Jump to content

Search the Community

Showing results for tags 'Industry'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Starting Zone (EN)
    • Rules & Announcements
    • General Discussions
    • Off Topic Discussions
  • Starting Zone (DE)
    • Regeln und Ankündigungen
    • Novark's Registratur
    • Allgemeine Diskussionen
  • Starting Zone (FR)
    • Règles et Annonces
    • Registres du Novark
    • Discussions générales
  • Beta Discussion
    • Beta Updates & Announcements
    • Idea Box
    • The Gameplay Mechanics Assembly
    • Streamer's Corner
    • The Builder's Corner
    • Innovation Station
    • DevBlog Feedback
  • Organizations
    • Org Updates & Announcements
    • Novark's Registry
  • Fan Art, Fan-Fic & Roleplay
    • Novark Agora
    • Novark Story Time
    • Novark Art Gallery

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


backer_title


Alpha


community_id

Found 39 results

  1. 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.
  2. 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, and Polycarbonate Plastic. Feedback is needed to improve the application! Please let me know here if you encounter any problems or have any suggestions for improving the app. Alternatively, you can submit issues or pull requests on Github, or join our Discord server to chat more (look for lgfrbcsgo or Nikolaus). Enjoy!
  3. 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 variety of Elements simultaneously and in volume, without you needing to touch an industry machine or know a single recipe! Swap Spot runs at maximum resource efficiency and evaluates ore fairly, unlike traditional markets that often pay a fraction of what its worth. Swap Spot is vertically integrated, cutting out all the middle men! Swap Spot’s efficiency and fairness means that your ore is worth more, which means more Elements and less digging! Swap Spot enables Ore Freedom! Only got coal to swap? No problem! Swap Spot will still make Elements for you! That’s right, you DO NOT need to provide the exact ore needed to make the elements you need! Just provide Swap Spot with the ore it needs. That’s Ore Freedom – that’s Swap Spot! How does Swap Spot work? * Your ore is assigned Resource Points, RP for short. * The higher the RP, the more valuable that ore is to the Swap Spot. * Elements have a set RP value. * Swap Spot swaps the ore RP value for the Element RP value. Step 1) Determine that you have enough ores at the value shown to order the elements you need. Step 2) Simply click the name of the element(s) you want on the screen. Step 3) Using the +1 / +10 / -1 / -10 buttons assign the number of element you want Step 4) you can use the <Page / Page> buttons to move through the several pages of available elements. Step 5) The total order value is shown on the top of the screen, assuming you have enough ores to start the transaction click on the ORDER button at the bottom of the screen. Note: You can order multiple different elements at the same time speeding up the process dramatically. Step 6) Once you order your elements simply deposit the ores you wish to swap in the provided container hubs. The ore gets removed and Resource Points, RP's, are assigned to your order and are tallied at the bottom of the screen. (Please make sure you have enough ore to fully pay for your order.) Step 7) Then simply wait for the Swap Spot to deliver your order - note deliveries can take several minutes, so please be patient. When an element arrives in a container hub the light next to it will flash Note: Swap Spot delivers the higher Resource Point elements first. Step 8 ) Once you have all your items simply leave the Swap Pod. This will auto end the transaction. Swap Spot makes getting Elements easy! Oh, you don't have ores? No problems! Swap Spot is surrounded by six, yes SIX hexes for surface rock gathering! Sure, its not ideal, but, it means you can go from zero to hero in a very short time! (And its also great for parking!) Swap Spot is ideal for newbies, veterans, individuals and corps alike; anyone who wants the best value for their ore! Need Quanta? Sell Swap Spot Elements on the Market! Swap Spot is under construction and has a small, but growing selection of available Elements. We invite you to take advantage of Swap Spot TODAY! Location on Madis (Part of Tortuga) : ::pos{0,1,77.4321,73.2716,790.7706} Come join us on Discord to get daily prices: https://discord.gg/tvbADay Note: Tortuga is Dual Universes premier city state merchant hub, where the best come to play. An appropriate place for Swap Spots first location. *** Ore is swapped in batches off 100, so order everything together *** *** One item of fuel equals 100L *** *** Use multiple ore types at the same time to increase Payment Speed ***
  4. 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).
  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. 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.
  7. 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 server(s) which is already maintaining a gargantuan flow of data of terrain changes. I purpose that there are several options to consider to reduce the amount of entities/links that are needed to maintain a function operation. #1 Introduce levels of the industry machines being used already that are capable of running multiple recipes at the same time (even if it is the same recipe do not reduce the time it takes to make things) - Example - Refinery (acts as it does) - Uncommon Refinery(the ability to run 2 recipes) - Advanced Refinery (The ability to run 3 Recipes) - furthermore it would be my suggestion that the previous entity be used in the proceeding entity making it more likely for people to pick up their old machines and repurpose them. This solves two issues #1 it reduces base footprints that are needed and #2 it reduces the amount of links that the server must keep track off. This would take a full 25 Refinery base and reduce it from 25 to 9 Refineries. This also means that the links go from 50 to 18. a significant reduction. #2 Change the basics of the Transfer Node, Moving things from one crate to another is great except that your just adding links and entities, instead why not make different tiers of Transfer nodes and allow them to act like White/Black List. This has the potential to significantly reduce the amount of links in exchange for 2. #2-1 Another potential change to the Transfer Node would to be to make it a "Upgrade" to containers, making so each type of Container can accept a certain amount of "Upgrades" xs = 0 S = 2 M = 4 L = 6 and simply allow the transfer node after instillation to increase the number of links the container has IE a L with 6 transfer nodes would have 15 Links. #3. allow the Lua to Change recipes this would present more complicated coding efforts but in the end would reduce the amount of links and machines needed to run a production facility. (Not sure if people would use it but it would reduce the links) #4. On the note of planetary terrain changes, this will become one of the largest issues the servers will face, having played multiple games with the ability to change all of the terrain as I see fit this game provides the ability to do it quickly and on a large scale. With that in mind people have referred to Alioth with the following "Alioth looks like a spaghetti monster underground" not really surprising here. Now I wouldn't take away the ability to alter the terrain and dig, but mining may need a review some of the ideas I have heard are. #4-1 triangulation beacons and Drones. you would find a metal, drop a beacon go x distance in a direction and the radar would show you getting closer and when you start getting away from it you would drop another then find the other directions and each beacon would get you closer to the ore, then you would deploy a drone as you said that would "dig" down and start mining the ore. The idea would be it would take just as much time to do it by hand and the ore would be put into a "Drone Container" even add skills to increase the range so if the ore is too far down you would need more skill to get it. #4-2 Weekly Tremors that slowly restore underground tunnels to their original state (minus the ores of course) #4-2-1 a restore option on the digging tool that restores terrain to original #4-2-2 A Seismic unit that would restore a chunk to it's original state (minus the minerals) Now I understand that these ideas are not perfect and welcome open and constructive criticism. Thank you Genthro
  8. 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!
  9. 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?
  10. 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
  11. Aiwhisper

    Hub chaining

    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 small screen, around your ship/station. This would have an unlimited amount of in/out And storage though as you could just link more and more hubs and containers. This could also be limited by making a new “master hub” item which could act as a hub for hubs And not use the normal links and be limited to 10 hubs just like how hubs are limited to 10 containers. An item like this would mean you could link 100 containers and have 100 in/out ports Max on one system.
  12. 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.
  13. 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.
  14. 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.
  15. 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
  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. 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
  18. 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".
  19. 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
  20. 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.
  21. 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.
  22. 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.
  23. 'Trust is' Trust is specific. Ploys are vague. We are an organisation with deep dreams and vested interests. Premium services are cardinal to our dominance in handpicked sectors. The HTX is committed to exotic industry, a network of effective logistics services, sterling trade hubs and lethal PvP. Through Outpost Zebra, we hope to provide players with prime, objective news coverage online. Trust is finite. Money is printed. Welcome to Dual Universe. We are here to serve you – not the organisation or alliance. We know trust is finite and hard to obtain. That’s why we’re always in for the long haul. Lifelong trust is lifelong gain. The HTX won’t sacrifice long term advantages for short-lived profits. To forfeit integrity is loss; to break neutrality is anathema. Your alignment in Dual Universe is inconsequential: we have a reputation for impartiality. Business with the HTX is Suisse banking. Trust has history. Lies die swiftly. Our arrival in 2016 as The Aether was little more than a whisper. We have since evolved. It’s hard to imagine now, but at one time, The Aether arguably had the largest network of alliances and agreements in Dual Universe. We are not the white knights of old. Alliances and memoranda; been there, done that. Time has shaped the HTX into a focused and observant group. We have shed ghosts to obviate inflating our numbers. We have avoided alliances to spurn partisanship. Join an organisation with an untainted history and famous members. We make only one promise: business is business. Trust is enlightened. Gullibility is uninformed. In 2017, we realised, ‘this isn’t going to work.’ The Aether had goals to offer services to Dual Universe. However, alliances would require compromise, sooner or later. Simultaneously, going solo was to paint a target on our backs. A bulb turned on: neutrality is not isolation; independence is not frailty. The options: stick to The Aether or do better. Two years later, we’ve never been prouder of our decision. Dual Universe is a world that can only grow from here, and along with it, so will we. Trust is industrious. Deception tires quickly. Maximising the minimum gain is a philosophy you will come to understand in the HTX. It is foolhardy to assume an organisation can be the best at everything. We decided instead to be the best at everything we do. Our focus on industry is limited to the dynamic production of high value items. Whether these are transferred to nefarious entities for further use or creative players for protecting themselves is none of our concern. However, we are interested in ensuring the purchased goods are delivered in pristine condition. To that effect, we are developing our haulier services to reach you wherever you might be in a timely fashion. To handle hostile interest in your consignment, the HTX intends to cultivate a small, skilled and specialised group of players. Their purpose is not to harass organisations or individuals. This arm exists to make sure no living being or plan comes between you and your delivery. As a secondary goal, our PvP members must be able to stall companies many times their size, or turn the tide if a delivery so requires it. Lastly, keeping people updated on the events in Dual Universe is important for their safe passage, information and entertainment. We need nothing more than a few objective reporters around the Universe to bring you the news you need to hear. Trust is patient. Failure is restless. Rome wasn’t built in a day. It will take time, careful planning and a long march to achieve our end-goal. The sniper waits for the right moment. The industrialist builds his conglomerate over decades. We are dedicated to achieving what we set out for. Patience is not simply the ability to wait – it’s how we behave while waiting. In Dual Universe that means having fun, learning from setbacks and constantly working towards a goal. We short-change ourselves when we give in to impatience and laxity. Dual Universe is fun; we are fun – if you have the mind to welcome it. Trust is decisive. Hope wanders. Are you satisfied? If you think you have found a mutual fit in us, submit an application. We have clearly defined goals for decisive people. If that’s you, you’re more than welcome to join a premier organisation. If we have identified you as a promising candidate, you will hear from us soon. Trust is the HTX. The Heimera Trade Xchange is a unique name, formed from our values and learned members. ‘Heimera’ is a word taken from Icelandic ‘Heimana’ (worlds) and Greek ‘Meraki’ (to do something with soul, creativity or love; leaving a piece of yourself in your work). Together, they signify our dedication to making an impact in the best way we possibly can. Is there a more realistic way to signal commitment to excellence in our activities? Our members shine. The first ever community digest featured Aetherios (now known as Vyz Ejstu). The second one interviewed Falstaf for his excellent work in founding Outpost Zebra and his generally flawless character. Anonymous is an inconspicuous figure almost assuredly behind the largest projects in Dual Universe. Kael often runs both Outpost Zebra and the organisation with mechanical efficiency. We encourage our members to be active and build a respectable image for themselves and the organisation. A star filled night sky is beautiful, but nothing without individually shining stars. What else to expect of an organisation that draws inspiration from the best of history, philosophy and design? Visit our Discord Server to learn more: Heimera Trade Xchange Server Head to our Community Portal to submit an application: Community Portal Visit Outpost Zebra to keep up to date with Dual Universe: Outpost Zebra RECRUITING STATUS: [OPEN] © Copyright Published by TextBomb™ A subsidiary of the HTX. All Rights Blown Up.
  24. --------<| 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 ~
  25. 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.
×
×
  • Create New...