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  1. is it possible to "apply" your org membership to a transponder, and fellow org members will see a Green ship icon and under the ship name there will be the 3-4 digit tag of that org? that will allow you to filter out an org buddy ship in a herd of other ships. Just some kind of default game identification for friends and allies. At the same time, I would hope that you could declare other orgs ally/hostile and if they run those tags, they appear red instead. would be kinda nice to have instead of me having to run 3rd party lua to actually use the transponder
  2. I believe that the nebula skybox should be replaced with a realistic, dark and starry skybox, akin to the old one prior to Alpha 3. Here are my arguments, The nebula was originally introduced as an immersive way to increase ambient lighting in Dual Universe, making it easier to see at night. This is mentioned in NQ's Dev Diary on YouTube. However, this was nullified in 0.24 with the reduction of ambient light brightness. This is personal preference however I believe many will agree; the ambient light level does not have to match the skybox's brightness. For example, tak
  3. I'm not sure if the server takes more resources to constantly update all the tunnels as we fly by or what the deal is server side BUT I think that tunnels in the terrain on tiles that are NOT own should 'cave in' after a week or so. And have the OPTION that on my territory that within a certain distance of a construct that no voxels will cave in. (so buildings don't get filled in with dirt) Or no caves ins on claimed territory. So basically Only claimed territories will still keep their tunnels if the player chooses. I fly around looking for ore and there
  4. My idea is landing pads that would be detected by the ship and you would land automatically after pressing a key when you are near of it and there would be different landing pad size for each dynamic core size it would work like in No man's Sky that would prevent landing bugs at market when a ship appears out of the blue and hit your ship because the game doesn't load fast enough even if you have the latest specs rtx 3000 series etc. it would be useful for space station also and would give the opportunity for no landing zone feature to works for example you have to pay a fee to land or example
  5. Heyho Novark Builders, I’ve got a little problem and I cannot find a good answer, so I would like to suggest a little something: This topic is not about core alignment, but about rotating cores. To be more precise, the rotation function where you hold R and Scroll with your mouse-wheel is far to unprecise. As far as I can judge this, equipping a Static Core will show you were you are able to place the core on your plot. This position is not “loose”, which means you can not rotate it by changing the direction your character is looking, but it is simply fixed. And sadly, it is not
  6. • Lighting. Add an option to enable "global" lighting that evenly lights the entire construct area, instead of using the world lighting. • Mirroring. Add a "mirror" tool that lets users add one or more planes to the construct area that mirror elements and voxels placed on one side of the plane. • Copy/Cut & Paste Elements. Allow copying/cutting elements and pasting them. Also allow copying/cutting & pasting voxels and elements simultaneously. • No Clip. Add an option to enable "no clip" while in build mode. • All-axis rotation. Allo
  7. Organizing a large industrie is a heavy task. Due to the limitations of container connections the transfere unit helps a lot, but is far away from perfect. It would be nice if we could have multiple items transfered by one transfere unit. This would help automating without touching the container node limits. With this extension we could do the following example: Having a container L as main input for ores. -> transfere unit 1 moves all T1 ores to a T1 container -> transfere unit 2 moves all T2 ores to a T2 container T1 container feeds T1 re
  8. Just a suggestion, and I hope that it might be considered for addition into the game at some point. Containers and linking to industry. On the surface a pretty simple thing but once you start upscaling it can grow real complicated, real fast. (at least for my teeny tiny anyhows 😋) Though I guess going into a build with all the stuff needed and a solid plan is the best way to go at it, building a frame structure only, dumping down all the industry where you want, being able to clearly see where all the lines are going etc. But, if your new at it, or enlarging an industry
  9. I want to be able to select a voxel construction with the selection tool and save this selection permanently as a blueprint for further use. This way you can construct your individual elements like "a voxel bottle" or "a voxel chair" and place it everywhere you like using the blueprint. Currently you can only save a complete core construction, but not single voxel elements.
  10. Consumable devices that opens small text fields for the player to make and share notes. I would love a full rich-text based editor with maybe even pictures. But a simple text editor to make quick notes like routes through your mining tunnels so my friends (and myself) won't become lost would be awesome.
  11. By using the link element tool in a large factory you loose the overview of all that connections very fast. An improvement could be: If you select an element as smart target all connections with this element are colored, all others are grayed out. Input and output connections should have different colors, so you can recognize the direction of connection faster then watching the nicly animated arrows. I just added a screenshot that you know what i am talking about.
  12. Hello. I'm here to suggest a thing that should have been done from the beginning. Now we have the most inconvenient interface for radar and guns in our constructions. We can get some data from the radar API and can try to create custom widgets and interfaces for this. But all this is completely useless, because we do not have the ability to identify and capture the target and can not shoot without using the standard UI. I understand Novaquark can't allow us to do these things through a script. This would not be fair and it would give an advantage to those who
  13. My friend and I have been playing for a about a week now, and today by accident I discovered that CTRL-Double Left Click within the inventory does a select all function in containers/nanopacks. I couldn't find this in any ingame tooltips, we've actually been annoyed thinking this didn't exist and have been manually selecting via CTRL+Left Click 1 by 1 to drag multiple items around. This is mostly a "Newbie Help" item, to add it to the context menu where I see there is room left for more tool-tips. Please see screen capture for my suggestion to add this tool-tip. -Neoki
  14. This post is about the experience of crafting using industry in the early game. I am fully aware that as you build resources these concerns decrease, but .. this still leaves us with a less than ideal early game experience - which is the issue I want to address. So, early game, you're building things in your nanocrafter and you're starting your industry... You build the parts for the Assembly Line S (skipping the XS as it's useless initially), then you build the parts and Assembly Line M, then you build the parts and a Smelter, Refiner, Electronics, Metalwork, 3D Print
  15. Hi. When you click a recipe that is in the queue of your crafting window, open the recipe with the queued quantity in the middle window. To allow the user to not have to manually re-enter the amount when they want to look up the item requirements Change the "Missing Ingredients" marker in the queue indicational (Red if missing items, Yellow if it's item requirement is dependent on other queued recipes before it) To provide a clean graphical indication of the queue status and requirements Placing artificial voxel removes dirt voxel within x distance of it. To allow for
  16. Have a limited amount of items to be placed around the world without the use of a core. Think of lightning/signage in a mine or maybe even cargo boxes. You could limited it to only owned territory (personal and other territory with build rights) to reduce the spamming of these things in public spaces. I am thinking of items like: Signs - snaps to voxels to indicate paths or closed corridors in mines. maybe even decorative once like safety signs. Lights - Can be standing lights or lights snapped to voxels. Can be used to indicate paths or light the dark mining shafts. can also be made wi
  17. I noticed that the foliage is in low-poly and there are so much possibilities with Low-poly I don't understand how DU can't get better looking foliage and trees .. Also the ground terrain on Du is a nightmare it's scary it's a nightmare!! It looks like honeycomb or a closeup picture dropped on the floor.
  18. There doesn't seem to be any practical way to create a secret in-game society. These look like my only options: I can create an org on the community website, but any org members would have there name displayed for everyone to see... not very secret. I could use a different platform to host and organize the org, but then advertising would be an inefficient pain. I'd love it if the devs would make the "members" tab (that displays everyone's names) optional. Until then, any ideas for hosting an org with anonymous members? Any support or criticism of having an optional "members" tab?
  19. Using the hand to build and edit the terrain is great, but good be improved by a realistic solution. A tool, which could have multiple version, one to build, one to edit the terrain, which could be free for every player, but could break over use. Satisfactory’s tool is a great example.
  20. It would be a tool that let you draw a line around the area you want to fill water with.
  21. Not quite sure if it's implemented or planning to be implemented. After a very lengthy conversation with 1 or 2 discord moderators on "duscussion", I was suggested to come here and make my case. I hope the developers read and see this naturally, as it is intended for them. I understand you have a big game to make, a lot of issues and players to address but please hear me out. From what I hear and see, I'm already beginning to love the idea of your game. All the little things matter, and can make all the difference in the world, especially when it comes to a game. Now, judging
  22. Fuel tanks being exposed is generally a bad thing, and we generally tuck them away from the hazards that would damage them. To allow access there are fuel lines leading into the tanks from the exterior of vehicles. I propose an element that achieves this same function in Dual Universe. It could be linked to a tank (possibly several) to allow for one way fueling to the connected tanks. it wouldn't make the tanks capacities shared in use with other elements, but would allow for them to be internalized in the vehicle protecting them better from outside complications. The logic goes as fol
  23. Hey All, Just wanted to throw in a suggesting to have the ability to throttle the download from the launcher. People who are charged for bandwidth or slow connections might have trouble without this option being available.
  24. It seems like the astronomical side of DU is still in its infancy, or at least from what I can see. So I would like to present a two-sided series of both suggestions and educational posts. Though I will not be going into too much detail. So if there are any other Physicists or Astronomers out there, I'm simplifying for a general audience and possibly have these parameters included into the game. Planet Orbits: Depending on the mass of a star the typical orbits of planets around it have been found to have certain properties. The is an inner and outer limit. Too close and the pl
  25. So here I am, technically "necroposting" on a thread discussing necroposting. This is the most recent thread (maybe the only thread) on the topic, it is still relevant, and it was left without any kind of conclusion. So should I have created a new thread instead? I don't think so. There are several situations where the rule needs to be relaxed, or at least left to moderator discretion. Situations where continuing an existing (and still relevant) discussion makes more sense than starting a new one (such as here). This reduces topic spamming (which is also against the rules
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