plan will ensure that all production rates are satisfied, so that the factory will run at full capacity. Each item type is stored in an individual container so that factory monitor scripts can monitor their contents. Here is an example factory plan, where one assembler was requested for Container L, Nitron Fuel,
  11. Swap Spot swaps your Ore for Elements, you don’t need Quanta, nothing to buy, just Swap! Swap Spot is your own personal industry without you needing to know a thing about industry! Don’t waste time digging needlessly, comparing prices and traveling from market to market, get popular Elements at Swap Spot! Swap Spot is much more than a combination of Industry and Market! Swap Spot is hundreds of times faster than nano-pack crafting and substantially faster than traditional industry complexes. Swap Spot delivers a va
  12. Entities will become a problem in this game, I am not talking about derelict ships, I am talking about factories, refineries, as the game progress and more things are added another Machine Factory will be needed, a new ore will mean another Refinery. Each container is limited to 9 links, and as you build out it is quickly found that it becomes increasingly more difficult to consolidate things if not impossible. So as the Organizations grow the need for larger Refinery/Factory Bases will become a thing, the amount of links needed will increase exponentially and all of this causes stress on the
  13. Currently the input/ output for all containers of every type is 10. This can be very limiting for larger builds. So my idea is not to change these limits but instead use hubs as a means of adding more links. as of now the current setup lets you like 10 containers to a hub and the hub provides the 10in/out like a normal container. my idea would change it so that you could you 1 in And out to link to another hub leaving you with 9 in/out on each hub. This would have the benefit of giving your container systems more in/out ports as well as provide cargo access points, as a s
  14. First off amazing game, that needs to be said. Secondly apologies if this was already suggested. I recognize and applaud the decision to not allow industry on ships (why build a static construct when you can have a mobile factory) but I'd like to suggest introducing a mobile/dynamic fuel industry element and the same for a mobile scrap industry element that can be placed on dynamic cores. For balance you could restrict or reduce the output compared to its static counter-part, in the form of longer craft time/smaller output or decreased efficency. You could also limit the number of
  15. With Beta now out for several weeks, I have been inundated with requests about my simple way to plan factory production lines, that I had shown off during the games Alpha. Needless to say, since the Beta release, I have been hard at work as a Community Helper and also as the Super Legate of my Guild. But alas, I have finally found some free time to sit down and share a way to make the Industry designing of DU go from Hellish to Simple! First off: Firstly I just want to say that this method I will be sharing does NOT replace building calculators, but instead works in tangent with them. A c
  16. Basically I can't find the option in the RDMS that I can use to prevent members from unclaiming items. It seems like every org member can unclaim items.. How do I prevent that? Can I create a sub-org that I claim the items for? And then how do I allow industry to work with these claimed items? (I know about the difference between unclaiming and stealing.. Stealing would atleast result in a notification) Thanks in advance.
  17. Fabrication Incorporated is recruiting any and all members. We are a new organization just getting off the ground, read lots of upward potential for you, and are focusing on manufacturing and production aspects of the game. We will work with you to optimize your skills so you can focus on the specific industries you like. A fully functional factory is already up and running and looking to help you get moving down the path to production. Please respond with a direct message, in game to Sarcinthos, or on this post if you would like to join. We look forward to building with you. Feel free to post
  18. 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
  19. Sorry in advance for the text-wall., but I wanted to think this out as much as I could I know that the devs have said they never want to automate the mining process, which is respectable, based on their intentions of making sure new players have a steady income source. However, the idea that large organizations in a futuristic scifi game can only mine by hand is a little silly. The idea of fleets of battleships being built by sending out dozens of people to scour the planet with a dinky scanner and a pickaxe is pretty un-futuristic. So, in lieu of automated factories or mining shi
  20. Midgard is a private military organization that is aspiring to be self sufficient through our industry and design sectors while leading the system in innovative design while taking contracts from the highest bidders to fight against their competition. Want to be part of an organization that chooses its own path instead of falling in line with others? Look no further. We are currently recruiting all roles and are more than happy to help players in need when it comes to learning the game. Our discord server is available as well so hop in and see what we’re about! Some importan
  21. This post is about the experience of crafting using industry in the early game. I am fully aware that as you build resources these concerns decrease, but .. this still leaves us with a less than ideal early game experience - which is the issue I want to address. So, early game, you're building things in your nanocrafter and you're starting your industry... You build the parts for the Assembly Line S (skipping the XS as it's useless initially), then you build the parts and Assembly Line M, then you build the parts and a Smelter, Refiner, Electronics, Metalwork, 3D Print
  22. Introducing The Collective - The duality of human to match the Dual Universe.. Individual yet one. At war, yet peaceful. Orchestrated chaos, simultaneously simply complex. We are The Collective. Trade, Mining, Industry, PVP.. fantastic intriguing organisation! I have joined, but has the discord link expired? Any members of The Collective please DM/PM me the link so I can join the discord conversation. New members, we welcome you, join today! Thank you, A·E·TzUK
  23. How can i change the item my refiner is producing? I only found the different starting and stopping methods in the Help(F1) documentation. Do i really need to setup multiple refiners to get all ores automated? That would be heavy on the already poor performance.
  24. Hello Novaquark, I apologise for the pompous sounding post I'm writing, I'm not normally so self-obsessed, but I feel the need to get this across as it's a CRUCIAL QoL thing for DU industry people. In my job (I am a planner for electronics manufacturing, a simple low echelon MRP monkey) we work with the obvious concept of demand. DU is no different. We create works orders (DU "item in queue") for end products that in turn generate demand for sub-assemblies, which in turn generate demand for further sub-assemblies all the way down to a base material that doesn't need to
  25. I think we need a better interface for managing links. As it stands it can be very tricky to pick out the links for a specific industry, or to a specific container. Perhaps a button like 'u' which highlights them would help. But, also, a screen where we can see all the industry and containers (a rectangle for each), click one (to focus it), and see all the links (and available sockets) in and out with the ability to delete and change these links (by clicking an X, or dragging the other industry/container rectangles onto the focused one, or similar. The goal
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