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Everything posted by Deadeye_Rob
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Hi guys! I love using bear traps but I’ve noticed in the previous update, they have since become unobtainable and the ones that I do have are invisible when placed. Can we re-introduce bear traps please? They’re exceptionally useful for keeping unwanted guests out as well as for luring prey.
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Car summoning seems like the next logical step for development and I’ll be pleased to see it implemented!
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@Nikki Severin can you have a look into this? Thanks!
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You’re bang on! Dropping the anchor fixes the ship’s position. Therefore there is little to no lag because the system treats the ship like a static object. Framerate drops and lag are caused the moment the ship becomes dynamic upon raising the anchor as the system struggles to track and relay the movement of every block on that ship to all participating clients. This even applies to the ship ‘bobbing’ on the water in an idle state. Dropping anchor is the only remedy to fix the ships location.
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@spiritchaser28, nobody wins sadly. My favourite ship is practically unplayable for myself and the others using the server. I wouldn’t say it’s a massive ship but the block count is quite high.
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The biggest issue that I’d like this update to address is the fact that ship designs are becoming more detailed, and more vibrant in their design. Sadly the multiplayer aspect is not up to the current standards that players are building. My ships work fine in local/single player maps, but the moment I said into an online are however, the framerate plunges to unplayable levels.
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You know what I’d like to see regarding the depths? I want something lovecraftian. There’s nothing more intriguing than some kind of unfathomable mystery under the waves.
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The capacity to cope with large, detailed ships? P.S, I see what you did there with the thread title! ?
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Adding on to @WijkagentAdrie’s post, there are some terrific ship builders within the Ylands community who have made some incredible designs that are so unique that they don’t resemble any template whatsoever. A major drawback that we discovered however was that complex designs are unplayable on multiplayer maps and create a crippling drop in framerate. Could this be looked into with more urgency? Great progress so far however! I’m enjoying the new improvements thus far!
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RESOLVED Exploration - Lost Ship- Now stuck
Deadeye_Rob posted a question in Bugs & Technical Issues
Hi guys, I appear to have just lost my ship to a pretty nasty glitch. Naturally its exceptionally frustrating as it had all of my kit, and rare equipment on board. Now all gone! I paid a visit to my regular polar headquarters and suddenly my ship -and me- appeared to have spawned bellow the seabed and falling. After a few seconds, I spawned on the island coastline. My ship however, was gone and couldn't be re-summoned. It was as if it had simply never existed. Has anyone experienced any thing similar? -
RESOLVED Exploration - Lost Ship- Now stuck
Deadeye_Rob replied to Deadeye_Rob's question in Bugs & Technical Issues
I did not sadly. But I have noticed something. The event took place on a map from a previous version. I’ve noticed that the boarders have moved and some of the mainland now exists outside the map. That tells me that as my ship has entered the map, it has spawned on land. Due to collisions, it’s glitched under the map and began to fall/despawn. -
RESOLVED Exploration - Lost Ship- Now stuck
Deadeye_Rob replied to Deadeye_Rob's question in Bugs & Technical Issues
At this stage then, I might as well totally reset my character and wipe all my stuff. I've already lost my ship. -
RESOLVED Exploration - Lost Ship- Now stuck
Deadeye_Rob replied to Deadeye_Rob's question in Bugs & Technical Issues
Update, now im stuck with what looks like the same bug. I cant unstuck myself either as i just appear at the same place. I now have no ship, or any ability to move at all now! -
Dev Diary #200 Above and Beyond the Ylands Horizon
Deadeye_Rob replied to Nikki Severin's topic in Dev Diaries
Awesome! It’s already beginning to echo the charming simplicity that won me over back in 2018! Great job guys, I look forward to checking it out. -
Dev Diary #200 Above and Beyond the Ylands Horizon
Deadeye_Rob replied to Nikki Severin's topic in Dev Diaries
A very pleasant and promising read indeed! The main menu concept is certainly a huge improvement and I look forward to seeing it what else is in store, particularly anything to do with the seabed! The sea is calling on me to colonise her! -
Hi guys! If you’ve read my previous post about this game, you’ll know that I put caution to the wind, bought and played it! I’m exceptionally impressed! In a nutshell, it’s Minecraft, but with polished mechanics to facilitate working community governments and even a fully fledged currency system! ....oh and a meteor is going to crash into your world in 30 days unless you prevent it! Im going to leave some entries relating to my experiences on a particular server. It’s a real blast!
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Hi guys! I haven’t played Ylands since April, and since returning to spend a couple of hours I’ve found myself being restricted as to what I can craft. In short: How can I unlock Bear-hide clothes, Wolf Helmets and Kayaks? I have all the necessary materials to craft them, but they don’t appear in my menu anymore? This issue goes for a lot of objects. Can anyone help me? Rob
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Hi guys! Im dabbling with an Exploration-based map primarily for myself but also for others to drop in whilst I’m playing. Its a large, single tundra island which will be extremely hostile in both climate and wildlife . I love the implementation of Ore Nodes and the resources obtained from mining rocks is a great quality of life addition. I would like to make these Ore Nodes and rocks capable of respawning once destroyed from mining, thereby ensuring a renewable supply for all my settlement needs! Ive tried various attempts of Scripting triggers such as “on Killed” “after delay” “Spawn entity (clay node)” at “get position” sadly with no success. can anyone help me with this? Basically I want a fresh node/rock to spawn after an in-game day in the exact place where a previous node has been mined and destroyed.
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Haha! I didn’t think a simple respawning rock would require so much scripting!
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So looking at the ore deposits themselves. They come in 3 tiers; Pristine, Cracked, and Mined Each tier decreases in yield before finally despawning all together. So the trick is: How can I create a simple, self-contained script that registers the destruction/death/despawn/etc of an Ore Deposit to then respawn a fresh pristine one in its place after a certain period of time? Mello’s script is a brilliant starting point but I would like to refine and share a new one for everyone to use.
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Guys, thanks very much for your help with this, it’s a great help. Once I get a better understanding of Scripting (however long they’ll be! ) I’ll try to create some Self-contained-scripted Ore Deposits that are capable of respawning once being mined.
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Dev Diary #190 Creators Competition - Season 2
Deadeye_Rob replied to Nikki Severin's topic in Dev Diaries
I’ve never really taken part in any Ylands competitions (typically because of juggling deadlines and kids!) But, I may just about have some free time to participate! ? Now that the competition has been announced, are we able to produce some assets for our entries now? I’d like to start work immediately! -
Ah guys I’d really appreciate it. With the use of regenerative ore nodes I could possibly disable dynamic terrain, therefore increasing performance whilst not totally locking out resource gathering.
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Yeah I made some yarn. Whittled myself a wooden needle. but the option to craft a a sewing kit doesn’t materialise until I’ve crafted either a stone hammer or axe. (Trust me I’ve followed the same ‘new game’ routine more times than I’ve eaten hot dinners!) I think there needs to be some kind of Tech Tree published on here so we can review exactly what we need to do to unlock things. Specifically the kayak and the bear hide clothes.
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I’ve been talking to some people in-game. And certain objects only unlock when you craft certain unrelated objects. For example: a sewing kit won’t be unlocked until tools like hammers or axes are crafted first. Personally, I don’t get it.