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JohnMFSteel

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Everything posted by JohnMFSteel

  1. Mutated animals thing sounds like a bug, maybe make a report? Fluid physics are disabled for the foreseeable future since, the fluid physics plugin the game was using was old and needs a complete rewrite basically. Birds are going to come back when they get players airborne. Hopefully this is helpful and correct.
  2. I found an yland dotted with big Merfolk towers so they are out there. I kind of agree about the empty ylands, but I must say. It can be quite hard to choose which map to delete next. Partially because I don't always remember exactly what each map contained.(if it had something I valued.) Partially due to many maps having a little special something that is hard to part with. Honestly even without encounters I have come across some pretty sweet landscapes. And you know this is only going to become more of a struggle as they add more amazing encounters and landscapes.
  3. JohnMFSteel

    exploration random encounters

    It's actually not completely indestructible it has a vulnerable pane. but yeah I don't understand them either, I've found both you've shown in close proximity to each other. If it's just aesthetic, it does look nice. No denying that
  4. JohnMFSteel

    Prop pack thoughts

    I really like the canister changing colors and overheating as a timer. 10 seconds is a good fly time for most things, but I think an upgrade to get an additional 5 sec or so might be nice in the future. Maybe an upgrade that makes a parachute deploy if you overheat at high altitude? I'd love to hear everybody else's thoughts on it
  5. JohnMFSteel

    Prop pack thoughts

    So my thought with a parachute is that it could allow you to cool down and start flying again without landing. As for the duration increase personally I would consider 30 seconds a maximum of what the flight time should be. The pack makes you quite fast as well as giving you the ability to fly. With just the 10 seconds we currently have, I'm able to fly up and get a good view of most ylands before being forced down. I do agree that variants would be just as good as upgrades. However upgrade paths for items could help keep the density of the item catalog in check. Also what about a pack with a glider attached. get up to altitude, retract rotor, and deploy wings. Then away you go!
  6. JohnMFSteel

    {Experimental Branch}Death on ship issue

    okay update, I tried the free camera thing and wasn't finding anything. My stuff was displaced like 100ish meters away but on top of the ocean floor, so happy conclusion. immersive in a way it's like the current swept it when I died
  7. Died on my ship which is the large ship blue print, and most of my stuff despawned
  8. JohnMFSteel

    oil tech

    I've been thinking it my self, and I've seen it mentioned a few times, but oil and relating technologies would be a nice addition. I think inland oil deposits, drilling, pumping and refining into gasoline should all be possible without fluid physics, since it's all underground. The process of seeing the oil drain should be possible to fake convincingly with a fluid volume zone that either moves or expands removing a bit at a time as the pump fills a tank. Oil geysers should also be possible with an effect for the geyser and a repeatable decal that applies to the area and entities.
  9. JohnMFSteel

    {Experimental Branch}Death on ship issue

    yes, I did swim to the bottom of the water and sadly found nothing on the sea floor. Is it possible the items glitched into the ship hull rather than falling all the way through?
  10. When reversing the rudder goes to the right regardless of the direction you are turning. When you have the sails all the way up the rudder will always go left regardless of which way you turn.
  11. JohnMFSteel

    Experimental Build for Update 1.6

    Having a blast on the experimental build so far! The Encounters feel a lot more varied now & my Home zone has like 4-5 ylands! (2 of which are a pair of strands that look SO nice together *chef's kiss*) Only issues I have noticed so far are: the player preview in the inventory is pixely The help popup I got when I first built my boat took me to the wrong codex entry A Mer-people monument that's in my home zone has some starfish with the tooltip TBT_Pick, also said monument had some trees clipping into it Jeans clip through boots Thoughts: A ring on the ground to show the radius of the building table you are currently using would be nice (I'm loving the building table) I'd like to see a toggle for block collision some of the more interesting shapes are difficult to achieve without clipping blocks into each other. Domes, tents, Archs, really most things that have a circle or triangle as one or more of their base shapes
  12. JohnMFSteel

    Dev Diary #167 Fixing Exploration

    Might consider also allowing them to visit player's multiplayer ylands in the starting zones so they can potentially get inspired by creations. Super excited about the update ?
  13. JohnMFSteel

    Dev Diary #160 - Building in Exploration

    If this is going to make clipping of blocks when building possible. The workbench allowing for setting placement position with specific X,Y,Z values for intricate placement might be nice. Sometimes the difference in pleasant looking placement and a clipping or worse flickering nightmare is only .001 in a direction. Kinda difficult to do with directional arrows or free placement. also being able to move around existing plants with this rather than needing to harvest them before hand would be nice, and would also allow for on the fly crop mazes, like with Ramie or Corn. (I would use Ramie personally that stuff grows THICC) As well as just garden redecorating without hassle. sometimes you wanna move things around you know?
  14. JohnMFSteel

    Workshop's Rules for Content Submission

    What rules should we be following when making games? I've been looking at the rating system, as far as I can tell PEGI 12 is equivalent to ESRB T and GSRR PG-15. The website only says PEGI 12, and the rules here don't talk about some things such as Casinos, and damage effects. PEGI 12 and the other I've said are equivalent allow authentic in game gambling. They also allow non-humanoid fantasy characters to have more graphic deaths and damage impact effects.(the distinction between human and fantasy appears to just be a PEGI thing)
  15. Game crashed to desktop while I was moving some items to a chest on my boat output_log.txt output_log_clean.txt
  16. JohnMFSteel

    vehicle suggestion

    Vehicles might be a bit easier to control if we had a speedometer and a means of locking our speed
  17. JohnMFSteel

    gun bug while flying

    sometimes npcs are unhittable with the gun while flying unless you land near them for a moment
  18. JohnMFSteel

    [Animal] Corgi

    I think wild Corgis could be an awesome addition and/or a flying corgi pet in the store. edit: also Corgi statues
  19. JohnMFSteel

    Suggestion - Make more sustainable items

    agreed. I would be cool with needing to make a little cave to farm mushrooms, and the Ostriches could lay eggs.
  20. How many random encounters are there currently? I'm seeing new stuff regularly so far, but I'm also seeing a lot of repeats.
  21. JohnMFSteel

    [bug] X Crossbow

    equipping the X Crossbow causes damage edit: right after I posted this it stopped doing it edit edit: it is when actively sailing
  22. JohnMFSteel

    graphical glitches

    glitches include what looks like screen tearing maybe, and loss of texture. its just little flashes but somewhat annoying output_log.txt output_log_clean.txt DxDiag.txt
  23. JohnMFSteel

    [Machine Suggestion] YLandium Weather Control Machine

    I would definitely love to see that, but I more meant for exploration since something like that would totally fit with YLandium power
  24. A machine that shoots a beam into the air allowing you to change the weather to your preferred state. Perhaps requiring a constant charge of power to maintain weather conditions. More power could increase the radius of effect, with the maximum power requirement being determined by map size. Additionally different intensities of weather might could require different amounts
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