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.
generated by LDoc 1.5.0 Last updated 2023-09-04 19:09:50