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Alpha

  1. 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 mobile elements by core size, until a suitable power system is in the game. From my point of view, it's benefits would be three fold; greater independence when exploring space/getting caught out less often out of fuel, something to do/manage during long space flights (I hope DU will get much bigger in the near future) and finally I think its fitting with sci-fi genre (deep space ships need to be able to autonomously refuel).
  2. 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 crafting calculator may well tell you all the numbers you need, but it doesn't help organise it all. That is where this will come in to play. Also it is important that I credit Juvenious, who initially inspired me to make this and showcase it off in Alpha, which garnered more attention than I ever thought possible, and would like to thank him for his encouragement and help in laying out the ground work. Be sure to visit his Discord *HERE* where he is collecting / making up further standards to help simplify tasks. So what is it? The idea was to create a unique set of shapes, that represent one of the industrial factory units in the game, whilst keeping them simple, elegant and familiar in some way to their related task. Then they are placed into a Legend, something that shows you their representation, along with other information as how to interpret the diagrams fully and easily. In essence, we get this, the SL Factory Standard Legend: As you can see, a lot of the shapes will either look like a basic silhouette of the industry unit they represent or have some other relation to their purpose. The colour coding is also a massive addition to helping keep things simple, as it then allows you to categorise the industrial units together, helping you keep track of the production line in game, with the colours & their order chosen to mimic that of popular MMO games item grades. * Please note: The Tier system for the Standard is different to that of the one shown in game. Simply put, the differences are: - In DU, the level of components and subcomponents is broken down into: Intermediary -> Complex -> Functional -> Exceptional. With there being Basic, Uncommon, Advanced, Rare & Exotic tiers. - In the Standard, it is broken down simply by what the requirements are of the component. i.e. Al-Fe Alloy would be Tier 1, as it requires just Pure to make, which is Tier 0. A Warp Cell would be Tier 5, as the highest tier subcomponent needed to make them, is a Tier 4. Basic, Uncommon etc can be seen as a Grade of item, but does not hold any weight in the Legend or diagrams. This is all very well, but how can I get it? So to get started, you will want to head over to https://diagrams.net which is completely free and does not need an account. All your documents are saved in real time, to your Google Drive. The other thing you will need is a copy of the Standard Legend I have created. Luckily, I can easily share this with you on here through an XML file that can be imported into the website, allowing you full access to all the shapes and their formatting that I use. The Legend has gone under several updates already and may change to improve functionality so do keep checking back. SL Standard 1.5.xml * There is currently an issue with downloading attachments on Forums. You can PM me or visit: Novean Institute of Standards discord Planet DU To upload the XML file, you will want to follow this image below: (Please note: Select Device if you downloaded the XML file) This is all great, but how do you use it, exactly? Once you have the XML file uploaded, a blank page waiting for you to start populating, the next thing you're going to want to do is start putting down the relevant icons needed for each individual, unique blueprint that is required, and group them into the Tier colouring system. Once this is done, simply link the icons together, to show where they need to feed into. This may sound simple... But it could still be absolutely hell, with a plate of spaghetti in the middle. So here's an example: So as you can see above, this is how anyone without talents would want to make TCUs for themselves. For individuals, you could simply remove one of the Assembly Line M units and half the numbers to be able to make 1 TCU for your personal endeavours. There are some simple, but profound guidelines I follow when making diagrams which I can share with you. These are: 1) Never cross over any lines. If you find yourself boxed in, put the supply in later on, with the containers name for reference to the source. i.e. "Tier 1C" 2) Ensure that your lines always feed from left to right. This will stop any confusion in what is feeding into where. An exception can be seen in the image above, where a feed is coming from Tier 3A, up and looping into the Uncommon Power Transformer, which is fine as the only other connections its joining onto are from other containers, which a container cannot feed into another container without the help of a transfer unit. And we can see there is no transfer unit on the diagram. 3) Always name your containers and keep track of how many links they need to output to. If you find you are over the limit of 10 links out, look into either splitting up your base production to feed into a 2nd container, use a transfer unit for a 2nd container and/or increase your talents to reduce the build times, resulting in needing less industry units for efficiency. So? What are you waiting for? Get drawing! Practice makes perfect, after all And speaking of such, if you have any feedback or issues with this post, the XML file itself or have any other concerns or questions, please post them here without reservation! -Soulinks
  3. 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.
  4. 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 here, send me a message, drop a line in game, or hop into the discord channel (https://discord.gg/VSvMYn9) I look forward to speaking with you.
  5. 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.⬅️
  6. 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 ships, I think that we should have a more advanced version of mining in space. In my idea, this would take the form of asteroids. Instead of the standard "mine asteroids, fill cargo, go home" formula, I think DU should actually require us to break down entire asteroids in an industrial fashion. My idea, in concept, would be to have asteroids full of materials. In my head it would be only one material per asteroid, and they would be much less common than standard worthless asteroids, that way you would still need to search for whatever you need the slow way. You would then need to tow the asteroid to a static construct with the appropriate elements for breaking it down, and over time it will be broken down and provide the materials it is made of. I think this could be a decent compromise. Over-automation and making it overpowered could be prevented or mitigated with certain restrictions and penalties. Some possible examples; the towing device can only be activated on a ship of a certain size, the towing device cannot be on the same construct as any weapons, the towing device requires a certain number of crew members to operate, using the towing device limits the ships speed, etc. Things like this would prevent over automation, force teamwork by requiring separate defense escorts, and providing considerable risk to the towing ship in that it can be attacked en route to the base if it doesnt have an escort. Overpowering would also be mitigated by restricting the element that breaks down the asteroid to a static construct only, and possibly preventing it from being reclaimed or providing a steep penalty to move it. There could also be a limit on the number of refineries per organization. That way organizations would be forced to venture further and further out to find resources, preventing them from turtling in a corner of space forever and hoarding resources (*cough* goonswarm). This would provide a faster method of gathering resources, but would require an organized group of people to do, and over gathering would quickly strip an area of space since resources dont respawn, so resource production would slow down over time because of the longer travel times needed. However, it would effectively be an infinite resource, since space is big, so theres little chance of any group having a monopoly. Let me know what you think, and be gentle. I know the technical requirements would be a challenge, but this is an idea thread, not an official drawing board
  7. 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 important details: -We are an English speaking organization and are operating out of NA, but anyone is welcomed to join regardless of timezone -We do have a soft cap on age, minimum being 18, but we can make exceptions so long as you can be mature. -We are now on Alioth and ready to shuttle new recruits out! Message me or join our discord to join! -Midgard will be looking to start receiving contracts from other organizations in the next week or two after we have built up our fleet appropriately to provide security or attacks for our clients. https://discord.gg/hxKW7PA
  8. 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 Printer, and containers galore. The progression here is fine, the issue is that because you have to use the nanocrafter to produce the parts required (typically into a linked container as input to the assemblies), and because you have to manually alter the recipe each time, you're essentially tied to your base, for long periods of time, doing "nothing". Sure, you could be building the base .. but.. typically you've used all your starting honeycomb and don't want to make more, yet, as it would slow down your industry creation. Sure, you could run off and mine.. but then your nanocrafter queue will put the current output in the wrong place (because you leave the linked container range) and then it will stall (as all the inputs are in the linked container, now out of range). So.. instead, you sit with your thumb up your .. doing "nothing". This is a "not much fun" gameplay loop which I would like to see improved. I think the solution is to add queues to industry units. What I mean by this is that we ought to be able to queue a "make X of Y" request, just as we can in the nanocrafter. I am not suggesting we queue "make infinite" or "maintain X, and Y, and Z" or anything like that. So, industry units can either be processing a queue of make X of Y OR doing one of those other things, not both. So, lets start by listing and attempting to refute the common objections to this: 1) this would make large factories redundant If you can build everything with 1 electronics, why have more? Because one electronics can only do 1 thing at a time. So, if you want to produce something with 5 ingredients, you would have to wait for one electronics to produce all the input, one ingredient at a time, and your "factory" (of 2 units) would be super slow and inefficient. Given this, you still need large factories, especially once you reach the scale where you want to "maintain" a range of input ingredients to keep your factory production constant and efficient. Queues have to be queued manually, so they're not appropriate for a fully automated factory. In short, queues won't change how large factories operate, so they will still exist just as they do today. 2) this would reduce the "value" / "cost" of items in the game, and "ruin" the market. If things are too easy to build, who would buy items from the market. Yes, this will make it easier for new players to build the smallest, cheapest, T1 elements in the game. But, doing so will still take them quite some time (see point #1 above) even if they have a few industry units, so they might prefer to buy these items some of the time. For higher tier items, with more ingredients and longer build times for those ingredients and the item itself.. those players are going to have an ever better reason to buy the items instead of making them. Another way to look at this; even late game players might prefer to simply buy, in bulk, lower tier items. If crafting these is easier for new players, then they may even be selling on the market. This is actually a net positive for the market, even if the price per unit is lower, there will be more items being bought and sold. In short, queues may have an effect on the low end of the market (positive and negative), but very little effect on T2 and above. 3) Any other objections? If you have any, please let me know, keeping in mind the points made in response to objections #1 and #2 above (as I can think of some potential objections which these points refute). This is not just my complaint I am not the only person who has issue with this gameplay loop. I recently watched this video where they express the same concerns about crafting speed and having to sit round doing "nothing".
  9. 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
  10. 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.
  11. 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 be manufactured. So we have a list of works orders all generating demand for the item provided by the next level down the chain. So far, so obvious. What the production screens in DU fail to do, however, is demonstrate the total amount of demand, currently generated by all loaded works orders in the production queue, for any given sub-assembly or material. E.G., If I have multiple queued works orders that all demand varying quantities of Basic Pipe, I don't know what my total demand for Basic Pipe is without doing a lot of messing about, flicking between screens and doing arithmetic. It isn't immediately obvious how many Basic Pipes I need to make. So, what we need to see is, when we click on a material in those production screens (and ye Gods, the "Ingredients" in the list on the Assembly Lines need to be clickable), somewhere on the screen should be a short list of the jobs, with quantities, that are both generating demand for Basic Pipe or whatever material you are looking at, AND what Basic Pipe production orders we have on as well. This takes the simple format of a bank statement (I'm sure jobs in the queue have a unique job number that you can display): Basic Pipe Total Stock: 24 Job No. +/- Qty Running Total 12345 - 13 11 13345 - 6 5 12211 + 4 9 16611 - 14 -5 16520 + 8 3 This table, nested somewhere on the Basic Pipe production order creation screen, demonstrates to me immediately that I must either move job 16520 and place it before job 16611 in the queue, or create another job for at least 5 units and place it before job 16611 in the queue, or face a stoppage. As a job is completed, it disappears from the list and the "Total Stock" field is updated with its new quantity. In current implementation, this information is not shown. This only leaves the question of what/where Basic Pipe works orders should be included on the list? I would probably go with works orders that are on machines/nanocrafter that have inputs that come from the same container. So if I'm looking at a Basic Pipe works order creation screen for a machine that outputs to Box A, all machines that also output Basic Pipe to Box A, and all machines with orders in their queue that demand Basic Pipe and that pull from Box A should be on the list, displaying their demand/output. If we are going to have numerous sub-assemblies using various production cells, this sort of information summarised this way is absolutely crucial. Without it, we're lost in a sea of demand that we cannot easily describe and translate into works orders. Please, for the love of God, implement . I don't know if this forum has an upvoting system, but if you're a DU industrialist, please upvote and bump, you'll thank me.
  12. 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 here is to get a better overview, so we can more easily manage the links to resolve issues like running out of sockets on a container with resources you need.
  13. They're made in an Assembly Line L and require more resources than the industry units which actually produce something. They only allow one item type to be moved at a time. They can pull from multiple containers/hubs, and place into one. My biggest issue with industry is running out of sockets on containers. For example, the container with my basic connectors has no more output sockets and I want to connect another electronics to it. So.. I could create another container, and electronics, and then connect to that. Or, I could use a transfer unit to spread the output from the first (which is keeping up with demand just fine) to two containers. The former solution is a lot cheaper than the latter.. but it irks me because it's less efficient in terms of space and optimised production. If transfer units were cheaper, it would be ok. If transfer units could handle multiple resources, it would be ok. But, as it stands, it's just plain annoying. I realise that if reached the point where I needed 2 electronics producing basic connectors full time it would cease to be a problem, .. for basic connectors. But the same issue will simply happen again for something further down the chain. For me, the fun here is building a well oiled machine and to do that I need a bit more flexibility with things like this.
  14. Dear ladies and gentlemen, this offer is for German speaking players only, please respect that. Hyperion - gegründet mit dem Ziel ein Wirtschafts-Imperium aufzubauen, dessen Name, Produkte und Entwicklungen auch in den entlegenen Winkeln des Dual Universe bekannt sind. Als Teil starker Allianzen bietet Hyperion den Rahmen, um in Sicherheit und mit Rückhalt Neues zu kreieren und wirtschaftlich zu handeln. Die derzeit größte und aktivste deutschsprachige Community sammelt, erforscht und baut bereits heute - gemeinsam - Großes. Werde auch du Teil dieser Gemeinschaft und lerne uns kennen: ÜBER UNS Hyperion bietet euch das größte deutschsprachige Netzwerk in Dual Universe von Handel, Missionen, Kopfgeldjagd bis zu Rettungsmissionen. Mit der Mitgliedschaft bei Hyperion erhältst du Zugang zu allen Einrichtungen von Hyperion, ein eigenes vQuanta Konto, Lehrgänge mit Betreuung und vieles mehr! WAS IST UNSER ZIEL? Mittelfristig möchten wir gemeinsam eine Heimat aufbauen, um weitere, spannende Projekte voranzutreiben. In mehreren Teams aufgeteilt, realisieren wir Raumschiffe, Stadtkonstrukte und diverse, andere Bauprojekte. Die Möglichkeiten für andere Geschäftszweige sind schier grenzenlos und somit liegt es auch an Dir, welchen Weg du beschreiten wirst. WAS BIETEN WIR? Eine freundliche Gemeinschaft deutschsprachiger Spieler und den Zugang zum Hyperion Netzwerk. Erhalte die Möglichkeit an großen und spannenden Projekten teilzunehmen. Hol dir Aufträge vom schwarzen Brett oder nutze unseren eigenen Markt. Bei uns kann sich jeder frei entfalten und seiner Kreativität freien Lauf lassen, solange es dem Wohl der Gemeinschaft nicht schadet und die Gesetze/Richtlinien von Hyperion, sowie auch der Ascendancy eingehalten werden. Des Weiteren bieten wir Sicherheit und Territorium durch die Ascendancy. Dies ist die größte Allianz im Spiel. WAS SUCHEN WIR? Jeder deutschsprachige Spieler von Dual Universe der keine Augenklappe trägt und sich Pirat schimpfen lässt ist bei uns willkommen. Wir fordern lediglich eine geistige Reife und die Einhaltung einiger Regeln. Solltest du bei der Hyperion Corporation mitmachen wollen, dann solltest du vor allem teamfähig sein. Ein gutes Betriebsklima ist uns sehr wichtig. Wir haben uns außerdem für ein Mindestaufnahmealter von 16 Jahren entschieden. WAS MUSS ICH TUN, UM BEIZUTRETEN? Du kannst dich förmlich auf unserer Homepage bei uns bewerben oder besuche uns auf unserem Discord und schreib uns persönlich! Dort kannst du uns weitere Fragen stellen, gerne auch im Voice. Wir freuen uns auf dich!
  15. To make people want to take risks and not stay on the moon sanctuary I propose that all industries placed on the moon sanctuary have a crafting time divided by 2 or even more.
  16. I have an idea. How about industries, containers and cores getting upgrade/overclock slots. //Introduction It could be handled in such a way that there is a button to the left of the X that takes you to the upgrade window. There you can put in your upgrades, but here's the thing, you can only put in one untalented upgrade, and if you put in talent points you can have up to 6 slots. (All numbers are exambles) //Upgrades Industries For the industry upgrades, I have considered: Overclocker Upgrade (makes the industry 5-10% faster); Input/Output Upgrade (you get an additional input or output (output is evenly distributed)); Parallel Upgrade (all same industries do what the industry does with the upgrade) //Upgrades Cores For the Cores have thought about it: Size Upgrade: (the build area will be 1%-2% or more); Fuel efficiency upgrade (only in dynmaic cores) like the Talent but as Upgrade); Thrust Overdrive (allows you to get more out of your engines (higher fuel consumption) (only dyncor)); Speed Upgrade (you can move faster in the area of the Core); Engine Warm up accelerator (shorter Warm up time(only dyncor)); Better Breaks (Breaks are more effective (only dyncor)); Larger Atmosphere (atmospheric engines can operate 100m (or more) above the atmosphere(only dyncore)); Durability Upgrade (everything has 2% more durability) //Upgrades Containers I have thought about the containers:Link Upgrade (you have more links to distribute); Mass Upgrade (things weight less (like the talent)); Space Upgrade (the container has more space (like the talent)); Large Rang (you have a larger link range); Overlapping Sender/Receiver Upgrade (container can send things into a container on another core in the area); Item Warp Upgrade Transmitter/Receiver (you can connect a container to another container from anywhere and send items (warp cells must be in the container (maybe pop a slot)); Quantum Entangled Upgrade (connect 2 or more containers sharing the same inventory from anywhere (maybe add black matter to the game (1 black matter per hour)) //How to craft Those were the ideas, but how do you make an upgrade? I have thought about the following: There are 5 levels of upgrades (like in the game already), the upgrades are made in the Assembly Line (Tier 1 in XS and 5 in XL, and the Quantum Entangled in only as tier 5 eg). One upgrade requires 125 Electronics, 250 Components, 500L Alloy, 400L "Heavy Metals" (the Category). Tier 1 should need about 2 hours and Tier 5 2 days. I also can imagine that to put a higher Upgrade in sth you need to have a Talent. //Balancing I know this is not balanced and it should be mainly about the idea that everyone can keep up without a lot of play time, even without a lot of talent or for smaller quality of live improvements like the item warp upgrade and faster industries. If you have balancing proposals then just bring them here //Who is this aimed at? However, the upgrades should not be easy to get in the beginning, it should be for big productions or for newcomers, who should join their friends but didn't get anything to craft because their friends "save 5L". // I hope you like my idea and that we can discuss it well in the comments.
  17. Mineco

    Industry Hub

    My suggestion would be to make an industry hub that allows for industries to be connected, controlled and monitored from a common terminal and possibly make their input/output through.
  18. Hello there~! So I am quite new and have just finished making a tier 1 ore refinery, and it works great! The only thing that irks me is the obscene amount of byproducts (pure oxygen and hydrogen) produced by the refinery. It would be nice if there was an option in the refinery to either store them as is in the output container, vent them to atmosphere, or store them in a second container. Even another element that would automagically separate the ore from the byproducts would be awesome! Any thoughts?
  19. --------<| Pantheon Jumpworks |>-------- "Ascending the Limits" ~ Our Mission ~ Pantheon Jumpworks (PJW) is an International Service & Manufacturing Corporation that is comprised of several overarching branches and smaller divisions working for the umbrella that is the Pantheon Jumpworks brand. Pantheon will provide any services or goods that a client might need, as well as provide steady jobs to our members to ensure we all prosper and flourish. - Fratrum ducit ad proficiendum - "Brotherhood leads to progress" We work to ease the burden on our clients by offering any service from mining, construct building, construct design, transport (passenger and cargo), bounty hunting, bulk product shipment (ships, buildings, stations, materials, fuel, and elements), and more. We are open to contracts with any organization, so if you are looking for a manufacturer to buy goods from, consider Pantheon and reach out to us using the contact methods below. We are also accepting applications from citizens of all nations and career fields. Join Pantheon and be a part of a growing company with a bright future where your opinion matters and your new career is waiting. ~ Contact Us ~ There are several ways to contact us regarding membership, business agreements, partnerships, etc. The main methods are listed below, but we are most active on Discord. [ DISCORD ] [ PORTAL PAGE ] [ TWITTER ] ~ Member Organizations ~
  20. An other company, called Cofee Stain, is making a game called Satisfactory.That game has INCREDIBLE industry and factory mechanics.So, I would appreciate it if you contacted Cofee Stain and asked them to help you with the factory mechanics of the game.If these 2 games get cobined, a super good game will be created that will make fortnite look like sh*t.Also, don't add in-game purchases for stuff, because then it will be like Clash Of Clans, where you pay a ton of money ($23K)to max level up and get all items free.Add in-game purchases only for buying skins and accessories like Fortnite.That's it.Oh, and add a tutorial that explains everything about the game like how to link objects, how to make a spaceship, etc.
  21. 'We are considering the possibility of Mining Units inside your constructs, but this will be in an expansion after release and it will require some careful balancing to make sure standard mining is still an option, in particular for beginners.' ~Dev Blog So after reading this I got to thinking, how can this be balanced out? What problems does the idea represent, how does it disrupt the mining gameplay loop, and how can we solve this? So first, let's lay out the problem. The primary issue is one of progression. Mining by hand is a given task. Construct tools for the task increase the efficiency of this task immensely. Otherwise why would the player choose to use them? One might imagine a huge nanoforming device dissolving and scooping up huge swaths of land and ore in a fraction the time it would take a player. Obviously, this takes a lot of utility away from players without such devices. How can they compete? Why even try? But with a little thought, we can turn this right on its head. Make this a vehicle for emergent player choice and 'real' progression(1) rather than linear A->B improvement. The first step is to change up how ore voxels work. Instead of generating a Vein of X copper ore, as an example. Now we generate that vein, but we also pick a grade for the ore. This could be a variable percentage, or simply a low/medium//high variety. So a vein of 10,000 ore might be a small vein of pure ore, or a huge swath of mostly chaff minerals a half kilometer across. So now, we have room to make different approaches to different situations by tweaking how the tools themselves interact with these ores. On the one hand, we have low grade ores. Strip miner elements excel here. If you tried to mine this by hand you'd get nowhere at all. Pockets like this might go untapped for much of the early game because trying to mine them is so horribly uneconomical. But once you've got strip miners, suddenly they become a new potential source of material. On the far end, we have high-grade ore. Dense, slow to mine, and where hand mining excels. The huge, imprecise, and jam-prone methods of the strip miner fail here. Such a machine will ruin the ore, giving you only a pittance of the yield otherwise, and the process of melting down this dense chunk is just not what the machine is for at all, and will take just as long or longer as mining it by hand. So now we have, in the environment, a number of varying situations that call for different approaches. Some require artisanal mining by hand, some require the application of enormous strip mining equipment, and most importantly, both are valid, equally important choices at different levels of accessibility. It's also worth noting that mining elements don't have to necessarily be more powerful. You could have a simple, construct-attached version of the hand nanoformer for the benefit of greater storage via an attached hopper. You can have the strip-miner described above, or you can have something inbetween. Ultimately, the point I'm making here is that the key to balance for player resources and experience is, imho, to make different approaches valid in different situations, instead of viewing them as a clear progression. Hope my thoughts on the subject are useful! Edit: (1): I felt I should clarify what I mean by "real progression" since it's not really clear. What I mean by this is making the player able to interact with, utilize, or achieve something they were previously unable to before. As opposed to linear "illusory" progression where the activities in or state of the game world don't change, but the player simply becomes more efficient at them. (Or apparently more efficient in some cases.)
  22. Kraken Industries (Logo by Alethion) Do you use money? Do you sell or buy items? Are you a member of BOO? If the answer to any of those questions is yes, you will probably end up doing business with us. Kraken Industries is a group dedicated to meeting the needs of Band of Outlaws and other groups. We specialize in markets, infrastructure and manufacturing. We hope be the leading supplier for all of our customers' needs. We are here to get the economy working, for you! How are we structured? We have three departments: Infrastructure, Trading, and Manufacturing. Each department has a Director, and the Directors answer to the CEO. Infrastructure - This department is responsible for building and maintaining physical assets such as mines, market units, stargates, factories, and so on. It is also responsible for making these available to the wider community for a fair price. Joining this department will provide many opportunities in construction, exploration, and negotiation. Trading - This department is in charge of all market and broker services. This includes serving as market makers, brokers, commodity exchanges, bulk trades, consumer markets, and logistics. This group is in charge of making sure you have someone to sell your goods to, or buy goods from, and that other groups are able to get the resources they need at the prices they want. Joining this department provides ample opportunities to practice your spreadsheet skills and rake in the big bucks! Manufacturing - This department is tasked with building things, with turning raw lumps of rock into the products that consumers want, and materials that industries need. This ranges from refining minerals, to building intermediary parts, to constructing finished ships. This department takes advantage of Kraken's Trading and Infrastructure resources to deliver goods at competitive prices. Joining this department The departments structure themselves as needed. What sets us apart? We are a Special Interest Group of Band of Outlaws, meaning that we get all of the benefits of being BOO members. This also means we have a good base of people to do business with. Not only do members get paid for the work they do, but every member also recieves dividends of the groups overall profits. This means you aren't working to make some elusive shareholders or absentee robber baron rich, you are working to make yourself rich! Our shares system means that profits are divided pretty equitably, so even the CEO doesn't make an obscene amount more than an average member. (more detail on this to come) Vertical Integration. By combining and controlling multiple stages of production and service, all the way from manufacturing to distribution we can lower our costs, generating higher profits and saving our customers money. Driven by Data. We believe in innovation and in understanding the markets on a deeper level. That's why we are driven to analyze the markets with everything from Big Data to statistical modeling. Our tools allow us to spot trends and gain insights that can shape our business practices. Want to apply? Join our Discord server ( https://discord.gg/eHdEhBz ) or contact @Lord_Void! Check us out at https://community.dualthegame.com/organization/kraken-industries#tab-description
  23. From mining and transport to battle and information, robots are huge parts of sci-fi and futuristic television shows and movies, so why not bring them into Dual Universe? Being a solo player can seem nearly impossible if faced against larger pirate groups, or even managing larger ships, but if you had a hard working team of steel companions with you, it would be an even match! Host an industrial company and don't want to fork out thousands of your hard earned credits to pay for defense? Worry not! For you may manufacture hundreds of honest and loyal machines to keep your business in running order! C'mon, who hasn't wanted their own private army of battle droids? Robotics can be a fantastic and unique addition to the universe that Novaquark is creating. Just like other technological skill trees, robotics can have it's own, unlocking you different components to make robots that are elite in fighting, mining, transporting goods, repairing, or other utilities. There are many possibilities for this addition, if you care to, feel free to add on any ideas to this post ????
  24. Hello! I'd like to discuss what you envisage our industrial areas would look like. That question does imply there will be industrial areas, which is only natural when the primary occupation and game element at the start is gathering resources and build things. An industrial area simply is a natural phenomena when big projects are set up. The bigger the project, the more logistics, more storage, more mineral processing. All in all, Novaquark can -say- large scale industrialisation isn't going to be part of the game... but ya'll know better. When the chance is there for mass production, the chance will be taken. So without any further a do, lets discuss. With the current game mechanics and game mechanics planned ahead, how do you envisage an industrial area will look like?
  25. WELCOME !!! To our official opening ! LNX - Industries Funded by a veteran star ship engineer, has the objective of provide the best star ships for the most important company ever !!! YOURS ! Our differential is to provide versatile and ideal ships to suit any of our customers needs, join safety and functionality at side of great design and powerful systems. We will also have in the future an engineer academy to train and prepare great professionals to allocate as crew member multidisciplinary crews. Ah? what do i have behind the curtains ? Its just a surprise but i will let it for after our opening cocktail, speaking of that, drinks and foot as courtesy is already back table. ! See yah soon - Lynkx
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