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Everything posted by spiritchaser28
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Now I got wallpaper ideas for days!!!
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I am all for this! I find myself rotating windows all the time just to have the marks on the glass line up correctly. And If I decide to change the color of the frame, the marks change with it. Having green streaks on glass isn't so pretty. I'd like to see glass doors and other blocks as well.
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spiritchaser28 replied to Yo HasLEGO's topic in Flintlock Trading Company's General Discussions
I'm on EST. My username in game is the same as it is here. Hit me up as a friend. -
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spiritchaser28 replied to Yo HasLEGO's topic in Flintlock Trading Company's General Discussions
You are the ship expert in my opinion @zarwil I'll be more than happy to test any theories you have -
Wow! I just realized you have been working on this idea for over a year now. Its a nice combination of other things you have constructed.
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spiritchaser28 replied to Yo HasLEGO's topic in Flintlock Trading Company's General Discussions
Well we were sort of on the same page......a Polar Area 51 LOL If Rob decides to make a polar shipyard/trading post area....and he allows us to build there. I will stick to his design ideas. I personally love victorian architecture and I have plenty of ideas for a polar region biome with 18th century design aspects -
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spiritchaser28 replied to Yo HasLEGO's topic in Flintlock Trading Company's General Discussions
That's actually a good idea. It worked well for our polar biome. Plus the first thing I did was ensure all the workstations were ready and we had supplies. We stuck to a more modern theme in the arctic region and all the builds seemed to fit the vibe of the place. I guess my main concern and hope is, when you decide to take the plunge to build a flintlock region in the arctic, that everybody building there sticks to the same idea of aesthetics -
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spiritchaser28 replied to Yo HasLEGO's topic in Flintlock Trading Company's General Discussions
Hmmm Polar region definitely has less vegetation and wildlife . It's actually an optimal place for a port with a few more ships, and I can see a trading post with several npcs working quite well in a small polar region....even if they are packed together. I'd recommend a small map. One or 2 islands max for a hub where lots of players meet and trade....although according to Ales they seem to have found a workaround so we can have larger maps with less lag. Maybe we should wait until 1.7 to implement some of these ideas?.....Don't know....I really want it now LOL I think you should continue your work on Caliga hall map. It's a very unique place, and so far I like the vibe of it. It feels like a victorian style plantation in the middle of the wilderness. Just as long as we can keep that theme. When we built the original Locust, the theme was Viking....and for the most part the things we built there stuck with the theme. I made the mistake of inviting a couple new players and the first thing they did was plop down some of the basic Ylands blueprints....so the next thing I knew there was a modern house sitting off the coast that sort of stuck out like a sore thumb. I was happy that some new players were excited about the game, don't get me wrong....but I wished they would have stuck with the theme of what we were attempting to build. -
Currently you cannot do this. I know they are working on it, but you may have to wait a for a few updates. We brought this up with transporting cars also. (However Ocnog found a great solution for this) Build your blueprint for your car, then use the demo hammer if you want to build it elsewhere in other regions. It's about the only way currently to transport cars. Animals however are another matter entirely. I would love to be able to keep some goats for milk because I like making the berry pies for friends. Goats aren't on every biome though. I'd love to keep a wooly rhino or a reindeer as my main transportation on land, but again....not every biome. So just keep your fingers crossed it will happen one day in the future, but for now it's not available. One thing Ales mentioned in his last stream was they were working on animals that can have containers....like saddle bags or something....so it's a step in the right direction. Just have patience
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spiritchaser28 replied to Yo HasLEGO's topic in Flintlock Trading Company's General Discussions
Caliga does indeed take some time to load.....even with my recent RAM upgrade to 16 G. However I think if you spread out the dock away from Caliga hall it should not be a problem since it is in the middle of the island. On a side note, I was able to access Caliga hall (sharegame) on 4 RAM. It took a bit of time to load, but I made it. Ylands reccomends 8 and that is fine in most cases. You have quite a few collisions in your build, and lots of terrain modification which tends to slow the load down. Although I appreciate a good curve in a structure as much as the next person so I am willing to wait for something beautiful to load. As far as the NPC shops go...keep in mind you can only have one of each vendor ATM...you already got them around the main plantation. I might suggest killing those vendors off and spreading them out a bit around the main island. Keeping hem so close to the main hall can contribute to the lag I think it may be a good idea to have a port, with a road that leads off to a few different areas with vendors, and the main road leading to Caliga. If you spread out the amount of data to different sections of the island I think it will decrease the load time. Also keep in mind that having a port with several ships can cause lag as well. I love the idea of a harbor with hundreds of ships, You are thinking 4 or 5 ships in the dock would be grand, but I know how you (and @zarwil) build and those would be grand ships...... If you place them in a central location, Unity would shut down the program entirely for many players. I have been entertaining the idea of creating a map with a "ship harbor" where new players can come claim a simpler style ship build. Ships with sails, maybe a few with engines, but nothing too massive on the data....less collisions etc could allow a few more ships to be used in a larger harbor scenario....but a bit more spread apart. It can be done on your map actually. But I try to keep in mind the amount of data being displayed....so I might suggest some simpler harbors and ports with 2 to 3 ships docked, but spread entirely around the island to keep the lag time to a minimum. No matter how you decide to do it though, I have found recently that the devs have figured out a way to save most (if not all) the info in the cloud....and I applaud them for that move. It's pretty awesome to not lose all your data and saves now. I guess my main suggestion for the map is "spread the data around" For instance YoHasLego's building is awesome, but I do not suggest putting it within view of Caliga hall. It can be down the road just a bit just so players aren't having their computers strained by the massive amount of buildings in one area. We did this with the original Locust map, and it was pretty awesome, but wow did it take forever to load at times. However in the areas with the buildings spread apart a bit...I had no issues. -
RESOLVED [YLD-29887] My horse is gone
spiritchaser28 replied to lady_whynot's question in Bugs & Technical Issues
I've had this happen before with different animals. They were all attached to the animal pens. ( I think the devs need to work on the pens actually keeping the animals attached to them)I have found it better to just build an actual fenced in area and they tend to stick around inside. Mutant pets however dissapear when daylight comes. I think with some animals they get "spooked" by other animals nearby and just run away......others like the bear and Rhino just tend to wander away because they refuse to be penned?.....I dunno. -
RESOLVED [YLD-29964] Clay pot on ships bug
spiritchaser28 replied to bobo198312's question in Bugs & Technical Issues
So, after doing a few tests with @bobo198312....I think the problem may have to do with the actual Catamaran ship base. I have not experienced this issue with any other ship type. . Pots seem to vanish when replanting seeds on the catamaran. Hope this narrows down the fix. It's not the type of pot, nor the fact there is dirt in the pot....it seems directly correlated with the catamaran properties. I have tested this on steam ships, wood ships with no issues...somehow the catamaran base is the direct issue. -
RESOLVED [YLD-29964] Clay pot on ships bug
spiritchaser28 replied to bobo198312's question in Bugs & Technical Issues
And now @bobo198312 says these pots were on a ship I made.....so disregard everything I said above LOL. I thought I had a workaround but I'm obviously wrong. It's not happened on some of my other ships I made (for me at least) using this method.....back to the drawing board. It's weird because I used that particular ship to test out the best ways to keep the pots around.....and it seemed to work after several tries assembling and dissasembling. I wonder now if it has to do with the plants inside the pots.....I guess more tests are needed. I may give up testing this out though now. I'll just wait for the updates and hotfixes and see if that fixes these issues. -
RESOLVED [YLD-29964] Clay pot on ships bug
spiritchaser28 replied to bobo198312's question in Bugs & Technical Issues
I noticed if the flowerpots were part of a blueprint on a ship made in editor from flat land terrain then placed on a legacy map to take the blueprint photo (again on land) that the flowerpots remain....but any other flowerpots placed afterwards do disappear. It's not a big deal since clay and dirt are easy to find and make new pots, but it's still a weird bug. As a quick fix until they actually fix the bug, I'd suggest making your ships using that method, with flowerpots included in the blueprint. It will not work if you make the composition in an editor legacy map, or do it freestyle in exploration. As of right now the only way I know to keep the flowerpots is make the ship composition on flat terrain maps. I know 1.7 is bringing many changes that were asked for regarding blueprints and flowerpots (on ships particularly). Fingers crossed! I have faith in the Bohemia team!.....as a side note, maybe the issue has something to do with how the terrain interacts? I mean dirt behaves differently in water terrain. They are 2 separate parts of the program. Getting them to behave together on a moving ship....this is the only way I found that seems to work. Building the ship on land in editor to use in the blueprint. -
RESOLVED [YLD-29868] Stuck on infinite loading screen
spiritchaser28 replied to Potato Man-e051097e76cb3293's question in Bugs & Technical Issues
Yeah I just tested this as well. Went into social as soon as I started the game, clicked friends and scrolled down to a friend that was online, clicked her envelope to send a message and had to hard close the game because it was stuck loading. Attached output logs below output_log.txt output_log_clean.txt- 18 replies
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POSSIBLY Soo....lets talk about resources
spiritchaser28 posted a question in Suggestions & Feedback
I am happy with many of the changes 1.6 update brought to us. (Yes even the propeller pack nerf) I enjoy the fact that now random encounters are more random and hard to find, I do sort of miss not finding a single trader though.....but that's not the main focus of this post I'd like to chat a bit about resources. Suddenly with 1.6 ....Coal and copper has seemed to vanish. People say it's on tier 3 islands but I have yet to find any lately. I enjoy the steady hum of a steam engine....but if coal and copper are harder to find than gold....well I may just move back to sails for my ships So....my suggestion to the devs is...instead of making the resources available by tier level......maybe they should think in terms of common sense and rarity. I can walk out in my back yard and find coal....but if I lived in Ylands....I'd find gold....maybe it's just me, but I feel this makes no sense at all. And let's talk about zirconium......a few good weapons and one suit of armor.....can't we find more uses for this resource? Faster engines is a suggestion I heard tossed around, but not just that.....how about better propeller packs ( you did it for the scuba tanks), streetlights....heck even stronger building blocks? -
Why I no longer don't believe in Ylands
spiritchaser28 replied to zarwil's topic in General Discussion
I whole heartedly agree with @zarwil Cheers! It's getting fantastic! -
I think we should take into account the number of people voting on each, and then compare the numbers as a whole. Tally up all those that voted for reddit, here, and on reddit, and on twitter, etc...tally up the total amount of votes for the forums across all the websites and see who wins Knowing you as well as I know you though @ocnoglittle, I think that idea is already in your calculations.
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I dunno...I have heard from a few people tha opening Chrome with Biki even having 8gb of ram can be time consuming.
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RESOLVED [YLD-29951] Traders disappeared
spiritchaser28 replied to kimbuck's question in Bugs & Technical Issues
After some testing I found the vendors can take damage, while the traders do not. ( only tested with full mayor privilege....I'm fine with not being able to kills the traders as mayor.....because I'd hate accidentally hitting one with a zirc hammer and losing them)The traders have a time when they are available, and the vendors just stay there 24/7 unless somebody kills them....I'm not sure how this works into "mayor vs Citizen and vistor priveleges yet......But I think it should be included in the controls if people do not wish their vendors to be damaged or killed. I can try to test and see how vendors can be affected by various citizens, mayors, and visitors.....but this will require some help from other players willing to "kill NPCs in the name of science" -
It's not any different
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spiritchaser28 replied to Yo HasLEGO's topic in Flintlock Trading Company's General Discussions
I really want Flintlock to be the central hub of trading in ylands. I think with these amazing builds and anyy efforts we bring to increase the trading would be amazing. I have ships full of resources I have no issues unloading on Rob's map to help speed up the effort of making the town feel authentic. So if Rob approves a blueprint build, I'm there to help deliver the ores, wood and stone needed -
POSSIBLY Soo....lets talk about resources
spiritchaser28 replied to spiritchaser28's question in Suggestions & Feedback
@bojo2736 you are more than welcome to join all of us in building in any of the locust maps!! I am also hoping @Deadeye_Rob will make a public server to expand this effort....(if you need any coyns for your server Rob, let us know. Ocnog has already offered, and I am on board to donating more as well) He has some amazing work done in his Flintlock Caliga hall region, and it would be a nice addition to the network of maps we have all put our efforts in. I think we all want a "central hub" of trading efforts, and this is a nice option. I also have a Taiga Tundra realm saved with the best traders, and am considering making it a public server so people have access to the few traders that can be found, and it includes all the vendors as well. I have left the actual terrain mostly un- modified to maintain it's integrity.....the only thing I hope is people leave the Alpha alone on the tier 3 island....it's not much to ask, but it helps maintain a steady flow of ylandium if it remains alive. -
POSSIBLY Soo....lets talk about resources
spiritchaser28 replied to spiritchaser28's question in Suggestions & Feedback
I wish Bohemia could find a way to get Jchobs lost server back.....is there even the slightest chance they have it backed up somewhere??? -
POSSIBLY Soo....lets talk about resources
spiritchaser28 replied to spiritchaser28's question in Suggestions & Feedback
Oh and for the record....I have found a few good coal and coper veins on tier 3's now.....but they differ in appearance......so it seems a bit harder to find......instead of a large black area with coal.....theres a smaller square area that displays it.....same with copper, gold and other resources...so I'm tending to believe the resources are there now....but maybe with the color differences Bohemia is making us look a bit harder for them......and that actually makes a bit more sense for some of those types of ores and resources.....it's hard to pick out in nature flecks of copper, gold and coal....I mean everytime I go hiking I can look down and see tiny pieces of flint and it's quite common to mistake coal for flintrock (which can actually pretty dark) Copper and gold for pieces of iron pyrite and even algae.....etc.....I'm just commenting on real world colors though.