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Deadeye_Rob

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About Deadeye_Rob

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  1. Deadeye_Rob

    Dev Diary #245 Fun Energy Wanted!

    Here’s a few from my list: ENERGY GENERATION Whilst it’s very convenient to have a recharger on a ship, it does offer an endless, illogical supply of energy for engines. I think that energy generation should follow in line with basic physics in that I must be obtained from a fuel, or renewable source. Thus introducing a whole new market for energy generation. Maybe solar, oil, wind etc. STORAGE We have Power packs, which are a great portable start. I would like to see this improved with large, static batteries that could increase the operational lifespan of a ships engine. RECHARGER The recharger should no longer charge with an ‘area of effect’ and should have dedicated receptacles for power packs to be plugged in. Probably a controversial suggestion but one that favours logic. ENERGY-POWERED CRAFTING Each major workbench should have a powered equivalent, which would offer benefits. A furnace for example, would be more efficient in its operation, producing more ingots per Ore. Some stations could be automated, such as a Hydroponics station, where so long as it’s powered, would automatically plant and harvest a small collection of crops each week. MISC DEVICES Daylight detectors, motion detectors would be a great start. Also, current heaters and Tesla coils don’t show their area of effect when placing. I would like to see this implemented in a similar manner as the oxygen generator is.
  2. 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!
  3. Deadeye_Rob

    Retain energy connections in game blueprints

    I didn’t know about this. Thanks @zarwil, you’ve saved me against a potentially expensive mistake!
  4. Deadeye_Rob

    Community Corner #1

    what I immediately see…
  5. Deadeye_Rob

    Dev Diary #236 Sassy Streams and Cute Community

    I haven’t had the time to jump into Ylands properly this week but I’m looking forward to checking out Secret Streamerworld! Have you guys considered hosting a permanent Community Island on Adventure mode? Something that works in a similar fashion to Playlands but could be accessed by sailing there would be absolutely Fantastic! 🤞🏻😀
  6. Deadeye_Rob

    Update 1.10 Known Issues

    So I used a blueprint to build my new Steam Boat design but I chose to do something different in order to see if the bug would manifest. I made sure that when I started to offload the required resources for my blueprint, I offloaded it ALL in one go (items and everything). My reasoning is that the blueprint doesn’t try to build the project until the player exits the Blueprint Projector. This seems to work perfectly without causing the item loss bug. I don’t have the stones to test this on any larger/expensive designs but it could be a good workaround for now. Anyone willing to try a more expensive project this way to feedback?
  7. Deadeye_Rob

    Tech-Tree (Crafting Recpies)

    I’d never thought of that! What an awesome idea! I’ve accumulated a lot of Exploration Points and unlocked almost all islands now. That would be a great way to spend them!
  8. Deadeye_Rob

    Update 1.10 Known Issues

    Just experienced it prior to logging off for the day. I attempted to construct a blueprinted house and in spite of supplying all resources, only a very small fraction of the blueprint manifested. I couldn’t see any immediate cause for this although I noticed the following: Stone chunks were required for as both a building requirement and item requirement. Sandstone & Stone Chunk building resources were locked until I took my Chisel tool from out of my toolbox. The same for sewing kit and cloth-based objects. I don’t know if this helps but hopefully it’s a few breadcrumbs! Good luck guys!
  9. Deadeye_Rob

    Tech-Tree (Crafting Recpies)

    Great work with the latest update! Id like to suggest that for the next update/patch, a Tech-Tree Feature that displays every craftable entity in the game and what needs to be achieved in order to unlock it. Later parts of the tree could be shaded out in order to preserve an element of discovery but ultimately, there’s a lot of cool stuff players are not able to craft due to a lack of direction (eg, Kayaks/Cannoes)
  10. Deadeye_Rob

    1.10 YMPROVED YLANDS - Changelog

    😪 Moment of Silence for this one. Aside from that, I look forward to playing the new update in full!
  11. Deadeye_Rob

    More Vanity/Functional Armors and Accesories

    Beware strangers in Rags!
  12. Deadeye_Rob

    Better Currency System for Trading

    Adding on to this, I’d love to see player-created ‘shops’ in which we can stock with goods that other players can purchase from whilst we’re away. ”Trade is the highest form of social interaction”
  13. Deadeye_Rob

    More Vanity/Functional Armors and Accesories

    I always welcome additional clothes/outfits, especially those with a functional purpose (furs/skins for cold resistance etc.) Producing new models and establishing a balance however is no easy thing and takes time. Although I would highly welcome the addition of a Vanity Slot which overrides the regular clothes slot appearance without changing the stats.
  14. Deadeye_Rob

    Dev Diary #232 What Comes After 1.10

    Co-op dungeons!? Awesome!
  15. Deadeye_Rob

    Dev Diary #225 Ship, boat and giant urchin

    Scrolls!! YES!!! The pen is far mightier than the sword! Get scribbling stories and history books people! We have a library to fill!
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