Jump to content

Deadeye_Rob

Registered User
  • Content Count

    465
  • Joined

  • Last visited

Everything posted by Deadeye_Rob

  1. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    I’ll have a look into that! It would be great if we could import sound effects. The opening/closing sequence is pretty much perfect in terms of timing and mechanics. All that’s missing is the infamous sounds and the odd bit of sparks coming from the door being dragged out.
  2. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    -I've begun to test my entrance way by embedding it into a mountain face. I think it looks rather good! I also like the way the light shines thought the door when it's opened! -You cant quite see it but in the top left of the door is a rotating siren light. When you initiate the Opening Sequence, all standard lights go out, replaced by flashing warning lamps and indicators! Sadly there isnt any audio alerts I can use in the preset sound effects bank. Maybe something...
  3. Deadeye_Rob

    Fallout 4: Vault-Tec Modular Blueprint Set Development

    Hopefully the following screenshots will answer your question! I built a fully working vault based on the fallout 3 architectural style sometime around Ylands 1.0 release. It looks very dated now so I thought I'd create a new & improved version! Enclosed at the back of the Drill is an animated motorized cog that rotates and spews out sparks as it engages with the Vault Door's 4 bolt locks. Once the drill engages with the door, the cog spools up...
  4. Deadeye_Rob

    The Order 1886- The Round Table Chamber

    You’re very welcome! I had an absolute blast building this project. The key points I learned from this project was the importance of environment lighting and effects. Something I didn’t apply totally in my Fortress Library submission. By simply applying a little desaturation, the mood is completely changed!
  5. Hi guys! As some of you are aware, I've been working on a little project a few months ago with the intention of creating my favorite zone from the video game: The Order 1886. The area is meant to be the interior of Westminster Palace, London, a monument that I'm luck to have visited a few times! The building is absolutely gorgeous and I have worked really hard attempting to bring that into Ylands. Concept art taken from the game next to my own...
  6. Deadeye_Rob

    What other games do you play?

    I’ve started playing a bit of StoneHearth, its a lovely little gem of a game. It was one of the first games I bought about a decade ago and boy has it come far. Its a basic Settlement Survival game that combines the social dynamics of Rimworld, with the voxel cartoonishness of Minecraft. Sadly the developers rushed its 1.0 release, omitting large quantities of its originally promised content but not to worry! A StoneHearth ‘super fan’ has took the reigns and...
  7. Deadeye_Rob

    IN DEVELOPMENT More detailed HUD

    Hi guys! Just a quick Quality of Life suggestion but one that I hope will be taken into consideration. The /dui ‘debug’ command is an invaluable function that I always use to keep track of the time and temperature of my character whilst playing. It’s made me want to have these stats given a more permanent place on the game HUD. Health Hunger (As a progress bar) temperature time (if I’m possession of a timepiece? ) I think a detailed HUD would benefit...
  8. Deadeye_Rob

    Alternative energy - Whale Oil

    Thanks Mello! Here's my first 'proof of concept' This is a 'Canister Refueling Station'. This receptacle will be fitted to larger oil storage tanks and will provide users with the means to refuel/recharge their Oil Canisters from a larger storage source. The script is very simple at the moment. Upon interacting with the station, the script will check the player's inventory for a depleted oil canister -Ylandium Power Pack-. If one is found, it will...
  9. Deadeye_Rob

    Alternative energy - Whale Oil

    Hi guys, As many of you already know; I’m a super fan of the game Dishonored (my build style reflects this!). The primary power/fuel sources that drives all things mechanical/electrical in the Dishonored universe is the highly-volatile Whale Oil. Using the power of scripting and a little creative custom designs, I’d like to build a new energy system from the ground-up based on hunting the local wildlife. Whilst this new energy source is powerful, it does unbalance...
  10. Deadeye_Rob

    Is iron found in starter island?

    I suppose you could dig a hole in the ground with the hope that some Old Coins randomly drop. But that’s going to take a lot of commitment!
  11. Deadeye_Rob

    Is iron found in starter island?

    Ah yes I totally forgot about that
  12. Deadeye_Rob

    Is iron found in starter island?

    I’m not sure if this is possible, but I would suggest acquiring all the raw materials required to make a Pigeon Post. That way you can spawn in some NPC merchants to supply you with ingots.
  13. Deadeye_Rob

    Dev Diary #212 Things that keep coming up...

    After re-readin g this update, I Just wanted to ask the question: Will I be able to build something awesome in editor (Including Furniture placement, scripting etc) and then make it available to visit in Exploration? Because that would be cool!
  14. Deadeye_Rob

    Power limits?

    That’s exactly correct. As you can see on the middle set of streetlights, it has split the power rating exactly in half. 5 power to light only 5 lamps, and 5 power to inefficiently delegated to light the single lamp.
  15. Deadeye_Rob

    Power limits?

    I remember this being raised years ago. There is not much official supporting guides on power management but it goes something like this. Each energy source (Turbine, engine, generator) is capable of supplying a fixed power number. Energy sources sometimes have multiple nodes to connect your systems to. Lets say for an example that you use a wind turbine which I believe generates ‘10’ power. If I connected that to an energy splitter, that...
  16. Deadeye_Rob

    Dev Diary #212 Things that keep coming up...

    You guys need to give yourselves a Pat on the back for your efforts to bring exploration back from the brink. The idea of Coyns for blueprints/compositions is a great idea. Can I suggest however than when a person buys a blueprint/composition that certain measures are in place for them to not copy and undercut the original creator?
  17. Hi guys, I was wondering if the Ylands forum community could assist me here. I’ve caved in to a better advice and started using Discord again for Ylands-related stuff. I’ve been invited to a number of Ylands groups including one called ‘Yfans Asset Store’ I believe this is a P1 backed Discord group. Scrolling through it I found a number of compositions that are of my own design and creation with absolutely no permission or credit whatsoever. These have...
  18. Deadeye_Rob

    Morley Trading Port

    Hi guys! Here's another little project from myself! I've always wanted to create and govern a little publicly-accessible harbor to serve as a hub for the community. A place where players can meet up, trade and generally socialize! It originally formed as part of my 'Port Neptune' project from my Flintlock Trading Company Club on this forum. I feel that it has evolved a little better than that however. I am pleased to announce that Port Morley is now open to...
  19. I WANT TO BE A DWARF!!!! I decided not to mention dwarves because I thought it was only me who believed they’re the best kind of fantasy race. Even the cultural clothes/weapons would look awesome in Ylands Low-poly environment!
  20. Deadeye_Rob

    Dev Diary #210 Sail-abrate good times, come on!

    Some of the ships Zarwil and I have been building are very block intensive. Now this shouldn't be an issue as they're all welded together, however it is inevitable that players will be now constructing enormous ships and pushing the game to its limits. I hope the Devs have anticipated this and got some plans in place to make ships more manageable. =D
  21. Deadeye_Rob

    Dev Diary #210 Sail-abrate good times, come on!

    Looking forward to this update at long last its happening! One major factor to consider however is the fact that by introducing PVP-able naval combat, players will now be building their ships to enormous proportions. Has there been any safeguards in place to prevent large ships lagging out multiplayer maps like what currently happens?
  22. Deadeye_Rob

    Dev Diary #209 Deep Down, Like Super Deep Down

    Sounds fantastic guys! May I put forward a question however? Will we eventually be able to build airtight structures under the waves? I want nothing more than to colonise and exploit the sea floor!
  23. Deadeye_Rob

    ship stuff by zarwil

    You should definitely consider building a medieval-esc port on exploration. I’d love to visit it to trade!
  24. Deadeye_Rob

    ship stuff by zarwil

    I think you don’t give yourself enough credit for building structures over ships Zarwil. That medieval stable is gorgeous, and far beyond my abilities!
  25. Hi guys! I’ve been thinking! We have small-scale boats and rafts that lose their value early on when progressing through the game. I think we can do better here. Considering that ship designs are getting more detailed as people grow more experienced, some ships cannot effectively get close to an island shore without a suitable dockside built. I’d like the ability to slave a boat/raft to a ship. Allowing me to make landfall from my main ship without...
×