Mock objects for generating a more useful codex and for use testing Dual Universe scripts offline.
See this project on github for code and more details.
If you notice typos or differences between the in-game behavior and this documentation please drop me a message either on github or discord: 1337joe#6186
The official NQ API mockup can be found here.
This site is maintained in my free time as a public service to the community. If you find value in my work and want to toss a few quanta my way, my Dual Universe character is: W3asel
The "Dual Universe" brand, the "Dual Universe" logo and all associated logos and designs are the intellectual property of Novaquark S.A.S. https://du.w3asel.com is a fansite that Novaquark S.A.S. does not endorse, and the latter is not affiliated with it in any way.
Modules
AdjustorUnit | Adjustors are specific motors that expel gas to generate torque on your construct. |
AirfoilUnit | Airfoils are aerodynamic elements that produce a lift force according to their aerodynamic profile as wings, stabilizers, and ailerons. |
AntiGravityGeneratorUnit | Generates graviton condensates to power anti-gravity pulsors. |
BaseShieldGeneratorUnit | Generates a protective shield around the space construct. |
BrakeUnit | Brakes are elements designed to produce thrust opposite to the movement of a construct. |
ContainerUnit | Containers are elements designed to store items and resources. |
ControlUnit | Control units come in various forms: cockpits, programming boards, emergency control units, etc. |
CoreUnit | This is the heart of your construct. |
CounterUnit | Cycle its output signal over a set of n-plugs, incrementing the activate plug by one step at each impulse received on its IN plug. |
DatabankUnit | Stores key/value pairs in a persistent way. |
DetectionZoneUnit | Detect the intrusion of any player inside the effect zone. |
DoorUnit | A door that can be opened or closed. |
Element | All elements share the same generic methods described below. |
ElementWithState | Abstract class to define elements with a getState method. |
ElementWithToggle | Abstract class to define elements with activate, deactivate, toggle, and getState method. |
EmitterUnit | This unit is capable of emitting messages on channels. |
Engine | Abstract class to define functions common to engines. |
EngineUnit | Engines provide the thrust to move your ship forward. |
FireworksUnit | A unit capable to launch fireworks that are stored in the attached container. |
ForceFieldUnit | A force field to create an uncrossable energy barrier. |
FueledEngine | Abstract class to define functions common to fueled engines. |
GyroUnit | A general kinematic unit to obtain information about the ship orientation, velocity, and acceleration. |
IndustryUnit | An industry unit is a machine designed to produce different types of elements. |
LandingGearUnit | A landing gear that can be opened or closed. |
LaserDetectorUnit | Detect the hit of a laser. |
LaserEmitterUnit | Laser emitter unit. |
LightUnit | Emits a source of light |
ManualButtonUnit | Emits a signal for the duration it is pressed. |
ManualSwitchUnit | A manual switch that can be in an on/off state. |
MiningUnit | Extracts a regular amount of resources from the ground. |
PlasmaExtractorUnit | Extracts a regular amount of plasma from the space surrounding an alien core. |
PressureTileUnit | Emits a signal when a player walks on the tile. |
RadarUnit | List local constructs and access their ID. |
ReceiverUnit | Receives messages on given channels. |
ScreenUnit | Screen units can display any HTML code or text message, and you can use them to create visually interactive feedback for your running Lua script by connecting one or more of them to your control unit. |
ShieldGeneratorUnit | Generates a protective shield around the construct. |
SurfaceEngineUnit | Surface engines require a surface to push off from. |
TelemeterUnit | Measures the distance to an obstacle in front of it. |
TransponderUnit | Broadcasts data to radars, that can access more information if their transponder tags are matching. |
WarpDriveUnit | Based on the principle of the Alcubierre drive, this unit creates a powerful negative energy-density field capable to distort space-time and transport your ship at hyper speeds through space. |
WeaponUnit | Displays information about the weapon's state. |
construct | Construct represents your construct. |
game_data_lua.database | The database library offers multiple useful functions to get all information in one object about a player, a construct, an organization or an element. |
game_data_lua.rslib | The renderscript library is defined by a Lua file within your Dual Universe installation, view it at:
...\Dual Universe\Game\data\lua\rslib.lua |
library | Contains a list of useful math and helper methods that would be slow to implement in Lua, and which are given here as fast C++ implementation. |
player | This class represents the player who is executing the control unit. |
renderScript | RenderScript is a new technology for creating screen unit contents using Lua (also referred to as "Lua Screen Units"), rather than HTML/CSS. |
system | System is a virtual element that represents your computer. |