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Everything posted by Igor Q.
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Hi I'm going to be extending the original mod server pack!
Igor Q. posted a topic in General Discussion
Hi everyone, a while back I made a server mod pack that helped people manage their servers, today I will be extending that mod list to include more features. Some of these new features will include: A list of all players that logged in or out A way to easily ban players. This will also delete the last X amount of objects placed/dropped by the player (optional). Note: For server stability I would limit this amount by no more than 100 objects. A way to find out which player placed a block, blueprint, etc If you have any requests now is this time to do so. @RedEagle_P1. @bojo2736 @Spyler.X @kimbuck @Deadeye_Rob @Miguel Preguisa@Bob Salvador@Indian Chief Server Mod Pack is now out! https://workshop.ylands.com/asset/2218 -
people greifing with blueprints
Igor Q. replied to RedEagle_P1.'s question in Bugs & Technical Issues
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RESOLVED [YLD-21254] Candle Conundrum
Igor Q. replied to bojo2736's question in Bugs & Technical Issues
Yeah, I've had this bug too. I added a "don't touch my torch mod" exactly for this reason -
You would need a script to do that. Message me on discord and I'll help you out
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Hey @Rudy.cz I've been trying to work on "linking games together" but it's not working (at least Locally). Can you please let me know if I'm following the proper procedure? Step 1) Create a "game set" Step 2) Click "edit" then "Add Current Game" Click "Get ID" and save text file for later use. Step 3) - Create a new game file -Add to game set Step 4) Create a lever with the following script inside. Optional) If the game is hosted online, reference the Guid number within the workshop instead. Ex: Tutorial has asset id 585: https://workshop.ylands.com/asset/585 Yes/No? I've been trying to do this for a while but I'm not exactly sure what I'm doing wrong. I'm also getting this error when I try to upload a file online with a game set attached to it
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I think it would be interesting if players needed wagons or wheel barrows to carry heavy materials. Having a weight limit could make the game significantly different. it then becomes important how you plan to transport resources and now a larger boat actually is useful compared to a raft! XD
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The "throw" logic is actually the exact same logic used for the bow and arrow, hence why they disappear after a bit.
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Hello I was talking to several people who are using the server's in-game @RedEagle_P1.@bojo2736@Spyler.X and right now one incredibly important feature they need is the ability to AT LEAST save their inventory in world using game storage files. With the servers being incredibly unreliable and roll backs happening constantly it would help them immensely if we can at least save a portion of their progression (their inventory items) for now. @Adam Snellgrove
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Hi I would like it to be possible to set an entity template (such as a weld) as a possible recipe. My imagination scenario would be something like this. - I have an entity template for a welded object with a script attached (such as a Magical Wand) - The player needs X objects to make it, such as 100 sticks, 10 ylandium, etc (It will check the item type for each object) - Once the player has all the required objects, the template item can be crafted using the crafting system. Reason behind this: I want to be able to create add-on mods for explorer and custom games by integrating the crafting system into the game. Ex: [Character] Learn Recipe [Entity Template] + Type [Array List Type] + Amount [Array List Quantity] In this case the Array List Type and Quantity are bonded together. It will search each array 1 index at a time and use those as the reference amounts.
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@F.hao Unfortunately no. There is no way to monitor the item being thrown. However if you need, there is an event listener to see when a projectile pierces a zone. @Adam Snellgrove It would be helpful if we can monitor the position of the object being shot. especially, the initial vector and aim of the player
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Ylands playground is for kids, not the explore mode! ?
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What kind of challenge do you want then? Usually sandbox games are a grind
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As a suggestion, why not create a difficulty modifier for building things? For example, if you have it set to hard mode, you need 4x the material to build something. All of a sudden, building even a wooden raft can be challenging
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Pics or it didn't happen ?
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Hello! With the winter holidays coming, I decided I must have *something* ready by the time Christmas rolls around. Although not finished, Ice Lord (Beta V0.17) is now available to test and try out! https://workshop.ylands.com/asset/2145 Let me know what you guys think! Please report all bugs and any suggestions/feedback on this thread! It would help me ALOT. Have a great day everyone! Bug reports: (This will be fixed as soon as possible, play SOLO to avoid them) - Players are stuck in multiplayer and cannot restart game properly. (This is most likely caused by starting the game while a player is still sitting down on the bench)
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Looking at @Fompster bug report
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How to download from workshop?
Igor Q. replied to doradox91-2e36ef8d962af997's topic in General Discussion
If you want to download games and etc -
How to download from workshop?
Igor Q. replied to doradox91-2e36ef8d962af997's topic in General Discussion
Depends on what it is. If you want to download compositions, you simply need to go into the composition icon and go to "downloads" -
Would it be possible to add an event listener that says On [Object] added to Storage. Anytime I add an object to the storage, I can cause a trigger to occur. Thanks! @Houp
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I have a feeling that maybe you have objects placed inside the blueprint that aren't "part" of the ship...
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You can make variations, but this basic design should be enough to solve your problems. Alternatively, for the "last part" you can instead use a console command and have this
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@Fompster@kimbuck Please implement the following solution: Create an entity storage with the following information inside Next create an event listener like this NOTE: For the events part, if you want to prevent players from doing other things, such as "on planting" or "on item removed from inventory" to mass drop items you will need to create copies for those too. Next inside your event listener put this This will effectively "remember" every single item placed down by that player. Place down a "entity label" Next go back to spawn point and create a variable called "Location of Lever" and put down all of this Each time a player joins the game, a special lever will be created with their own name in a new spot. Finally, create an event listener like this. Inside that event listener put this. It checks each player that joined the game, checks which lever matches the name of the player, then for each item the player ever placed down, it despawns it.
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@bojo2736
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Most likely the range of your blueprint is too large. I suggest taking the boat out into the middle of the sea and making sure your blueprint capture doesn't touch plants and what not. Make sure that all items placed on the boat are used using the boat editor.
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Player numbers drop = better servers
Igor Q. replied to RedEagle_P1.'s question in Bugs & Technical Issues
My guess is more players = more items generated = more storage problems. Until there is a meaningful and easy way to load and store chunks, the server is always gonna have this problem. There is a reason a game like Minecraft can run smoothly even with +100 players.- 1 reply
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