Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. Today
  3. ANO, ANO, ANO!!!!! 😍
  4. Hey there, fellow Ylanders! We love exploring and do our best so that exploration in Ylands is as fun and as rewarding as possible. The question is, though, is it rewarding enough? We feel that there are still many things that can (and hopefully will) be eventually added to Ylands to make you want to go the distance and sail the unknown seas and so today we would like to tell you a bit more about our plans that go beyond 1.11, even things that, right now, are nothing more than just things we discuss. I believe we've already mentioned it before - we plan for the Exploration Points (EP) to play a much more important role in the game. What we want to achieve, in a nutshell, is this: the more you explore, the more EP you get; getting more EP will allow you to have more nice things, more areas to uncover and it will make you better at certain things. The first thing we've also already mentioned: we would like you to be able to learn various "bonus" recipes from specific trainers, instead of learning those at the Random Encounter sites, where you have no control over what you find there. The second thing is quite obvious because we already have that in the game - if you want to experience something new, exciting and different, use the EP you gathered to open one of the Mystery ylands. And the third thing is probably something that you may find most interesting and which can be, by far, the biggest incentive for you to go and explore. What we're currently thinking about is adding some sort of "skill tree" that would let you, with help of EP, unlock specific bonuses and perks. Imagine things like being able to sail faster, spend more time underwater, have a better chance at catching a rare fish, learn a very unique recipe and more. Right now, this is not much more than a discussed concept but it's quite likely that something like this will eventually appear in one of the future updates. This is something we've discussed over the past few months and even though the actual way of how this is going to be implemented may change, in general, this is something that we really want to see become a part of the game. That's it for today and we'll see you in a week. Until then ... stay classy!
  5. Hi, is it possible you have it in construction mode?
  6. Yesterday
  7. I can't build chests and more on my ship, even in build mode using a building plan
  8. Last week
  9. BinarySemaphore

    "far reaches" and ylandium wrench issues.

    Unfortunately I don't recall where the sixth volcano is located. My map was deleted when I reset my progress. As for the Ylandium Wrench: It is a relic key and the recipe needs to be learned from ylandium relic underwater random encounters found on Arctic maps (make sure it's not a mystery yland map).
  10. Far reaches issue I've been all over this stupid island yet I can't find the sixth volcano. If anyone has a screenshot or general location of the sixth one that would be awesome. Please and thank you. The wrench issue I have acquired all the materials to make the ylandium wrench but for some reason the recipe does not show up in the list of things My character knows how to make. Is there some way I'm supposed to acquired outside of getting the materials? If so how please?
  11. Mello1223

    I need someone Help.

    hi. yes, it is possible and it is relatively simple. just set the event listener : This is everything what you need. in script inside event listener you can set time (delay time) for re-spawn new cotton , i set it 60 like 1 min. if you will want longer time,then 120=2minutes,etc... it work for EVERY cotton in map!!! you can duplicated it for more types entity,just set inside event listener(pic. 2 ) type entity ... and for entity template set "PLANTED ... !!!" (if you set it only "seed,then it dont growing" good luck. ps: for more questions about the editor, you can contact me on discord : mello#4849
  12. Earlier
  13. anna_svecova

    Dev Diary #242 Are you too hot?

    Hey there, fellow Ylanders! For some time, the temperature system we have in Ylands has behaved differently than we expected it to and so we went ahead and gradually added fixes, tweaks and improvements to make the feature better. The most recent of those was brought in with Update 1.10: Ymproved Ylands. In this Dev Diary, we'll get into more detail about what this fix accomplished, as it may not be immediately apparent, but we believe it does improve the experience. Firstly, we've gone through all the equipment and adjusted how much it helps against harsh temperatures both for land and underwater environment. We would love to hear from you - have you noticed any improvements? The second thing we want to mention, is something that you may have already noticed. When you eat some food in-game, a special status icon appears next to your health indicator. This means that the food gave your character a boost either against cold or hot weather. You can tell which boost was given to you based on the type of icon that appears once you consume the food or drink. For example, soup is now keeping you warm in cold environments and coconut drink is keeping you cool in warm environments! Oh, and we’ve also upped the temperature in the Arid biome so it's more in line with the character of the biome. Stay hydrated out there! That’s it for today and we’ll talk again next week. Until then…stay classy, Ylanders!
  14. Johnny Ufaai

    I need someone Help.

    Hi everybody! I’m Johnny Ufabet. Does Anyone know how to get cotton, grass, and all other plants to re-spawn after it has been picked up? I'm thinking of setting up a delay once the plant is picked after 30 sec's a seedling appears then grows into the full plant. I'm trying my hand at learning how to create logic's for a new server, but I'm a total noob. I was watching red eagles videos and I saw the video where he created a trigger to have grass grow back, I tried it out with cotton, but the problem is that it doesn't always work for me, don't know why, and I also realized that the player has to go into the trigger zone in order for it to work. Is there a way to set a logic to re-spawn a plant if it is picked up? Thank you. สล็อตขั้นต่ำ 1 บาทฝากไว1วิ
  15. Hi Sandy, we are looking into this at the moment, thank you for letting us know and we apologize for the trouble.
  16. anna_svecova

    Dev Diary #241 That One Recipe You're Missing

    Hi, No this means that the trainers would sell them. Plus dungeons would generate Exploration Points, not caves.
  17. anna_svecova

    Dev Diary #241 That One Recipe You're Missing

    Ahoj, Proberu to s tymem, diky
  18. Any self-respecting explorer should have a jeep! I've been experimenting a little the last few weeks with different car designs, which has resulted in a few that I'm pretty happy with! My favorite has to be the jeep, which I made in two variants. The one not shown here is build upon the off-road chassis, but I prefer this one. Surprisingly it handles terrain almost as well, and is generally easier to drive. Up next; an off-roading truck. It looks a bit goofy with the short wheel base, but I can't do anything about that unfortunately. It generally drives around rough terrain pretty easily. Up next; A sleek convertible sedan. I call it the "Continental". My favorite to drive for some reason. It's really satisfying to have the wheels properly fit the inside the wheel-arches. This car is not built for off-roading (as you can imagine), and thus is pretty useless in exploration, but it's a cool collectible I guess. And finally; a small roadster. This was the first one I made, and it's not as refined, but I like it nontheless. I also made plenty of color variations of this one as well as the Continental.
  19. I'm having the same problem, but this is on a blueprint from Ylands store. I've attached screenshots to show what the issue is. This is actually on the Ylands Windows version and the player name is SandyTee. Thanks, Sandy
  20. Deadeye_Rob

    Dev Diary #241 That One Recipe You're Missing

    This sounds like an outstanding idea. I’ve got a ton of accumulated exploration points that are pretty much worthless once unlocking islands. By using them to purchase recipies would introduce a ‘progression loop’ which would keep players interested. I am opposed to the earlier suggestion to monetise Exploration points however as it would set a dangerous example. Good job guys!
  21. BinarySemaphore

    Dev Diary #241 That One Recipe You're Missing

    I think this is a great idea! Very classy putting the medieval windows on their table in the screenshot 😛 Would this mean clearing out caves might also give exploration points, or is this just in reference to the dungeons? I'm curious to hear more about what the team comes up with! Thanks and awesome work ❤️
  22. Jarda

    Dev Diary #241 That One Recipe You're Missing

    CZ Bude možné si koupit body průzkumu za coiny? Jakožto dlouhodobý hráč který chce získat speciální suroviny na mýtická zvířata na mystery ostrovech, musím zažívat nudu při získávání průzkumných bodů u náhodných setkání která již znám abych se dostal na mystery ostovy které mám také všechny několikrát dohrané. EN Will it be possible to buy exploration points with coins? As a long-time player who wants to get special materials for mythical beasts on mystery islands, I have to experience the boredom of getting exploration points from random encounters that I already know to get to mystery islands that I have also completed several times.
  23. Hey there, fellow Ylanders! Some time ago, we discussed the improvements to the crafting UI which should make the crafting easier and more user-friendly. Crafting, however, is not only about the interface, but also the actual recipes. And that's what we would like to talk about today. For quite some time, all the recipes, both "core" and "extra" (let's call them "aesthetic"), have been available to players to open right from the start of the game. You picked a few objects, and BOOM, you could suddenly craft a hundred objects more. Not only was this massively overwhelming, but also getting those aesthetic recipes without any effort made them feel cheap and took away the joy of having those. So what we did was remove those from the commonly accessible recipes and players were able to learn those by exploring various Random Encounters. In hindsight, we think that making the aesthetic recipes harder to get was a good decision, however, from the feedback we received, it is obvious that this system doesn't work well for those who are looking to find a specific recipe (or more of them). Today, we would like to share with you an idea that we're currently discussing. We're thinking about introducing trainers, which would offer to teach you various aesthetic recipes in exchange for Exploration Points. Not only will players get the Points from discovering Random Encounters but, newly, also by completing dungeons (which are coming soon). In general, we believe this will make the system more intuitive, predictable and rewarding. So, what do you think? Would you like to have an option to get recipes you need in exchange for something you gather by exploration or fighting? That's it for today and we'll talk to you again in a week. Until then ... stay classy, Ylanders!
  24. So, i just bought the DLC for the exploration pack, but still at 0 coyns when it says i should have received 4800, any help please? Thanks.
  25. Hi, Thanks! The blueprint is zipped/attached. I think I'm about 7hours difference from your time zone. I'll invite you to the map?
  26. Could you please attach the Blueprint as well? C:\Program Files (x86)\Steam\userdata\(steamid)\298610\remote\Blueprints
  27. Hi we will try to test this.Thanks for the information.
  1. Load more activity
×