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Found 30 results

  1. I like the foundry and 3D printer but can we have a second incarnation of both and storage. These would be attached to a voxel build creating a bigger version with slightly faster operation. This would allow the building of foundries, factories and storage bays and silos that look impressively industrial and make great places for a fire fight. Most would be purely decorative. I noticed that the forge and other machines in landmark often got hidden in such bigger builds but were never really optimised for that function. It may need a forge input, the end of that mesh cropped off and made a little larger. Production bonus depending the number of solid voxels in the volume xyz1 to xyz 2 behind it. A few molten metal voxel types would be an optional extra. A printer Scaled up Shorted with the option to put more in a row as a special effect. I.e they all seem to run if 'connected' as above. A cargo input element that expands it's storage depending the number of solid voxels in the volume xyz1 to xyz 2 behind it. No need to change the fluid storage it looks industrial enough. Think minecraft's multiblocks in the mods but easier because the bulk of the 'multiblock' can be anything the artist desires.
  2. How about adding physic to constructions, by adding some gravity, weigh and strength to material, so for larger scale building constructions on planets, players will be forced to recreate a stable structure to build on. Making impoosible to build bridges without pillars, suspended houses with a triangulated structure, or even a floor without a certain thickness, neither a dirt tower.... As i understood Voxel builds is composed by millions of tiny tiny pixels cubes, so it might not be difficult to make calculation to make cunstruction horizontally collapse based on distance of last cube from attached solid point. Here is what we know about Voxel: Here is what i m talking about:
  3. Starting a topic to know how we imagine how to use the ingame modeler. I guess we wont be able to build bigger than the amount of material in our inventory. I was thinking gathered material could have texture properties for the builder menu. Each of them could have their color changed, and might have a little bump map available list specific for each. Some would have reflective effects, such as metals, some glossy, some with transparency, some with natural light emissions and neon effects, why not some with sounds effects. Would be nice to be able to select subobjects in the builder menu by material types, would make easier the objects painting and shaping. How about you?
  4. Hi everyone, Just a few ideas about the nanoformer tool in particular. I figured that this topic would make much more sense in the Builder's Corner than in the Idea Box, as it is specific to the game's building tool. This post is also partly in reaction of the devlogs I've read about it. Its lore, the way it works, etc. So, in short, the nanoformer tool is able to deconstruct, store and reconstruct matter in the desired shape, at will. A few ideas has been thrown on how it could be powered (solar, bio-heating, etc), how it would be explained, etc. Nothing is set in stone of course, but it is not really satisfying either. So, I came to bring some ideas, I hope you will like them! DISCLAIMER: I am no scientist, but I've read a few things, and here is my theory about actually what would it take for such a tool to exist. First, we would need a complete control over matter, down to at least the atomic level. This means being able to manipulate at will each atom, even when part of a molecule. As you may know, breaking down atoms themselves is a really powerful (a destructive) process, and can lead to catastrophic event if a chain reaction is created (i.e. atomic bomb). And so is, to a lower extent, the breaking down of a molecule. This leads to my first conclusion: the nanoformer tool would require enough power to maintain a complete control over atoms, independently from their surrounding (and atomic bounding mechanism), as well as being able to channel the huge power of their rearrangement, while preventing destruction to happen. Good luck with body heating and solar panels to harness such power! Second, the only plausible technology currently existing, allowing some sort of "control in space" over matter, is the creation of a really powerful magnetic field, allowing the atoms to be "liberated" from another colossal power: gravity. This is, at the moment, only possible within the inside of a huge magnetic field generator, and in no way can actually be broadcast, even a few centimeters away from the center of the magnetic field generator. But man, we are doing science-fiction here! So let's imagine which technology could evolve from this. To my opinion, a few branches could appear in the future from this technology, leading to the creation of a nanoformer tool: Tech 1 - a magnetic field generator with the capacity to broadcast its magnetic power: this would allow sustenance of matter in front of the wearer (Half-Life 2 style). Tech 2 - a sort of pinpointing magnetic laser, allowing the control of matter at the atomic level withing the magnetic field (similar in some ways to the inner carving of a cube of glass using lasers). Tech 3 - some sort of super coolant magnetic beam, allowing the surplus of energy created by the destruction of molecules, to be controlled and redirected elsewhere to prevent explosion (read the great sci-fi book "Uplift" to have an idea). Which leads to my second conclusion: these three futuristic inventions would explain nicely the nanoformer tool technology, while anchoring it in our present scientific "knowledge", with only a sci-fi credible twist. Plus, this could lead to nice in-game skills and upgrades. For example, the Tech 1 could be expended to a macro level, to allow repairs in space. The Tech 2 could be improved to deconstruct more complex entities, such as molecules, for the creation of more advanced things, or to a DNA level, for the creation of bio-technologies. I really think we've got something here! Third, such technologies would require a huge amount of power. And how could we actually pack such power, in something big as, let's say, a portable battery? Atomic fusion of course! The power of the stars! First it is freaking cool, second it is really the only known source of power, which is actually under research (4th generation of nuclear reactor) as we speak, that could provide enough energy. If I remember correctly, you can, with this technology, power up a whole city for one year with a bunch of sugar cubes! Which leads to my third conclusion: the battery that we should use in Dual-Universe, at least for our nanoformer tools, could be atomic fusion batteries. They would require really specific and expensive factories to be built, but a bunch of dirt to be powered on. So on top of the cool role-play-real explanation, it would be perfect to implement in the game. Well, that is it guys. I hope you got the vibe! Magnetic fields, fusion atomic batteries, cooling and pinpointing lasers: I wait for your comments! Cheers, Dociel
  5. https://devblog.dualthegame.com/2016/02/20/builder-gameplay-voxel-tools-elements/ I was reading this in the devblog, meditating about the possible relationship between the "virtual simulator" and the LUA code... Starting from the point that in the "real game" you could use LUA only to interact with the "Mesh-based Elements"; should it be possible to use the code in the simulator to automatically build complex (or repetitive) voxel patterns? What do you all think about it?
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