How to get out of your starter system (EF-Map guide)

How to get out of your starter system (EF-Map guide)

Made this for the What I Wish I Knew challenge. It's a short video, about 2 minutes and no talking, on the thing I wish I'd known at the start of the cycle, which is how to get out of your starter system. Everything in it is just footage from EF-Map, nothing you can't see and do on the map yourself at https://ef-map.com

Since I recorded it the area has changed a fair bit. Kadian from Clonebank 86 has published his catapults in the Public Structures panel, 30 structures across 16 systems, so there's a lot more on the map around the starter systems now than what's in the video.

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u/Diabolacal — 6 days ago
▲ 11 r/Eve

EO-Map now generates a weekly State of New Eden report. First one is up, what else should be in it?

So I've added something new to EO-Map. Every week it now puts together a State of New Eden report from the data the site already collects. It covers where the reported PvP happened, which sov changed hands, what faction warfare did and a small economy section using FC's own market history. The first one covers Thursday 17th to Thursday 24th September.

https://eo-map.com/state-of-new-eden/2026-09-24

The headline numbers were 94,100 reported kills and just over 13 trillion ISK destroyed across 4,682 systems. Querious was the main sov front, with 17 systems going from OnlyFleets. to Weapons Of Mass Production.

The whole thing is generated automatically, which is the only reason I can do it once a week. The week's data gets frozen, and the report only writes a sentence when a number clears a fixed threshold. It doesn't try to guess why anything happened, it just says what changed. The PvP side is killmails, so it's reported PvP, not every loss in the game. This is the first full week I've tracked kills, so there's nothing to compare the combat figures against yet. Sov, FW and the economy numbers do compare with the previous week. The combat comparisons start with next week's report, so it should tighten up from there.

Now, the bit I'd actually like help with. At the moment it covers PvP, sov, faction warfare and a wee bit of economy. It's probably worth saying I've got no horse in this race. I'm not in an alliance or any null bloc, I don't trade on the market, and I don't even have Omega at the moment. I've no interest in reporting anything other than straight facts. So if there's a stat or figure you'd like to see every week, let me know. If the data is there to support it, I'll add it, whoever's asking.

u/Diabolacal — 19 days ago
▲ 99 r/Eve

Warlock Industries asked for an EO-Map Creator Mode, so I exposed basically everything

So Warlock Industries asked me if I could make EO-Map a bit more useful for creators, which is where Creator Mode came from. Rather than trying to guess what people might want, I basically exposed most of the rendering controls that were already there.

You can switch between 2D and 3D, change the star and space colours, control region and system labels, bloom, depth of field, film grain, vignette, the interstellar medium and a load of camera stuff. There are more sliders than I know what to do with now. You can use it for screenshots, video, or just make the map look however you want.

All the normal EO-Map overlays still work as well, so sovereignty, faction warfare, activity etc can all be used while setting up a shot. I also added 3Dconnexion SpaceMouse support across the whole map, not just Creator Mode.

Warlock has already put it to use in a video, which is where the red screenshot came from:

https://www.youtube.com/watch?v=cIrcZD7JgHk

Creator Mode is live at https://eo-map.com/

I don't really know yet what people making EVE content will want from it, so if something useful is missing just ask. If it's reasonably possible I'll add it.

u/Diabolacal — 1 month ago

Why does EVE Frontier use blockchain instead of just an API?

This came up in Twitch chat tonight and I said I'd have a proper look at it afterwards, because I don't think "because blockchain" is really a useful answer to why EVE Frontier is built the way it is.

The obvious question is why does Frontier need a blockchain at all? Couldn't Fenris Creations just have a normal database and build a much more capable version of ESI around it?

The first answer is yes. They could.

There isn't some capability where blockchain can write to a game and APIs can't. ESI itself has write endpoints. It is a REST API, authenticated access uses EVE SSO and OAuth 2.0, applications register with Fenris, request defined scopes and operate within whatever endpoints Fenris exposes. There are also rate limits, caching rules and all of the other things you'd expect from a centrally operated API.

So I don't think "blockchain can do this but an API can't" is the right argument.

In fact Frontier itself uses both.

Fenris described this pretty clearly during the Sui hackathon earlier this year. Mods that actually exist inside the world can run through Smart Assemblies and Sui, while external applications such as maps, dashboards, coordination tools and analytics can use an official API to read and react to the live universe.

That distinction is probably the easiest way I've found to explain why the blockchain is there.

If I'm building something like EF-Map, I mostly want information. Give me objects, events, ownership, structures and whatever else Fenris chooses to expose and I'll do something useful with it. An API is excellent for that.

If I'm changing the behaviour of a gate that physically exists inside the game world, that is a different problem.

A Smart Gate might allow only members of a particular Tribe through. It could charge for access. It could check ownership of something else. A Smart Storage Unit could become a shop. Different pieces of infrastructure can interact with systems written by different developers. The important bit is that this isn't just an external website looking at the game. Player-written logic is becoming part of the shared game state and can produce an actual in-game effect.

You could still build all of that with an API.

But now the API needs to be a very powerful write API and Fenris needs to operate the authoritative execution environment behind it. They need to decide how third-party code is hosted, how it executes, how users authorise actions, how ownership works, how state is shared between applications, how one developer's system can interact with another developer's system, how history is recorded and how all of that is secured.

Blockchain doesn't make those problems disappear, obviously. It does give them an existing architecture for a lot of it.

Frontier migrated from Ethereum to Sui on 11 March 2026 with Cycle 5. Sui is an object-centric Layer 1 blockchain and I think the object-centric part is particularly relevant to Frontier.

The Frontier whitepaper talks about eventually targeting 100,000 unique star systems containing huge numbers of player-built ships, bases and infrastructure. On Sui an object can have its own identity, ownership and history. Fenris specifically describes that as fitting its existing item-centric approach to building EVE games.

So rather than one enormous contract containing the entire world state, a gate can be an object. A storage unit can be an object. An item can be an object. Those objects have defined rules and interfaces and player-written Move code can extend what they do within those boundaries.

That also gives you composability.

If I write a system against those objects, somebody else doesn't necessarily need Fenris to build a special endpoint so their system can interact with mine. They can build against the same state and the same contracts. One player's market, currency, access-control system or reputation system can potentially become an input to something another player has built.

That's quite different from the normal ESI model.

With ESI, Fenris decides what an application can ask for. They expose an endpoint, document it, maintain it and decide which scopes are required. If the data or action I want isn't exposed, I can't just invent the endpoint myself.

That doesn't make ESI bad. I've built against it quite extensively recently and it does exactly what it is designed to do. But it is fundamentally an interface into a private game operated by Fenris.

Sui is being used for selected parts of Frontier as part of the game itself.

There's also the execution model. Independent transactions on Sui can be processed in parallel rather than every transaction having to wait behind unrelated transactions touching completely different objects. Fenris gives parallel execution, low latency and near-instant finality as some of the reasons it chose Sui.

That matters if you're trying to put potentially billions of game objects and player interactions onto a chain without the whole thing behaving like the older mental image people understandably have of blockchain where you press a button and stare at a confirmation spinner for 30 seconds.

It doesn't mean every calculation in Frontier is happening on Sui. It isn't.

You're still playing a normal real-time MMO running on Fenris' Carbon engine. Your ship isn't submitting a blockchain transaction every frame because you've moved your mouse slightly to the left. The blockchain is being used where persistence, ownership, programmability and shared state actually matter.

There is also the history and verification side.

If the authoritative state of something is on-chain, I don't necessarily need to trust an API operator or somebody else's database when they tell me what happened to it. The transaction history exists independently and can be indexed by anybody.

That has already been useful for tools. Rather than waiting for Fenris to build a historical endpoint for every possible question, you can index the underlying state yourself.

There are obviously limits to how desirable that is in EVE. Information asymmetry matters. Knowing things other people don't know is part of the game.

Fenris is aware of that and its Sui architecture also includes Walrus and Seal for data storage and access control. So "blockchain means everybody can see absolutely everything" isn't really the intended model either.

Then there is the other reason that I don't think is worth trying to hide behind technical terminology.

Money.

Frontier is deliberately being built so value can cross the boundary of the game.

Its whitepaper describes the Frontier economy as a participant in the global economy which can interact with virtual or real economies. $EVE is planned as an external token on Sui and has an actual game use, with the current design requiring it for the advanced Crude Mining Lenses used to extract Crude Matter.

That's very different from EVE Online.

EVE Online lets money travel quite a long way in one direction. I can buy PLEX for real money and sell it for ISK. What I cannot legitimately do is decide I've had enough of EVE, sell my 100 billion ISK and withdraw the proceeds into my bank account. Fenris' EVE Online RMT rules explicitly prohibit selling ISK or in-game items for real money.

Frontier is intentionally opening that boundary.

Whether that's a brilliant idea or a terrible idea is a completely separate discussion. I think there are perfectly reasonable arguments on both sides, especially once speculation starts affecting something that is supposed to be a game.

But it absolutely belongs in the answer. Blockchain isn't just being used because somebody decided databases weren't fashionable enough. The external economic layer is part of Frontier's design.

There are downsides to all of this as well.

If I was building a game and didn't want these properties, I'd take the database and API every time.

A database is simpler. It's under your control. Private information stays private. Updating something is straightforward. If somebody finds a catastrophic exploit you can stop the server, fix the data and carry on. You don't have an external consensus network, smart contracts, keys, transaction fees, chain infrastructure or another ecosystem to worry about.

An API is also extremely good for things which don't need shared execution. I don't need a blockchain transaction to ask how many people are in Jita. I don't need cryptographic ownership to download a list of solar systems. There would be no benefit.

There is also additional security risk when you're deliberately allowing other people to deploy code that affects your universe.

Sui's Move language is designed around assets and ownership and removes or makes much harder some classes of smart-contract bug, but that isn't the same thing as saying player-written code can't contain bugs. It obviously can.

Fenris still has to design the interface between player code and the game extremely carefully. The fact that my contract can control a gate does not mean it should be able to give my character a billion hit points. The underlying object defines what actions are available and the mod operates within that boundary.

Scaling isn't free either.

Sui's object model and parallel transaction execution are a much better fit for this than some older blockchain architectures, which is one of the reasons Fenris moved to it, but running a distributed blockchain is still more complicated than updating a row in PostgreSQL.

And there is dependency risk. Fenris is deliberately building part of its universe on infrastructure it doesn't completely control. That's partly the point, but it's still a trade.

So I don't think I would describe blockchain as "better than an API".

I think that is asking the wrong question.

Frontier already has an API, because APIs are very good at some things. It also has Sui because Fenris wants selected parts of the universe to have shared programmable state, object-level ownership and provenance, composability between things different people build, independently verifiable history and an economy that can interact with the world outside the game.

Could Fenris build its own centralised version of all of that?

I think so.

But by the time you've built a globally accessible state layer, cryptographic ownership, signed transactions, a secure execution environment for arbitrary third-party code, permanent history, composability between applications, asset settlement and an external economic layer, you're starting to recreate quite a lot of the functionality the blockchain is providing anyway.

Whether that trade eventually turns out to have been worth making is probably something we won't really know until Frontier is much further along.

But yeah, that's my current understanding of why it's there rather than just being ESI 2.0.

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u/Diabolacal — 1 month ago
▲ 19 r/Eve

24 hours of EVE Online destruction in 4 minutes: 15,218 kills, 2 trillion ISK

Had another go at turning EO-Map data into a video (Well, zKillboard data - thank you zKill, love you guys)

This is one full 24 hour period played back chronologically - 15,218 mapped kills, almost exactly 2 trillion ISK destroyed, compressed into just under 4 minutes

At the PLEX/ISK and CCP store rates I checked when making it, that works out at roughly $14,000 PLEX equivalent - which is a slightly ridiculous way to look at a day in EVE

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u/Diabolacal — 2 months ago
▲ 6 r/Eve

19 Years of EVE Online Sovereignty in 6 Minutes | 2007–2026

I've been building out historical sovereignty playback in EO-Map and this was too tempting not to try.

This is New Eden from 23 June 2007 through to today, played back chronologically. Nothing particularly clever was done for the video itself beyond recording the map and adding the music. This is basically just the sovereignty history playback running from start to finish.

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u/Diabolacal — 2 months ago
▲ 33 r/Eve

I like 3D maps. Apparently people like 2D maps. Fine.

I've always preferred the 3D map because jump ranges and the actual shape of New Eden make more sense that way

But people like 2D maps, so I figured I should probably add a 2d button

Turns out watching the whole universe flatten itself is quite satisfying

u/Diabolacal — 2 months ago

My EVE Frontier map tool is a year old today, and the builds from its first week are somehow still online

A year ago today I posted the first screenshot of EF-Map, my map and route planner for EVE Frontier. It was a 3D star field with a search box and three tick boxes, and that was the entire tool.

It only exists because of a scouting problem. I was trying to work out a sensible order to visit a couple of hundred stars and the in-game map is not built for that, so before the map existed I made a thing that had no map in it at all. Just a start system and a radius, and it would grind away in a browser tab trying to shorten the route. I am not a developer by trade, I am a vibe coder, and that project was mostly me learning how to get an LLM to produce something that runs and then how to put it on the internet at all.

The reason I am posting rather than just quietly having an anniversary is that I went digging for old screenshots and found that a couple of the early deployments never got taken down. They still load and they still work, so you can open the first week of it, click about, then open the current one and compare.

The thing that surprised me most going back through it is how little the layout moved. Routing turned up on launch day itself, about five hours after I shipped a feature that measured the distance between two stars, and by three weeks old it already had the rail down the left and the routing panel roughly where it sits now. Almost everything since has been the same handful of ideas getting deeper rather than anything new appearing on screen.

Screenshots in order: launch day, the first week once routing landed, three weeks old, and today. Links to the old builds are in the comments.

Full write-up with the git history is on the blog if anyone wants it: ef-map.com/blog/ef-map-one-year-old-early-builds-still-live

u/Diabolacal — 2 months ago

FC Goodfella promised to grow a mullet for the launch of EVE Frontier, so EF-Map now tracks his hair as launch telemetry. Current reading: stubble, 8% complete

So hair grows at roughly 1.25 cm a month and no patch has ever changed that, which makes FC Goodfella's head the only part of the launch pipeline with a fixed, auditable release cadence. It seemed wrong not to track it.

Each Friday stream capture is run through my proprietary follicular photogrammetry pipeline, which is a fancy way of saying I count hair pixels. The current capture came back at stage 2 of 6, stubble, so mullet completion sits at 8%. I should caveat that we only have a front quarter angle so far, rear telemetry is unconfirmed, so the confidence interval on the party in the back is honestly enormous.

The forecast side converts stage progress into launch windows. A short modern mullet needs 3 to 6 months of growth, which puts earliest possible launch at November 2026. The full rocker is 9 to 12 plus months, and the plus is open-ended, which anyone who has followed game development will find familiar. The windows tighten automatically as the mullet develops, so launch precision improves every Friday.

I've also added it to the site's llms.txt, the file AI assistants read to learn what EF-Map does. So when someone asks ChatGPT when EVE Frontier launches, there is now a nonzero chance it cites the back of Goodfella's head as a primary source. Genuinely might be my most impactful SEO work this year.

Panel is live at https://ef-map.com/?panel=mullet-check with a grow your own tab if you want to run the program in solidarity. Readings update after every Friday stream, and if the hair regresses I will report that too. The data has to be honest even when the mullet is not.

u/Diabolacal — 2 months ago

EF-Map er nú fáanlegt á íslensku

Fenris Creations is based in Reykjavík, so when I rebuilt EF-Map's translation pipeline and added German, it felt slightly ridiculous that Icelandic was still missing. It probably should have been the first language rather than the seventh.

It also turned out to be the hardest language of the lot for the models. It got there eventually. EF-Map now has 2,665 Icelandic strings covering the interactive app, including the map, routing, killboard and the rest of the player-facing panels.

I am not pretending there is massive demand for this. But if you want to fully commit to the bit and fly around the Frontier while your interface tells you about Leiðarleit and Kortalög, the option now exists.

If your browser is set to Icelandic, EF-Map should switch automatically. Everyone else can select Íslenska under Display Settings.

This is machine translated using the surrounding interface as context. It should be reasonably close, but Icelandic was difficult and close is not the same as correct. If you speak Icelandic and find something completely cursed, let me know.

I wrote up the overnight translation exercise here:

https://ef-map.com/blog/translating-six-months-eve-frontier-localisation

u/Diabolacal — 2 months ago
▲ 288 r/EVEFrontier+2 crossposts

We were discussing what Alcubierre travel would actually look like on EF discord today, so I added it to EF-Map

There was a discussion today about what travelling inside an Alcubierre warp bubble would actually look like. Somebody had generated an AI video of it, but it was basically the usual glowing sci-fi tunnel and didn't seem to have much connection to the actual physics.

So I went back and read Müller and Weiskopf's 2011 paper on null and time like geodesics in the Alcubierre warp spacetime, by read I mean looked at the pictures, then had a go at applying its results to EF-Map's Flythrough mode

Paper:

https://arxiv.org/pdf/1107.5650

There is now an optional Alcubierre optics checkbox in the Flythrough camera settings - It changes the apparent direction, brightness and colour of the stars as you travel. Light from ahead is angularly distorted, slightly blueshifted and slightly brightened, while behind you the redshift and dimming are much stronger. There is also a Look behind button so you can turn around and inspect the rear field.

The video shows it running at several different Flythrough speeds, with the optics switched on and off for comparison.

It is an approximation rather than a complete general-relativistic simulation. The paper's calculated range stops at 9c, while Flythrough moves across the map at completely absurd coordinate speeds, from hundreds of millions to more than a hundred billion times the speed of light. I therefore compress the LY/s readout logarithmically onto the paper's 0.5c to 9c range.

The paper obtains its images by numerically integrating null geodesics, frequency shift and lensing, then storing the results in a lookup table. I haven't recreated that full numerical pipeline. EF-Map instead uses simpler analytic functions for angular distortion, brightness and colour shift which preserve the important fixed points and reproduce the same qualitative front and rear behaviour.

The full speed mapping, formulas, source material and limitations are all documented in EF-Map's Flythrough help section. It is intended to give a reasonable idea of the view from inside the bubble, not to claim that this is an exact reproduction of the paper's ray tracer.

It started as a response to a Discord discussion, but I thought the result was interesting enough to share.

u/Diabolacal — 2 months ago

The universe now dances to your music. Another EF-Map feature nobody asked for

Welcome to another episode of EF-Map features nobody asked for but I wanted to build anyway. This one is called the Universalizer. You point it at whatever audio you're playing, a music tab, your whole system audio, even a microphone, and the entire star map dances to it. Bass sends waves rolling out from the galactic centre, every beat fires a ripple towards the rim, and the gate lines move with the stars they connect. The camera stays free the whole time so you can sit zoomed out watching the galaxy bounce edge-on, or dive into a cluster and float about inside it while it moves. That's what the video is.

It's in the Tools Library under Games, or just go to https://ef-map.com/?panel=universalizer Pick a source, and if you're sharing a tab or screen remember to tick the "also share audio" box in the picker or it will sit there in silence. There's a gain slider if your source is quiet. Tab and screen capture only works in Chrome or Edge because Firefox and Safari won't hand over audio, though the microphone option works anywhere.

All the movement happens on the GPU, the roughly 24,000 stars never actually change position, so it runs fine even in performance mode and everything snaps back exactly where it was when you stop. Star clicking pauses while it's running so you don't select something by accident.

So yeah, zero practical value, quite fun to watch. Let me know if anything breaks.

u/Diabolacal — 2 months ago

For UK readers, Fenris Creations sold for broadly the same as the entire Argos chain

This probably only means anything to people in the UK, but Argos has just been sold for £120 million.

Fenris Creations bought itself back from Pearl Abyss for $120 million, which is roughly £89 million at the current exchange rate.

So broadly speaking, the company behind EVE Online and EVE Frontier changed hands for about the same sort of money as the entire Argos business.

Obviously the deals are not directly comparable. The Argos figure includes deferred payments, while part of the Fenris deal was reportedly paid in EVE Frontier tokens, and neither sale price is a perfect measure of what the business is actually worth.

Still, seeing the two figures beside each other puts the scale of the Fenris deal into perspective. Argos is one of those brands that feels enormous if you grew up in the UK, with stores everywhere and catalogues in nearly every house, but the whole chain has now sold for a figure in broadly the same range as FC!

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u/Diabolacal — 3 months ago

[OC] How often I said "please" and "sorry" to AI coding agents across 14,625 dictated prompts, September 2025 to July 2026

I now say please to the AI a third as often as I did in September. Sorry has not budged.

I use voice dictation for pretty much everything I say to an AI agent, and the tool keeps a copy of every recording. I went digging through it for something unrelated and realised I had 14,625 recordings sitting there. 2.26 million words, 332 hours of audio, from August last year to this week.

Please went from about 21 uses per 10,000 words in the first few months down to around 8. Sorry went nowhere, bouncing between 5.0 and 8.3 per 10,000 words the whole way with no real trend. The two lines meet in February and travel together after that, so the deliberate politeness faded until it hit the level of the involuntary kind. Most of my sorries are me correcting myself mid sentence, "the routing panel, sorry, the routing window", which I suspect is why they survived.

Both lines are rates per 10,000 words, so this is not just my messages getting longer. They did get longer though, median went from 89 words to 164 over the same period, which was the opposite of what I would have guessed.

Usual caveats. These are literal word counts over raw transcripts, so anything I phrased differently is missed and there are transcription errors in there. Happy to be told I have read too much into it.

u/Diabolacal — 3 months ago

I kept rebuilding the cinematic mode for my Three.js star map. Now stellar events illuminate the surrounding interstellar medium

I posted an earlier version of this here about two weeks ago, when I had just rebuilt the star rendering and selective bloom for my Three.js map of the EVE Frontier universe.

I apparently wasn’t finished.

Since then I have added a procedural universe-effects layer built around the actual distribution of the 24,000+ star systems rather than using a static background.

The denser stellar regions now drive an unresolved stellar-density glow, with volumetric interstellar dust and gas layered through the galaxy and separate dark extinction structures cutting through the brighter regions.

The part I have probably spent the most time on is getting all of that to behave coherently while the camera moves. The volumetric effects are sampled in world space and the extinction layer needed additional sub-stepping and filtering to stop fine structure visibly changing or fading as the camera moved through different viewing angles.

I also reworked the stellar events. Supernovae, novae and pulsars are anchored to stars in the actual map, and their emitted light now feeds into the interstellar-medium rendering so nearby gas and dust visibly illuminate when an event occurs rather than the event just being an isolated sprite/effect on top of the scene.

The original spectral bloom system is still there as well. Individual stars have emissive intensity derived from their spectral properties, so hotter/brighter stars seed more bloom, but I ended up rebuilding that path too so distant stars retained the same relative hierarchy without all of them turning into equally sized glowing blobs.

This video is a continuous slow orbit captured from the live site rather than a scripted camera sequence. The first minute or so has a little narration, then I just let the ambient track and the simulation run.

My graphics card continues to hate me.

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u/Diabolacal — 3 months ago
▲ 33 r/threejs

I rebuilt the cinematic mode for my Three.js star map. Hotter stars now bloom more based on their spectral emissive intensity

I run EF-Map, a browser-based map for the EVE Frontier universe, and I have spent the last few days rebuilding its cinematic mode in Three.js.

The star colours are based on blackbody temperature, with each star also receiving a spectral emissive value, so hotter stars are given more bloom than cooler ones. Dense clusters use additive blending, while selective bloom keeps the nebula background from becoming washed out.

The camera is running an automated orbit around one of the denser regions of the map. This is an 83-second capture from the live site.

My graphics card hates me, but I think it was worth it.

u/Diabolacal — 3 months ago

Visualising a two-phase Dijkstra search over different edge rules in a 3D star map

This is from a routing tool I built for an EVE Frontier map. The problem is not just find a path. It is two related graph searches layered together.

The green pass is finding a permanent infrastructure corridor. It uses Dijkstra over a graph where edges are valid if two star systems are within the range of a buildable gate type. Those gates are range limited, but otherwise straightforward.

The orange pass is then solving the access problem, how do players actually reach the systems where those gates need to be built? That uses a different graph, because the temporary one-way Catapult jumps in game have an extra geometric constraint. An edge is only valid if no other star lies inside the sphere whose diameter is the origin destination segment. In graph terms, it is basically a Gabriel graph / empty-diameter-sphere test over the 3D star positions.

So the first search answers “what should the finished corridor look like?” and the second answers “how do we physically get to the build sites under stricter movement rules?”

In the video, the interesting bit is around dense clusters. The green permanent corridor can span through them because gates do not care about that interference rule, but the orange Catapult access search has to route around blocked direct jumps.

u/Diabolacal — 3 months ago
▲ 18 r/Eve

If PLEX ever gets a cash out route through $EVE, does that change EVE Online?

Putting the cat among the pigeons a bit, because this is one of those EVE Frontier topics that could eventually matter to normal EVE Online players.

To be clear, I have not seen any announcement of this. I am asking the hypothetical.

Right now PLEX is basically one way real money value. You can buy PLEX with cash, sell it for ISK, use it for Omega, NES items, services, etc. What you cannot do, within the rules, is go the other way and sell your PLEX, ISK or assets back out for real money. That is RMT and gets you nuked.

EVE Frontier is different. It is being built around LUX as the in-game currency, $EVE as the token layer, and an economy where in-game activity creates demand for things like lenses and fuel. Fenris/CCP has also just gone independent again, and the buyout reportedly included a token-related component. So it does not feel insane to ask whether PLEX and $EVE eventually meet somewhere.

Suppose at some point Fenris introduces a formal PLEX to $EVE conversion, or some other bridge between EVE Online premium value and the Frontier token economy.

Would that change anything for you?

Would you carry on treating PLEX as game time and a store of ISK value?

Would you cash some out if there was a legitimate route?

Would you expect PLEX prices to go mad?

Would you worry about botting/RMT pressure getting worse?

Would you see it as just PLEX doing what PLEX has always done, but with an official exit path?

Or would you hate the idea entirely because it links EVE Online to crypto more directly?

I know the word crypto usually kills the conversation here, but I think the PLEX angle is the interesting part. EVE already has dollars to PLEX to ISK. The missing step has always been a legal ISK/PLEX back to dollars path.

Would that be good, bad, or just another Monday?

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u/Diabolacal — 4 months ago

Dijkstra’s in motion: shortest pathfinding across 24,000 star systems

A wee 20 second clip from EF-Map, the live map I built for EVE Frontier.

It treats the universe as a graph: 24,000 star systems as nodes, connections as edges, then finds the shortest route between any two points in seconds.

Useful for players, but honestly I mostly just like watching the network light up.

u/Diabolacal — 4 months ago