Jump to content

Search the Community

Showing results for tags 'element'.

  • 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
    • DevBlog Feedback
    • The Gameplay Mechanics Assembly
    • Streamer's Corner
    • The Builder's Corner
    • Innovation Station
  • 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 17 results

  1. I HAVE A small NEED. I love what we can do within our game even with a basic understanding of voxelmancy, but there comes a scale, at which I find myself struggling to get the small scale finishes I really need. I believe we need some small decorative elements, mostly 1 block and below sized, to support our fine detailed projects. These silly trinkets could EACH serve a multitude of purposes. The key to these small elements is that they can be used bear to complex voxels without messing things up. This will give us all some options for the enhancement of the very smallest of our
  2. i know i need to use a programming board but cant for the life of me find a tutorial on exactly how to accomplish this, id be super grateful if someone could point me in the right direction. Thanks for reading and good day Novians
  3. hi had a small probably neat idea wanted to pass along for repair times and the complaints. Instead of repair times do teirs of difficulty example 10 times damaged normal repair costs from scrap after 10 times damaged go to teir 2 where it costs 1.25 times the scrap then teir 3 as 1.5 then 1.75 then 2 x and so on making it more expensive but still usable you could do an overhaul mechanic as well for when it reaches teir 3 have a cost to overhaul the element to teir one what do you think? [12:47 PM] it makes them more realistic in the sense of basic mechanics just like your car replace basi
  4. It'd be nice to be able to read way more of the string I'm trying to type out/edit. See image in attachment for where whitespace can be used to increase the width of the element rename box.
  5. 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
  6. It sounds like the developers are getting close to the final versions of some elements. When they are done, I hope they tell us the length, width and height of each one. That information would be helpful when designing constructs that use them.
  7. Something to connect ships with other ships to build smt like a real rocket with booster to disconnect
  8. A list which lets us define who can not interact with an element. With only a permission list no combination of sensors can distinguish between: Only an authorized person is in range Both an authorized and any other person are in range For example, you can not have a door which automatically opens only when you're alone. It would also help attempts at starting civilizations, since it would allow having public spaces by default and banning particular people from interacting or building in them.
  9. As most of you are aware Novaquark is laying down the foundation for Dual Universe. They need to get the game in a strong alpha state before they launch their kickstarter campaign. This means that some of the purely aesthetic aspects of the game will have to come later on, like outfits, player customization etc. This thread is for those who would like to dream of the kinds of elements or "props" as they are called in some other games that they would like to see in dual. There are many different types of elements. • Active elements: Elements that have a function and will most likel
  10. Will there be elements that provide lateral movement (up and down movement) inside a construct? I know many people on the forums and discord channels are dreaming up their massive ships and buildings. But how will we move around inside these ships and buildings, specifically up and down? Are we relegated to ramps and jet-packs or can we do better? Some examples include: Ladder elements Elevator elements Teleporter elements Can you think of more?
  11. In the beginning, there were functional elements that make constructs fulfill their various functions. But what about purely decorative elements? I am not talking about player made elements that were previously alluded to (like a pretty staircase etc) I mean naturally occurring elements such as plants, flowers, small trees and shrubberies. Things that occur naturally on planets that could be placed in a construct to make it look... pretty. And while we are on elements that players cannot create, how about a water spray element so that players can create fountains How about elec
  12. There are different ways doors could be implemented in DU. One is what I call an element door. This is one element that forms a complete door and frame. Another way, which I prefer, is what I call a voxel door. With this method, both the door and the frame are primarily made of voxels with a few small elements to handle opening and closing. As an example, imagine we have a slider. This is a small element, probably one voxel in size. Each one could look like a coil, to represent using mag-lev technology to connect the door to the frame. Several of these would be attached to the frame
  13. A little push up for dev team to gather ideas from the community about what type of elements would be appreciated to be seen in control rooms of our spaceships Unlike other topic i would like to structure that one and condensate informations, so that after few posts we dont loose them I will start with an exhaustive liste of active elements, scripted elements, that players will have interaction with And encourage everyone to copy past the liste adding +1 on the counter of the elements they like, and add their own elements at the bottom of the list Eventual comments would be made afte
  14. Introducing here an idea about a multipurpose touchable MENU for diferent LUA interactions with other Elements It could be created with different sizes, from ipad size to giant screens, and have a specific graphic interface proper to DU Have a body seperate into 3 parts: - Top: Title of the screen menu / sub menu - Middle: Configurable buttons - Bottom: Description of the curent menu / or descirption of the highlighted button Each part could be scriptable and splited into lists of strings in the LUA First menu could give direct informations or actions, or lead to a submen
  15. Question number 5 (Dual Universe Explorers - Live Q&A w/ JC Baillie - Novaquark CEO || 09/17/2016) minute 14:45 https://youtu.be/H9Y0YmqGYDM?t=887 Few thoughts and eventual mechanics solutions why air within spaceship would be terribly usefull Considering the eventuality of a normal voxel as Data 1 (solid point), void as Data null (inexistant data, uncalculated), and air as Data 0 (existing point but with no interaction) Building a spaceship would be creating Data 1 point clouds within Data null Air, Data 0, could be spread in a finish construct by the intermediary o
  16. Just thought about a gravity element to rule the UP and DOWN in space. This element could be scripted and given a force vector to setup gravity within a spaceship Gravity could be then canceled, turned up or down at will When first deployed in a construction it would give the default gravity force vector, so what ever you build around you would be sure which voxels compose the ceiling and the floor of your construct in space gravitation. Turning up or down the gravity would allow spaceship interior configuration for the diferent gravity forces And canceling the gravity force migh
  17. Dual tweeted out a gif of a Mini Rocket Propulsor firing. Can't wait to attach one of these to a construct https://twitter.com/dualthegame/status/689154627120558080
×
×
  • Create New...