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Everything posted by Deadeye_Rob
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RESOLVED [YLD-18675] Stuck on the "Recalling Buildings 100%" element
Deadeye_Rob replied to Adam Snellgrove's question in Bugs & Technical Issues
I've heard this too. It's a poor workaround and would rely on the server host to perform it. -I hope this gets resolved soon, I've been pretty much locked out of 2 servers now including Bojo's P1 server. ? -
RESOLVED [YLD-18675] Stuck on the "Recalling Buildings 100%" element
Deadeye_Rob replied to Adam Snellgrove's question in Bugs & Technical Issues
This is something that I have experienced at least 6 to 7 months ago on one or two servers. But never this many times. Furthermore it only occours on servers that I have previously visited and spent considerable time on. Never on a fresh start. -
RESOLVED [YLD-18636] Ylands dedicated server - endless Establishing Connection
Deadeye_Rob replied to steam-76561198141670605's question in Bugs & Technical Issues
Yes it's still occouring on a couple of servers I've visited. The only thing I can think of (aside from playing for 6 straight hours! ) is that I used a number of my own blueprints to test out modular construction. If it helps, I was trying to access MisterLous Explore server. I also experienced similar issues on a P1 server a few months ago. -
RESOLVED [YLD-18636] Ylands dedicated server - endless Establishing Connection
Deadeye_Rob replied to steam-76561198141670605's question in Bugs & Technical Issues
I'm unsure if this is another element of the issue, but I appear to be having similar issues joining a multiplayer server post-hotfix. I seem to be trapped in an infinite loading screen which seems to be stuck on the "Recalling Buildings 100%" element. I've searched for similar occurrences and this seems to be one that's been lurking for the last 12 months. It is potentially game breaking and can spoil players enjoyment after investing so much time on a project. -
I absolutely love nothing more than surviving in the Arctic as a 'Winter Hermit' on online games! I usually follow my usual checklist. Obtain a full set of Bear Hide Armour. (Wolf Helmet because "Go Wolf Clan!) Collect Seeds of as many plants/trees as possible. Sisal is a must!) collect enough building materials for my initial 'winter cabin' blueprint! set sail on a little boat with enough supplies to build a home, plant renewable crops and cloth. I only really need to venture out again for ores! Its a feature of Ylands that many people overlook but it's actually really great fun! The cold/heat system is a feature that should have greater effects on survival I think!
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P1 Building Competition! #8 - Game Inspiration Challenge
Deadeye_Rob replied to RedEagle_P1.'s topic in Community News
I'm in! "I don't know if this idea has been done already!" Game Theme: Classical/Roman Game Genre: Basic PVP Combat / Team PVP Game Concept: 2 to 4 team Battle or Free for all Deathmatch held within a Roman Arena. Players spawn in a 'Gladiator Holding Pit' there they equip themselves with whatever respawning weapons/armour available on the shelves each tailored with their own strengths/weaknesses. Each round starts every 40 seconds, players ready to start a match must go through a door corresponding to their selected team. They will be teleported to the 'Ready-To-Play' Tunnel. At the immediate end of the previous round (40 Secs) the Tunnel doors will open and battle can commence! The round will end upon the death of all but one player and the arena will be cleared and all surviving players will be teleported back to the Gladiator Pit to reselect their equipment again. This game is a bare-bones PVP arena game with a small sandbox element to select your own kit. Team balancing and score keeping is not included and is at the player's discretion. -
P1 Building Competition! #7 - City Cars
Deadeye_Rob replied to RedEagle_P1.'s topic in Community News
Congratulations Bob! It's a fantastic build! -
Hi guys! Quick question here! If it's at all possible, how can I make an object such as a Cogwheel rotate indefinitely? Its for a little project I'm working on. Simple answers/screenshots if possible please! I'm not too sharp on the editor! Thanks! Rob
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P1 Building Competition! #7 - City Cars
Deadeye_Rob replied to RedEagle_P1.'s topic in Community News
Download links now included! Enjoy! -
P1 Building Competition! #7 - City Cars
Deadeye_Rob replied to RedEagle_P1.'s topic in Community News
Here's my entry! I've based them off of a similar Victorian design of mine so I've been able to make a few variations. A sort of 3-in-1! FIRE TRUCK Whilst I love using Ylandium generators as a stable power source, I enjoy the aesthetic appeal of steam engines. In this design I have repurposed the engine to look like a water barrel for a Fire Truck. I've also attached various tools to the side and a ladder. *Where's the fire at!? POST WAGON / COVERED TRUCK This design took a lot longer than it would appear! I had to do a lot of free-hand placing of blocks and signs to get this looking just right. The beauty of the design of the post wagon is in its versatility. In other words, you can put any sign you like on the side of the Truck to change its purpose! *Note the power source is located within the compartment. FARMER'S TRUCK / FLATBED TRUCK Finally, I'm sure there are many players who enjoy the relaxing pleasure of sowing and harvesting a huge field of wheat grain! Well now you're able to do it in style with a typical Victorian goods vehicle! *Note, the power source is hidden within the grain sacks! I hope you enjoy these designs guys! As I said before I am working on a design for a Bus so stay tuned! These designs are simple, small and (dare I say) cute! They would make a perfect addition to any community both Urban and Rural! DOWNLOAD LINKS Mail Truck: https://workshop.ylands.com/asset/1185 Fire Truck: https://workshop.ylands.com/asset/1189 Farmer Truck: https://workshop.ylands.com/asset/1192 Have a great Weekend guys! Rob -
P1 Building Competition! #7 - City Cars
Deadeye_Rob replied to RedEagle_P1.'s topic in Community News
So I'd like to submit a design for a Fire Truck. Post Wagon and if I can complete it in time, a bus! -
P1 Building Competition! #7 - City Cars
Deadeye_Rob replied to RedEagle_P1.'s topic in Community News
If it's okay, I'd like to make a selection. Built to the same standard and era as my previous models. Maybe some sort of fire truck and police if I had to name a couple. -
P1 Building Competition! #7 - City Cars
Deadeye_Rob replied to RedEagle_P1.'s topic in Community News
Ah go on then: I'm In! -
Flintlock Manor - Server Spawn Headquarters
Deadeye_Rob replied to Deadeye_Rob's topic in Community News
Update! MANAICLE CONTROL DOME! Hi Guys! I Felt that as the heart of my server, I really need somewhere to control it from. So I used up the spare room in the loft and created a large Glass Dome! Within the dome is a number of consoles which will have various Visual Scripts cunningly woven into the buttons which will enable me to control certain aspects of the server (Weather, Multiplayer Toggle Etc) *Am I turning in to a Bond Villain? Maybe definitely!! *Glowing machines and humming consoles! The Heart of the server! This is still a work in progress but it is definitely one of the more unique features of the build as a whole. It is also the most private as this room will only be accessible from my private quarters. Thanks for your continued support guys! Any suggestions would be greatly received! Rob -
Hi guys! This one has been a long time coming. I've been playing Minecraft for a solid decade and every server that I've visited has had some form of Spawn monument/structure. Most Minecraft servers have these features: 1. A Server Spawn Monument 2. A Rule Board, Introduction 3. Teleportation Room My Design Most Yland servers (Except P1 ) will not have any nearby structure that identifies the Server. I would like to inspire others to try what I am attempting with my design. When players spawn onto my Explore server they will arrive on a tiny island with this structure facing them. This is Flintlock Manor, my Server Headquarters. Rule Board When approaching the main gate the player will be greeted with 'Flintlock Footmen'. The chap with the document will attempt dialogue. From here the player will have the server rules read out and any frequently asked questions. Players will also be invited to visit the various public features within the manor. Initial Equipment New visitors will be given the option to request initial equipment like Flint Lighters, Herb Pouches, Maps etc. For me, I think that some players may find it tedious trying to obtain the same old lighters and pouches! Map Room *The map is incomplete and a work in progress. This is a concept I would very much like to see on other servers. I have dedicated a room to a giant map table, which will (eventually) have a model replica of the world map and all is islands. It is my intention to allow players to pick which islands/biomes they want to teleport to. This way, players have a visual interpretation of where their new island home will be. This will reduce the monotonous task of sailing blindly in search of nearby islands. VIP Bank For regular, experienced and trusted players I have included a little Safe Deposit Feature. VIPs will be granted a vault to store their items and valuables inside. When the server map is reset due to a bug or resource drain, their items will be transferred over to the new map! Public Crafting Stations - Laboratory I have also included a facility that will allow players to have access to some higher tier crafting stations without all the trouble of developing it themselves. This is an area for casual players. I have had a lot of fun designing this room. I have included some of my own custom-made furniture and benches. *Note the magnification stand and the molten burner! Server Administrator's Private Quarters I'm the first one to admit that I have a God complex! Naturally if I am the 'Governor' of my own little server I ought to have an office that reflects my status! I spent more time than I should have on this room! *Note my medal collection on the Left! In this room I have my own little personal space. (Usually it's the room I go AFK in!) To the right I have a secure room to hold all the sensitive Script-Editor Levers that control the server including a Creator Cube. The walls are indestructible for added protection against griefers! Moderator's Room A server can't be managed full-time so naturally every administrator has to have a good team of moderators to keep things ticking over. Now whilst I will never manage a dedicated server I always like the idea of some sort of server meeting room or clan guild hall. It's a nice idea that I would love to see servers try out for themselves. There's no advantage to being able to access this room but damn its cool to be part of the club right!? *Moderator's private room with a special guest! Note the map on the wall behind the table is still to be complete. *Another view of the Moderators Room showing the great fireplace. *A custom-made telescope. I love the Steam-punk vibe that Ylands has tried to achieve with its power technology. So I thought I'd make a few items of my own! Main Hallway & Ornaments *My attempt at a grand spiral staircase. It works, but its not as ornate as id like it to be! Never mind! *A little garden tribute to my 2-year old who loves a particular rotunda in our nearby park. I attempted to recreate it here! It holds a secret! Guys thankyou very much for your feedback and kind words of support with this project. I know I keep saying I'll upload my creations and I promise I will get round to it! I hope you all feel inspired to develop your own server headquarters (And invite me into your private club rooms!) Please let me know what you think and I would love to hear about any suggestions you may have! Thanks Guys Rob
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Flintlock Manor - Server Spawn Headquarters
Deadeye_Rob replied to Deadeye_Rob's topic in Community News
Update! ADVANCED DOOR LOCKS Hi guys! Continuing from the earlier discussions, I've experimented a lot with the Visual Scripting feature and I have now been able to evolve my door lock system. Instead of two buttons, I have now managed to streamline the design down to just one toggle button! Here's how it works guys! The switch panel itself is constructed as above. Both types of seeds are set to 'Unpickable' and the Conifer Seed is set as a 'Unique Object' with a 'Custom Interaction'. From now on, the Conifer Seed will be referred to as the Button The Log Block will be referred to from now on as the Indicator Light. The Small Blank Sign is used simply for visual appeal. I have used these switches to operate almost all of the door locks within my Manor. Naturally I do not wish these switches to be accessed by anyone, so I have created Password protected variants. *An example of an interior switch panel inside my private study. THE PROCESS Creating a 2-button door lock is a relatively simple script. However to combine both Locking and Unlocking scripts into one button proved tricky. I had to first put a system in place where the switch could check if the door was locked or unlocked. I accomplished this by making the switch check the door's Cylinder ID. Here's a run-through of what happens when trying to access a secure area. Step 1. On approaching the locked door the panel will have a glowing red Indication light which displays the locked state of the door. When hovering the cursor over the button, it's interaction hint will read 'Unlock' Step 2. On interacting with the button, an 'Ask Player' logic is triggered requesting a pass phrase. Step 3. On successful entry of the pass phrase: The door will unlock An unlocking sound will play The Indication light will change to green The Button's Interaction Hint will be changed to 'Lock' The door Cylinder ID will be changed from '600 to 601'. VISUAL SCRIPTING This is the Script for the Button. *A crude, but simple script for the Button. Note how at the end of the locking procedure I change the Cylinder ID of the door. This is what grants the Toggle ability of the button. This is script for the 'Ask Player' Logic Element that requests a password from the player. Note on both scripts, at the end of each Locking/Unlocking procedure I change the Lock Cylinder ID. This is how the whole toggle operation functions. The script checks the Cylinder number as a way of working out if the door is locked or not. I'm sure there's a more efficient way of doing it, but I find the simplest methods work best for me at the moment! This is a basic system that can incorporate many more features both cosmetic and functional. Additional sounds or even GUI messages could be added into the procedures depending on what a game designer might need. I hope this is an easy to understand guide folks. Don't hesitate to ask me anything about this design, I'll try to help in any way I can! Enjoy! Rob -
Flintlock Manor - Server Spawn Headquarters
Deadeye_Rob replied to Deadeye_Rob's topic in Community News
Thanks! I've noticed that a lot of the main public explore servers utilised some sort of fast-travel mechanic into their games. I wanted to take it a step further! ? -
Flintlock Manor - Server Spawn Headquarters
Deadeye_Rob replied to Deadeye_Rob's topic in Community News
I've been experimenting with just that! Ive set the IF/ELSE parameters to identify door lock cylinder codes. This means that 'IF' the door cylinder lock is set to.... say 700, then the unlocking procedure will begin. On conclusion of unlocking, the Cylinder will be changed to 701. ELSE the door cylinder is set to 701, then the Locking procedure will begin and conclude with flipping the cylinder back to 700 again. Add in a few Hint changing commands and now the same button can 'Lock' and 'Unlock' the same door. I will post a link in the script editor section with a full expenation and screenshots of my work. This could prove useful! Thanks! -
Flintlock Manor - Server Spawn Headquarters
Deadeye_Rob replied to Deadeye_Rob's topic in Community News
Update! DOOR LOCKS & MAP TABLE IMPROVEMENTS I've been toying around with Steampunkish style door locks. I've never really touched the script editor before but after some poking around, I think I have created a rather clever little system to lock doors in a way that looks visually appealing. *A door panel in it's 'Unlocked' State. To make this panel I used: A blank sign (turned upright) 2x Clay Pots (I disabled their default interaction and enabled a custom interaction) 2x Seeds (I made them unpickable and gave them a brass colour) 1x Log Block (The stubby end block) I arranged the Door Lock Panel as seen above. The Log Block functions as an indication lamp to denote the locked/unlocked status of the door. Although the Clay pots are painted to appear as lining for the brass buttons, they actually work as the trigger entities. I Rigged one button up to Lock the door. When triggered, the button plays a 'Locked' Sound, Locks the door, and finally changes the indicator lamp to 'Red'. When the Second button is triggered, an Password Prompt will appear. When successfully entered, an 'Unlocked' Sound will play, the doors will unlock, and finally the indicator lamp will turn Green. *Door panel indicating a 'Locked' State. A Password will be required to unlock the door. I've also made significant changes to the map table. *Due to the scale of the islands, I couldn't fit all the Islands on the table! The map table is coming along brilliantly. Players will now have the ability to visually see the server map on a giant table. I have lined the table with buttons that enable fast travel. I am working on a Script to allow players to visually highlight an island by simply approaching a particular button. *The Island return pad features a password lock system similar to the one's used in my house. I have taken some inspiration from the P1 servers and included a return button to grant VIPs the ability to return to the spawn island at will. In order to prevent misuse from other players, I have incorporated another password protected lock with an indicator light above the door arch. The moderator's lounge has been improved slightly with a complete wall map and it's own door lock mechanism. It's slowly starting to take shape! My experiments with the Script Editor continues in baby steps but it's something that has grabbed my interest as a designer. I would very much like to streamline the Door-lock panels to have just one 'toggle' button instead of two but my knowledge of the editor is not quite there yet! Thanks for the interest guys, it means a lot. I would love to hear any suggestions you might have! -
That's very much appreciated mate! I'm going through a Victorian 'darkest africa' expedition theme at the moment and it seemed like the perfect adventure vehicle!
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Hey Guys! I've been playing around with a few 'steampunky' themed designs and I think I'm on to a good one. I spend most of my time playing on PVP / PVE Exploration servers but I seem to spend most of my time traveling away from my barrier protected base. My play style has evolved into a more nomadic method of playing where I pretty much live on a ship now. It makes for fantastic adventuring especially when I pick up the occasional hitch hiker! After spending a bit of time dabbling around with the editor I do believe I have designed my perfect ship! I present to you the HMS Corvus! My adventurer/Explorer's ship! The Corvus is a predominately wooden constructed ship built on a Large Ship platform. She is powered with 4 steam engines with energy siphoned off for interior lighting, fog lights etc. I have attempted to give the impression of a weathered looking vessel that has seen many an adventure. I particularly like the steam chimney created from sandstone pillars. Notice that I have placed a lockable gate across the engine bay to discourage griefers! . The nearby sacks and barrels are used to stockpile engine fuel. She has a fairly brisk speed on the sea and can reach distant Islands in a matter of minutes. There are benches available for (Riff Raff) Travellers! I have attempted to decorate the interior in such a manner as to reflect a stylish Victorian train carriage (Think Wild Wild West Movie!). The space is separated into four sections and contains everything I require for my adventures. OFFICE SPACE. Suitable for study, map reading, note writing. I have since introduced a potion crafting station as well although not visible in this image. Any little trophies I have acquired from my travels I have placed on display! RECREATION. Kick back with a book or a meal and watch the sun set over the waves. This is the best place to use those First Person Views. ARMOURY. .....As a keen Victorian Gent, what better way is there to select my equipment, stride out with a dashing moustace, and blow away a small mammal to kingdom come! Huzzah! SLEEPING QUARTERS. At the end of a hard day's shooting and exploring, I have a decent cot for myself and traveling companion/manservant. I have embedded a cabinet/wardrobe to store my various outfits. The door to the left leads to the Ships Helm. I would say that this has been my best vehicular creation on Ylands yet. I am very pleased with how the overall design looks and I am looking forward to Vehicle Blueprints becoming a reality so that I might be able to make this my standard vessel for Exploration gameplay. I look forward to you feedback and I will hopefully upload this, and some of my previous work onto the community creations soon! Thanks Guys! Rob
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Ranged Weapons - Projectile Update please.
Deadeye_Rob replied to Igor Q.'s question in Suggestions & Feedback
I like this. Maybe it also might be worth considering introducing Alchemy into this? The potion making element of Ylands is a wonderful part of the game. But it could be so much better! Maybe 'treating' ranged projectiles with certain potions/poisons could improve gameplay. Arrows treated with a 'potion of abundance' would cause wild animals to drop double the loot on death? (Just a ballpark thought! ). -
RESOLVED Rename an item (not in editor)
Deadeye_Rob replied to CdriXX's question in Suggestions & Feedback
I've mentioned this before. I think it's a great idea and I can't imagine it being a massive issue to develop. I think this could be implemented best by simply using a writing tool on any object to rename it (In a similar fashion to writing on blank signs). It would be good to have a 'Gun cabinet' and 'Grain Sack' ?? -
You sir may have completely revolutionised Ylands! It won't be long now before some dedicated lads decide to build a fantasy rpg! Haha Class work mate!
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I'm sure this has been asked a lot already. "Will future features include more sources of energy generation/storage?" We have steam, wind and ylandium based energy already, but there is pleanty of room for development. Power Cells are a brilliant but overlooked element of the game and should be expanded. As mentioned in previous posts, water-power would be great amongst other ideas. ? Cheers! Rob