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Showing results for tags 'static constructs'.
Since day 1, NQ has talked about cities as a feature of DU: - during the Kickstarter in JC's '10 Minutes of Dual Universe Gameplay', - in the 2018 pre-alpha 'Dual Universe Community-Made Outposts', and - just a year ago, at the 25 second mark in the 'Building Fundamentals Trailer'... So why are there only a handful of 'cities' in DU? As detailed in my YouTube video (link below) it is virtually impossible to align static core blueprints reliably, even when working hard to comply with the baked-in ray cast used to position blueprints. The lack of a snap to grid (as with placement of new cores) is just the beginning of the many problems. Static blueprint placement issues also include: 1) 'Nudge' moves the BP by 2 voxels instead if 1, 2) There is no visualisation of the structure being placed. Combined with placement inverting the direction of the structure by default, it is extremely difficult to predict which direction the blueprint is facing when placed, even moreso when rotation is called for, and 3) The inability to 'undo' a bad placement is especially burdensome on large structures as they have to be torn down in dozens of separate cut selections and the blueprint is effectively lost. For all these reasons, it is completely impractical to try to perform a number of tasks essential to large scale architecture, including: - Relocating an existing multicore structure, - Replicating a multicore structure, - Developing multicore structures for sale, - Selling any static blueprint with DRM (since bad placement consumes the blueprint). Because it is impossible to transact blueprints in a way that allows customers to reliably place their purchase, there is no profit to be made in multicore architecture. And because there is no profit in multicore architecture, there are no multicore architects. In essence, current gameplay mechanics actively inhibit the construction of cities. There are three levels of fix for this essential gameplay element: BASIC: Add snap-to-grid for static core blueprint placement, identical to new core placement. (Even with this basic fix, determined players can workaround the remaining problems.) INTERMEDIATE: Add a direction arrow on the blueprint being placed so players can see which direction the BP is being placed. (Blueprint sellers can then provide instructions to customers on which face of the construct the arrow represents.) ADVANCED: Full function - add a silhouette of the projected blueprint, and add an undo function or teardown with the blueprint recovered. To be fair, there are other problems as well - like the inability to use elevators to travel between cores, or more than half the width of a large core. But with the ability to design and build multicore structures, the largest hurdle would be resolved and the absence of any significant emergent architecture, aside from a small number of very determined players. It is my wish that rather than wait for the available development cycle to properly fix static blueprint placement, the 'basic' option above be implemented ASAP. *
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 aligned with any of the plots six sides. Unequipping the Core and reequipping it does also not change the fixed position. Of course, you can rotate the core by holding R and using your mouse-wheel. However, this will rotate the core by a fixed amount of… dunno, 5 degree or so? This means you cannot properly align your building space to your territory’s walls no matter what, as holding R and scrolling rotates the core just by too much of a degree. I get that this might be not a point of concern for most of you out there, but I do think this is an issue that should be talked about. A possible solution and my personal suggestion is the following: The player should be able to rotate the core freely when holding down R and moving the mouse left and right (horizontally, of course!). Edit: Another possible solution would be a feature to snap on the borders of a core to the territorys borders. I have not found a thread with this topic, so if there is one or if you have a solution, please show me the way ^^
So your base/complex/station was just raided and your buildings are now riddled with holes some even cut in half. And now you have to manually repair them. I have 2 soultions to this raid aftermath issue. 1 after a set amount of time a module or the material that you coated in nanite paste will access a storage crate somewhere whitch it will then use that material to rebuild it"self. 2 A highlight of the building would activate similar to Space engineers bp module where you can easily repair the structure by clicking on it so long as you have the materials for it.