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Everything posted by Deadeye_Rob
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Hi there! So I've been playing around with a ship who's design is quite detailed, but it has next to no free-placed objects on board. When playing Exploration on my own offline/locally hosted maps I have no issues whatsoever. Upon sailing to a map hosted by someone else -Including the Official ones- however, I experience game-crippling drops in frame rates. I believe this occurs due to the mass of my ship 'bobbing' in the waves. I experience no issues when in construction mode or when the anchor is engaged which leads me to believe that there is a lot of resources being drained to sustain the free movement of the ship as it's rocked by the waves. I suspect this could be the servers desperately trying to synchronize the free movement of the ship as it moves unanchored in the waves as I have tried lowering the graphic settings as low as possible in spite of my rig being pretty powerful. Could this be looked in to? Maybe there could be a workaround regarding block-welding or a reduction in the amount of resources spent on making a ship bob in the waves? Whilst the ship design is pretty hefty, I suspect that as larger designs are inevitably going to be built in the future, this may be an impending issue. Thanks, Rob
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RESOLVED Exploration 1.5 Padlock won’t unlock.
Deadeye_Rob posted a question in Bugs & Technical Issues
First serious game breaking bug I’ve encountered (except for starvation of course). Im currently playing on ‘Sinking Ylands (US-NYC 1)’ I did sailed my steamboat to shore and did my usual routine of padlocking my helm. Once I returned to my ship, I was surprised to find that ‘The Key Does not match’ error. I definitely have the correct key in my possession. The only thing I can think of is that on entering the map, my padlock has had its Lock ID value reset maybe? I am currently in possession of a ship that I can no longer edit or control. -
Hi guys! Some of you may have seen my previous suggestion regarding Craftable Player-Written books. I'm a player who very much enjoys writing notes as both guides and to put on a 'notice board' outside my house. I think the concept of writing in Ylands is one that can be taken further. My suggestion is that once a Written Note has been prepared, it can be locked and sealed as a Scroll. This does a number of things: 1) Editing of the note is disabled. 2) If enabled, the author may choose who is authorised to open and read the scroll. The mechanic to Seal a note in to a Scroll would be simple. All a player needs to do is possess something to seal it, such as a Rope of Resin. If implemented I think this would be little gem of a feature that would really enhance the Ylands experience, especially in Explore mode! Give me an upvote if you like the idea! I'd love to hear your feedback also. To the Devs, let me know if this is a viable feature in the games coding. ? Thanks guys! Rob
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My son (who was newborn when I first played Ylands in 2016) is looking forward to getting this for his switch. He can't wait to play his dad's contribution to the game: The Fortress Library. It's such a positive thing to see this game evolve onto another platform and I hope it does well!
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Hi guys! With 2023 coming to a close I must say it's been a blast playing Ylands again and I'd like to leave a suggestion that could make 2024 a year of further awesomeness! It's fair to say that Ylands is a nautical game, and as such a large percentage of maps are ocean. Whilst there has been great strides to diversify and populate the ocean floor, there is still limited reasons to dive down there for prolonged periods of time. With this in mind, I would like to propose adding the ability to build air-tight structures under the waves! I am aware of the difficulties this would pose regarding water physics but I am confident that with some already existing features, this could be achieved. So how can we possibly build a working airtight colony on the sea floor? Water Physics - Air Tight Spaces The first major issue is how to build and define an airtight space? What we really need to do is find a way to create an area where the 'Lung Capacity', 'swimming', underwater visuals and 'lack of gravity' no longer apply. Once we have the ability to crate a cube or sphere where this effect can be applied, then we can work on what conditions would need to be met in order to spawn this area. This means that there would be no dramatic overhaul of the current water physics and we would be able to create habitable spaces under the water! Structures - Building a Base So how do we build something that's suitable to create our Airtight Space? Can we build an enclosed structure from the conventional blocks already avaliable to us or do we need more purpose-built modular items (eg, corridors, halls etc.). We also need to consider structures with a purpose such as airlocks and windows, how do we account for their operation and what powers them? Suggestion summary So Id like to see is the ability to tackle a truly hard challenge - the conquest of the ocean floor. Battling the naturally harsh environment and even harsher wildlife, creating a self-sufficient base under the waves would be a truly inspiring achievement which would rejuvenate Ylands into the next year. Players who decide to colonise the ocean floor would be able to exploit the seabed for rare minerals and establish unique farms that would be unavailable to surface dwellers. But beware, there are significant dangers presented to living under the sea. Complex bases require a stable power supply (Ylandium/steam/geothermal). Base oxygen supply could also be woven into the experience, making survival an even greater challenge. Lets not forget the local intelligent life also! The Atlantians wont take kindly to Ylanders encroaching into their domain (Lore development, raids) *Screenshot of Anno 2070. A game where you can colonise the ocean floor. I'd be grateful to hear any feedback from both developers and the community to see if this suggestion could 'Hold Water'!
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Dev Diary #295 Ylands' Project Lead about Upcoming Plans
Deadeye_Rob replied to rihapat's topic in Dev Diaries
Still here! Still having fun since 2016! -
Hi guys, I haven't played Ylands since last Christmas, sadly my once-loyal gaming laptop finally decided to fry itself after about a decade of loyal service! I still maintain a strong online presence within the community however as I strive, work, graft and plead my way into affording a replacement. As I scan through my old uploads, I found a couple of screenshots that I took years ago which I believe really encompasses the spirit of Ylands. I enjoy travelling, trading and engaging with new people, groups and cultures from around the world. Here's but a couple of inspiring pictures that I hope you'll enjoy. =D *Tribes of the hardy northern isles are a great place for hides, furs and.... snow! *From the cold north to the hot and sandy eastern lands. Trading in exchange for rare spices and potions. *My masterpiece project which was to encompass the spirit of Ylands was this ornate grand chamber which would function as a meeting place, and (if possible) the unoffical social hub of the game (Prior to the Explorers Guild being formed) *Library *Grand hallway *The roof took approximately 20 hours to assemble manually due to the nature of the panel curves and the lack of sophisticated design tools that Ylands has now. *My Addermire Institute project. This architectural marvel was based on the building (of the same name) from the video game dishonored. Once complete, it will be blueprinted into the game as an artificial island and my new home base of operations. It will house a library, crafting facilitates, a treasury, greenhouse and other purpose-built areas.
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I'd be in support of this. I can vouch for how easy it is to design and code something like that.
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Suggestion: Editable written object names.
Deadeye_Rob replied to Deadeye_Rob's question in Suggestions & Feedback
A good example of this is the way Zoologist Note Scrolls are easily identified.- 2 replies
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Hi guys, Simple suggestion but one that would bring substantial improvement to quality of life. When writing a scroll, paper (Hopefully books one day 😉) could we have the ability to change the name of the object in question? This way I can see exactly what the scroll/paper is before i decide to pick it up. Thanks!
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Hi guys, For those who already own (or are thinking of getting) a Steam Deck, you may run into an issue where your copy of Ylands wont recognise the location of its save files. After doing some tinkering with my device (and obtaining the advice/guidance of others credited) I have written a relatively easy to follow guide on how to apply a simple fix that will ensure you can enjoy Ylands on your Steam Deck. I published the quickfix guide on the steam discussions page here. Steam Deck Comparability: Quick Fix Don't hesitate to contact me with your questions and inquiries and I hope you all continue to enjoy Ylands on one of the most appropriate devices ive played it on!
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Remove stereotypes of Native Americans
Deadeye_Rob replied to Azarilh's question in Suggestions & Feedback
Just curious, but which elements of the Native American set do you find stereotypical? As for hostility I'd put forward the case that pretty much all NPC's with the exception of merchants are to be considered hostile. This includes a very diverse selection of cultures and denominations. There are Spanish Conquistadors, Indo-European hunters, Ancient Romans, Nordic tribesmen and even the odd loon who wears a cactus for a helmet! I would not say that the Native American culture have been deliberately assigned as a hostile encounter based on any stereotype. If that were so, then we should consider removing all NPCs, which wouldn't help the gameplay at all! The point I'm trying to get at I suppose is that Ylands encourages players of all races, creeds, religions to build a boat, get out there and meet each other. Considering that this is probably the first time a point such as this has been put forward, I would argue that its relevance within the playerbase either doesn't enter their minds or isn't worthy of positive action to review. I do appreciate your comment, but to bring about sweeping changes to a very well established game based on perceived cultural appropriation/stereotyping could lay a very dangerous precedent that would invite too many strongly held beliefs which would damage the spirit of Ylands. -
Dev Diary #275 How to Host Ylands Multiplayer to Your Friends
Deadeye_Rob replied to rihapat's topic in Dev Diaries
One of the best aspects of Ylands has always been engaging with the multiplayer community. I love visiting player-built ports to trade and re-supply. If I could criticise anything however, it would be the limited (to no) choice regarding operation of a server. I would love to see a return to player-hosted servers instead of forced to rent. -
POSSIBLY Can we have additional playable races/cosmetics/beards?
Deadeye_Rob posted a question in Suggestions & Feedback
Hi guys! I guess I’ve summed up my suggestion in the title! We already have Elves and Atlantean races that can be found throughout the Ylands World. It would be great to have their cosmetic features made available for character creation. But why stop there? Introducing other humanoid fantasy races wouldn’t be game breaking and please give me some facial hair that would make Odin himself blush!! I’d be interested to hear other peoplE’s thoughts! Rob -
If a rebalance in combat is on the table, could you look into the prospect of shields and other forms of offensive/defensive equipment we could toy around with?
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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.
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Hi guys! I'm thinking of working on a small series of Scripted Compositions that could greatly expand on the core survival game aspect. It is my hope to make these Industry sets available for anyone to enhance their own survival/exploration experience. Who knows? Maybe it could be incorporated into Exploration as a permanent feature? (...Cough... @Nikki Severin) For a long time I have wanted to be able to make Beers and other alcoholic beverages; now I can! I've only spent a day wo rking on it but so far I have a basic functioning template to build on. *Here's my Fermentation Vat and Wine Barrel! Currently I have two working devices, the Fermentation Vat and the Wine Barrel. Players will select what type of product they wish to ferment (Bearberries, Raspberries or Blackberries). Once 20 of such berries is placed in the Vat, the process begins immediately with a very charming animation sequence. The process lasts for 72 in-game hours and will allow the player to draw a unique 'Wine Cask' upon completion. *The colour of the wine is determined by the type of berry used. With a fresh cask of wine in hand, the player can either store it in a Wine Barrel, or consume the entire Cask. Consuming the entire cask will eventually lead to dire consequences however. The benefits of storing Wine in a Wine Barrel will allow the player to draw up to 4 helpings per batch. The barrel colour scheme will change to match it's contents and it will also show how many helpings remain inside until empty. The Future This was an idea that I literally spent the morning toying with. I would like to build a robust brewing system that will incorporate a multitude of beverages. I would like each drink to have its own effects and drawbacks. Whilst not dramatically game-changing, it certainly adds another mechanic to an already expansive game! Let me know what you think guys, I'd love to hear your opinions. Rob
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Dev Diary #241 That One Recipe You're Missing
Deadeye_Rob replied to anna_svecova's topic in Dev Diaries
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! -
Retain energy connections in game blueprints
Deadeye_Rob replied to zarwil's question in Suggestions & Feedback
I didn’t know about this. Thanks @zarwil, you’ve saved me against a potentially expensive mistake! -
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)
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what I immediately see…
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Dev Diary #236 Sassy Streams and Cute Community
Deadeye_Rob replied to anna_svecova's topic in Dev Diaries
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! 🤞🏻😀 -
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?
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Tech-Tree (Crafting Recpies)
Deadeye_Rob replied to Deadeye_Rob's question in Suggestions & Feedback
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! -
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!