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ocnoglittle

Ylands Star
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Posts posted by ocnoglittle


  1. We were joking that when you die on our Locust map, you should wake up in Valhalla. And it made us realize that being able to set the default spawn point for the map would be a really cool feature. I am not sure how you could mark it (maybe with an item like one of the tombstones). Players could also make graveyards, hospitals, or other cool places to respawn.

    • Like 3
    • Upvote 1

  2. I believe Aleš said they want to improve the game physics first before adding something like this.

    But I love the idea! By the way, you can make a little log prison for your boat and remove a log to sail out.

    • Like 1

  3. 19 hours ago, spiritchaser28 said:

    Actually going to harden the ones in that cellar because jrock spent a lot of time in there placing them and they look good there.

    No no, I meant the ones in the cupboard near the ores in the cellar with resources. 

    The placed ones in the entry to the map room don't need to be hardened -- they are blocks, so automatically harden.

     

    19 hours ago, spiritchaser28 said:

    Which trader sells the totems?

    Naiubu (https://ylands.fandom.com/wiki/Traders)

    • Like 1

  4. 19 hours ago, spiritchaser28 said:

    You can shoot fish from any of the cannons. But it's hard to see them when you shoot them. It's a super fast animation.....a fish bazooka would be funny though. We got corn guns and potato grenades and I could see myself sitting on the shore fishing for ammo LOL

     

    Already sent to Aleš for the Q&A on Tuesday:

    From Bobo: Can we get a howitzer that shoots only fish in Ylands? 

    From Ocnog: And/or some other fish gun? Can we have an update just for fish-related things? Maybe it can be 1.9: Swimming Sharks where you bring back the sharks and add more sea life (sea turtles, dolphins, giant krakens that spawn instead of an island-based custom scenario) and add more fish to catch using the fishing poles and fish guns and more things like this.

    ;) 

    • Like 3

  5. On 4/29/2021 at 12:37 AM, spiritchaser28 said:

    I have found a few totems but have not tried to use the demo hammer to see if I get the totem in my inventory

    I guess I forgot to mention that I tried this and it definitely works. I also found a trader that sells all of them (in the Arid Biome). I should have that map saved, but it might take a few tries to find it ?

    There is a set of them in the Locust 1 cellar btw.

    • Like 1

  6. I noticed this a while ago and mentioned it to Adam, but I wanted to make sure there was a ticket open for it. Without me doing anything in Editor, it will say my game was updated on a random day instead of the correct date. Other people noticed it for their games too.

    • Upvote 1

  7. Hello (I was the person that recommended talking here instead of the subreddit :) )

    I asked Aleš about the map updating when you destroy trees and construct buildings. He said, "There will be slight changes to how these maps are now generated. There is a problem with them how they are now. We want to be able to show entities and provide custom maps. In 1.7 we will change this. But it will be internal changes first. In 1.8, we will have creator-generated maps. Maybe something where you can export terrain data to photoshop and then edit it. And creators can use scripting to add icons to the map."

     

    I do really like the idea of adding names to the map icons. I wish there was one specifically for traders and one specifically for caves.

    For the bucket idea, I think they are already working on this. He said, "We had a similar idea where we wanted you to be able to carry one unit of water and add that water to the map." 

     

    I absolutely love the idea of an aquarium!

    • Like 1

  8. In the first Q&A, Aleš said: Okay. This is a tough one. The reason why we pretty much disabled it, was because the fluid system wasn't programmed in a good way. This was part of a plug-in that we bought many years ago and we have never actually done anything to it. I think we improved it a little bit so it ran faster but it's still kind of demanding, performance-wise. And we keep optimizing the game. This is a tricky decision or tough decision to make because if we allow this... and it would be possible. The feature is actually still there. But if we allow this, then what could easily happen would be that someone would create a big hole with an explosion or do something with the terraformer. And by looking at the FPS (frames per second) at that moment, you would know that this is happening. The honest answer is, if we are to have the fluid simulation, we will need to rewrite it from scratch, the code. And it's not an easy thing. But I'm not sure if what we really need is this. The thing is, there is the fluid simulation and then there is the problem with, I don't know, just digging a bit of a beach and then the water stays in some unnatural shape. Maybe these specific situations could somehow be fixed, even without having a full-scale fluid simulation. And I'm not a programmer myself, or at least I'm not a programmer good enough to understand this fully or to tell you if this is possible and how difficult it is. But I can imagine that solving these situations would definitely be easier than creating the whole fluid simulation from scratch. And even if we pretty much reworked it and if we’ve done a complete overhaul, it would still take up some CPU performance, because these things are unfortunately costly. I will definitely take a look at those situations which bother you the most, and we will see if there's something that we can do about this. By the way, I think it's not really similar but this actually reminds me of some things that we've done with the terrain in 1.6. I don't know if I've mentioned it before in any Dev Diary. So I will just say here: when I think of this, I find this annoying. And also on a similar level of how things are annoying, I think I would have the fact that when you're in the Editor and you're trying to paint over the terrain, you would never be able to achieve the same look as if you generate the island yourself. You would always get this very obvious transition with sharp edges. This is something that we fixed in 1.6. So you are not getting a fluid simulation, but you are getting something else (enhanced terrain blending).

     

    We don't know exactly when they will improve this because they don't want to over-promise.


  9. The 25 ylandium dust needed was reported in the Changelogs for Update 1.6, but didn't get as much attention. The tier 3 islands should have mutants that drop ylandium dust, even in Legacy Exploration (please, please correct me if I am wrong). In theory, you can kill a couple every night and get it eventually. You can also open legacy maps in Editor and add in some extra mutants and/or ylandium crystals. As far as I know, the devs are focusing on new Exploration and not Legacy, so I don't know how much they are paying attention if things break in Legacy. :/ 

    Maybe they can add a game setting (like making energy lines invisible) to control if the propeller packs have unlimited flight or not. ? That would also be super beneficial for player-made games, etc.

    I think they are planning on reworking the propeller packs even more, but we can ask Aleš on Tuesday. 

    • Like 1

  10. In editor, you can right click after selecting any block (or other item) and then store the rotation and click the new block and set the rotation.

     

    Outside of editor, there isn't a button for this... yet. I just try to always start facing the same direction and remember how many times I rotated it. ? Also, adding extra light can sometimes help see the small differences. We hope with Update 1.7, we will get new craftable blocks that have less details that need to be rotated the correct way to look good (aka basic blocks) ?

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