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Found 5 results

  1. Dear fellow Noveans, we want to offer you a website where you can find several tools that will improve your game experience of Dual Universe. Currently we will provide these features: * Customizable Crafting Calculator * Detailed informations about Items * Skill Tree with Multiple Player Support * Ore Appearance Table with Filters * Detailed informations about Stellar Objects (planets, moons) * Named Crafting Lists (Blueprints?) But we surely will not stop there. These are the planned features, that are in the work already: * Crafting Calculator considers the talents * Ship Calculator (with talents) * and more Before you register, to use this tool, please consider these rules: * You DON'T have to use your Dual Universe login. You can use ANY email, username and password. * After logging in, please read the intro on the left side on the start page to get an little guide on the project. Now how do you get access to this? Go to: https://hq.hyperion-corporation.de/ And register. Thats it. The tools you get are free for all to use. Why are we doing this you ask? We know, that Dual Universe can be pretty hard especially for new players. We want to provide tools to make it easier for everyone. Don't hesitate to tell us what you think or ask questions. o7
  2. Hello all, i present to you a simple to use and very helpful spreadsheet for calculating the ore cost and/or quanta cost of a end item Here is the sheet: **WARNING** DO NOT USE THE EXCEL VERSION, THE SHEET BREAKS IN EXCEL, apologies for that https://docs.google.com/spreadsheets/d/1WtWuuS-21QN9x51zAZXCrClxw79d5fMzVnTHavmsPZ0/edit?usp=sharing Features: -allow user to input base ore cost, ore quanta price, skills, and percentage of product used for intermediate parts -automatically takes all values above entered and calculates them into the final cost in quanta -works for t1-5 and has t1-5 pure, product and intermediate part skills selectable -shows individual ore tier cost Instructions: -make a copy (file > make a copy) -input ore values manually or copy/paste them in (click paste > values only after you paste them in so the formatting doesn't get screwed) -to calculate the part percentage, take the amount of base not used for intermediate parts and subtract that from the total ore cost of that particular ore, then divide that number by the total ore cost of that particular ore, do not use the percentage(%) symbol when entering in the percentage, you should always use decimals (e.g 0.33 for 33%) -if you need help modifying the sheet to your needs, let me know i will try my best to help! Possible features: -time cost -others as they cross my mind thanks for your interest -ELX987
  3. Ore collecting off the surface is the easiest profession for somebody just starting. Problem is the ore prices are dropping like crazy as professionals with high skills can collect so much so easy. To give new players a place in the market, I think there needs to be at least one material which can only be harvested by surface collection. Maybe wood, maybe plants, just something that is surface only, but needed somewhere in production for something cool. The large scale miners won’t touch it as the slow collection rate compared to under ground wouldn’t be worth it. It means that new and old players would have a fair chance in the market for at least one item.
  4. borzol

    Ore density

    I have a suggestion how to make mining little more interesting. I dont know if its possible to implement or if its planed.Here is the idea. When you will be scaning for ore beside usual things it will show you average density of ore your scanner found. More dense ore is faster your mining is. It would motivate to search actively during mining and not just grab what you can.
  5. In the footage that has been released so far we have a pretty good picture of how mining will go on a small scale, however, we have yet to see what is in store for the large scale mining tools. There are several ways this could go, from drills ala Space engineers, to scaled up versions of whatever we have on our arms, to mining lasers that can harvest a roid from kilometers away. This also means that the method of harvesting will have a direct impact on how we design mining ships and also how we use them. Drills, for example, will limit the size of any practical mining vessel. Of course there will always be some mad genius building a huge and impressive, but heinously expensive rig that makes holes clean through the planet, but those will be rare. If we have a large version of whatever the thing on our arms is then we can expect larger vessels that have multiple mining stations, and are crewed by a group of players. I like this version the best, because I could see some truly astonishing mining barges being built for planetary mining. The other option, mining lasers, would be less effective because of the voxel system, but still a good option. They would probably end up being more like the weapons, that lock onto an asteroid and mine it away like that. They would also be a bit more cumbersome on planets and require less player involvement overall. I, for one, am casting my vote (do I get a vote?) for the nanoformer based mining rig that is a turret-like device that mounts on the ships hull and is controlled by a player to carve away layers of material. It would have to be piped up to a very large storage system. I don't think it should be a thing that can be coded to be run by a script. Of course there could be a fixed type that mounts on the front of a ship and just sucks in whatever is in front of it for your little mining drones, but the player controlled turret things should be more effective.
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