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Mello1223

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About Mello1223

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  1. Mello1223

    Formula Based Position Editing

    I already explained it to him on discord the problem was that he wrote decimal numbers without a leading zero like : " .1875" but it must be " 0.1875"
  2. Mello1223

    Formula Based Position Editing

    it would be much faster if you visited the official discord, there I can show you through the stream how you can set it up, or I'll watch your stream and find out why you can't write decimal numbers https://discord.gg/ylands
  3. Mello1223

    Formula Based Position Editing

    move it with step number set to 0.1875 which mean 1/2 basic building block
  4. Mello1223

    Formula Based Position Editing

    only 4 decimal places after the number are displayed, but if you use the number in a variable, it counts more decimal places
  5. Mello1223

    Formula Based Position Editing

    it also works with decimal numbers, but you have to write a dot instead of a comma. and the basic setting of the grid is 0.375, this means that if you want to move something by one basic building block,( in grid= global mode ) you have to move it by 0.375m. it is set to avatar size. avatar is the size of 5 basic building blocks, which means it is 1,875 m high,like +/- real person
  6. Mello1223

    Formula Based Position Editing

    I don't know if I understand correctly what you mean, but it seems to me that everything you mention here can be done in the editor
  7. Mello1223

    Editor tutorials

    if there is interest, the next tutorial will be for the A-star algorithm
  8. Mello1223

    Editor tutorials

    test version of the intro for video tutorials
  9. Mello1223

    Dev Diary #249 Make nice things easier

    Amazing!!! 🤩
  10. Mello1223

    Editor tutorials

    if you would like to slightly improve your editor maps, in this video you will find instructions on how to add custom commands to your map, and here you will also find instructions on how to share the map in the workshop.
  11. Mello1223

    Editor tutorials

    in this video we will create other instructions that will create a random maze for us. an instruction to check neighboring cells of raycast aids, the raycast instruction itself, an instruction to remove walls in the maze between individual cells, a backtracker instruction, and an instruction to select a random neighboring cell and move the current cell to this random cell RANDOM MAZE GENERATOR.zip
  12. Mello1223

    Editor tutorials

    I will gradually add my video tutorials to some of my creations in this thread. As a first to introduce you to the Random maze generator This is the first attempt to create video tutorials in which I use a voice reader. in the first part, I will show you step by step how you can create a grid generator for a maze, created with the help of spawn entity from template tiles . this generator uses the backtracking method, and as inspiration I used instructions from the wiki and videos about programming in Unity. one of my ylands editor teachers, Jchobs, gave me the idea to create this generator, and I am grateful to him for that, because it was really fun.
  13. Mello1223

    3685 hours later....

    Hi. I'm also a bit addicted to ylands, and I also have minimal basics of scripting. I don't know anything about other things. but I also devoted a lot of time to it, and I can tell you that the best helper for learning is discord. There aren't as many people coming to the forum as there were. But I have a few comments that I have already written in your previous posts. if you want to present your game, please add screenshots, because one picture says more than 10 lines of text that anyone dont wants to read.adding default enemies would only bring more demands, for example, add a freezing attack to them, etc... in my opinion, it is better than complete enemies that we can create ourselves.
  14. Mello1223

    Dev Diary #245 Fun Energy Wanted!

    loool... ...translator...
  15. Mello1223

    Dev Diary #245 Fun Energy Wanted!

    takze. v prvom rade sa chcem vopred ospravedlnit ze to napisem hlavne v mojom rodnom jzyku,pretoze toto je tema na ktoru cakam uz strasne dlho . pridam aj anglicky preklad,ale nechcem aby sa nieco stratilo v nespravnom preklade. takze: v prvom rade sa mi nepaci velkost energetickych objektov. rozumiem tomu ze je to urobene koli tomu aby sa dali jednoducho prepajat,ale nemyslim si ze je to efektivne. podla mojho skromneho nazoru by bolo efektivnejsie keby sme k aktualnej moznosti prepajania pomocou nastroja na prepajanie energie dostali moznost prepajat ich pomocov zadania mena alebo id. kazde energo zariadenie by malo UI ktore by sa zobrazilo pri interakcii. tu by sme mohli nastavit prepojenie z ostatnymi energo zariadeniami v okoli,zadamnim cisla id zariadenia,alebo by sme si mohli vybrat z tabulky zariadeni ktore su umiestnene v okoli. inspirovane hrou creativerse. druha dolezita vec,doplnit dalsie zakladne logicke hradla ktore pozname, napriklad NAND,NOR,a podobne a zakladnu pamat ako spomenul zawril. k tomu je ale potrebny aj casovac,o ktorom som uz robil samostatny navrh aj z videom(,najdete ho v sekcii navrhy.) casovac by mal v UI okrem moznosti prepojenia z inymi zariadeniami aj moznost nastavyt cas cyklu. posluzilo by to aj na vytvaranie impulzov pre logicku pamat . dalej kondenzator: v podstate suciastka ktora by mala rovnaky princip fungovnia ako dobijacia stanica,ale bola by mala,a po nabyti by pustila energeticky tok dalej na niekolko sekund ( cas by sa dal nastavit) merac energie. tiez princip zariadenia ako mame na lodiach,akurat ze tento by sa dal zaradit do energetickeho obvodu. potenciometer : suciastka na regulovanie mnozstva energie , kombinovane zo svetlami nieco ako spominal Jchobs ,svetla by sa dali stmievat a zjasnovat . alebo by sa tym dal regulovat tok za rozdelovacom energie. taktiez rozdelovac energie a generatory z viacerimy vystupmi by mali fungovat tak ze ked generuju urcite mnozstvo energie,tak by malo byt jedno z ktoreho vyvodu pojde rozne mnostvo energie,pokial nieje vycerpana cela kapacita. tolko k malim suciatkam a podme k zariadeniam : bolo by super keby sme mali vsetky vyrobne stanice v levely energy. zakladny level tavnej pece by bolo kurenie drevom,stredny by pouzil ako palivo uhlie,a posledny by vyuzival energiu . rozmanitost generatorov uz spominal yohas,takze to preskocim . energeticke zbrane/pasce . pri dodani energetickeho impulzu alebo energie by sa zapli. teslov generator ale na viac sposobov. napriklad autommaticke delo. malo by zasobnik,a pri dodani energie by strielalo po vsetkom v urcitej oblasti. senzory : senzor den/noc, senzor na detekovanie NPC ,(zvierata atd) ,senzor na entity : po vlozeni urcitej entity do oblasti snimania sa senzor zapne ) tento senzor by mohol obsahovat kontajner z jednym slotom - slot by sluzil ako nastavovac pre to aku entitu to ma zaznamenavat . ((priklad : vlozite do kontajneru senzora travu- senzor bude detekovat ci sa v oblasti nachadza alebo nenachadza trava. senzor na zmenu pocasia. dalsia podla mna velmi zaujimava vec by mohol byt ciselnik a zariadenia na vysielanie a prijmanie numerickeho signalu(ciselne prevodniky ) . (tiez inspirovane hrou creativerse ) pridalo by to niekolko nasobne viac moznosti prepajania logickych obvodou. k ciselniku by bolo super mat aj ciselny display,tie ktore mame teraz bud svietia alebo nesvietia,k tomuto by sa dalo zobrazit cislo podla dodaneho signalu z ciselnika(prevodniku) dopravnikove pasy uz tiez spominali vyssie,tiez som k nim ale robil video,a v pripade zaujmu ho mozem neskor pridat. ,k tomu by som ale este doplnil zariadenie na vkladanie predmetov do kontajnerov,ako lievik v minecrafte , akurat by to mohlo byt spojene aj zo senzorom na entity,takze by sa dal urobit sklad s automatickym triedenim predmetov. predmety by padali do energetickych kontajnerov ktore by mali aj moznost vydat material spat von,napriklad nazat na dopravnikovy pas. klimatizacia,toto asi netreba ani vysvetlovat. no a k zariadeniam by som urcite naozaj uvital pohiblive platformy,napriklad vytah-ale s tym ze by sa dali kombinovat na seba : priklad zakladna platforma by sa zdvihla o 10 blokov,alebo menej,no keby sme nd nu pridali dalsiu platformu,zmenilo by sa to na jednu platformu ktora by sa zdvihla o dvojnasobok,atd... k vytahovym pltformam by bolo super mat dake zasuvacie steny,okna,a podobne. samozrejme aj dake rotacne platformy by boli super,tiez napriklad rotacne dvere ako v supermarketoch a podobne... mal by som toho na dalsich 10 stran,ale necham priestor aj pre ostatnych . 😁 ENG- so. first of all, I want to apologize in advance that I will write this mainly in my native language, because this is a topic that I have been waiting for a very long time. I will also add an English translation, but I don't want anything to be lost in an incorrect translation. so: first of all, I don't like the size of energy buildings. I understand that it's done so that they can be connected easily, but I don't think it's effective. in my humble opinion, it would be more effective if, in addition to the current possibility of connecting using the energy connecting tool, we could connect them by entering a name or id. every energy device would have a UI that would be displayed when interacting. here we could set up a connection with other energy devices in the area, enter the ID number of the device, or we could choose from the table devices that are located in the area. inspired by creativerse game. the second important thing is to add other basic logic gates that we know, for example NAND, NOR, etc. and close the basic memory as mentioned. but for that you also need a timer, about which I already made a separate proposal from the video (you can find it in the proposals section.) the timer should also be able to set the cycle time in the UI in addition to the possibility of connecting with other devices. it would also be used to create impulses for logical memory. Next, a capacitor: basically a component that would have the same operating principle as a charging station, but it would be small, and after charging, it would let the energy flow continue for a few seconds (the time could be set) energy meter. also the principle of the device as we have on ships, just that this could be included in the energy circuit. potentiometer: part for regulating the amount of energy, combined with the lights something like Jchobs mentioned, the lights could be dimmed and brightened. or it could be used to regulate the flow behind the energy distributor. also, the energy distributor and generators with multiple outputs should work in such a way that when they generate a certain amount of energy, there should be one outlet from which a different amount of energy goes, unless the entire capacity is exhausted. so much for the logic things and let's talk about the devices: it would be great if we had all production stations in levely energy. the basic level of the melting furnace would be wood burning, the middle one would use coal as fuel, and the last one would use energy. Yohas already mentioned the variety of generators, so I'll skip it. energy weapons/traps . they would turn on when an energy pulse or energy was delivered. tesla generator but in more ways. for example, an automatic cannon. it would have a magazine, and when the energy was supplied, it would shoot at everything in a certain area. sensors: day/night sensor, NPC detection sensor (animals, etc.), entity sensor: after inserting a certain entity into the sensing area, the sensor turns on) this sensor could contain a container with one slot - the slot would serve as a setting for what the entity must record it. ((example: put grass in the sensor container - the sensor will detect whether or not there is grass in the area. weather sensor. Another very interesting thing, in my opinion, could be a dialer and devices for sending and receiving a digital signal (digital converters). (also inspired by the creativerse game) it would add several times more possibilities of connecting logic circuits. it would be great to have a digital display for the dial, the ones we have now either light up or don't light up, it would be possible to display the number according to the supplied signal from the dial (transducer) The transporter's passports were also mentioned above, but I also made a video for them, and if you are interested, I can add it later. , but I would also add a device for putting objects into containers, like a funnel in minecraft, it could also be connected with an entity sensor, so a warehouse with automatic sorting of objects could be made. the objects would fall into energy containers, which would also have the possibility to release the material back out, for example attached to the carrier's passport. air conditioning, this probably doesn't even need to be explained. well, I would certainly really welcome movable platforms for the equipment, for example an elevator - but with the fact that they could be combined on top of each other: for example, the basic platform would rise by 10 blocks or less, but if we were to add another platform, it would change that on one platform that would be raised twice, etc... it would be great to have retractable walls, windows, etc. for the elevator platforms. Of course, rotating platforms would also be great, also, for example, revolving doors like in supermarkets and the like... I would have it on the next 10 pages, but I will leave space for others as well. 😁
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