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spiritchaser28

Ylands Star
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Everything posted by spiritchaser28

  1. @Yo HasLEGO You mentioned you thought block rotation did not matter, but I believe it does. Even in 1.5 and before the stone block was slightly different shades on each side, including both the "smooth" sides. Check the composition and rotate one of the lighter blocks to see if the color matches to the darker after rotating it.
  2. Could it possibly be because the roof is a weld? Welds do not blueprint.
  3. spiritchaser28

    Experimental Build for Update 1.6

    I have not played the experimental build yet. Has anybody tested how we can make blueprints from compositions in editor? The old way was place the composition on a legacy explore map, but now since we have no barrier generator how exactly will it work? We can't import compositions into the current version of explore so I guess my question is will legacy maps have the same sort of presets that exploration does in 1.6 so we can still blueprint those editor made compositions?
  4. spiritchaser28

    Experimental Build for Update 1.6

    I'm just loving this long list of fixes and additions. Took me several minutes to read it and will probably take me months to fully comprehend all the changes LOL
  5. spiritchaser28

    Character NPC clone

    Speaking of clones, I still want a mirror function for building in editor....but that's a different topic
  6. I'm actually happy to read this. Stone blocks before this update were the wrong colors. They were always darker. For instance if you change their color to true white 255 Red 255 Green 255 blue....stone blocks were not true white. They were still light grey. So maybe this is their way of trying to correct that error, or a way of admitting they are working on it?... .....the roof collision thing though....uh yeah that needs some real fixing.
  7. spiritchaser28

    Day off Challenge- Caliga Hall

    Interior is looking fantastic Rob! Can't wait to come see it in person
  8. spiritchaser28

    Dev Diary #167 Fixing Exploration

    I remember when Pong came out....A few years later I was at my friends house spending days on a Commodore 64 writing lines of DOS and backing everything up to a cassette tape drive.....yeah some of us here are that old...
  9. spiritchaser28

    Dev Diary #167 Fixing Exploration

    Wow I just found the ignore button!
  10. spiritchaser28

    Dev Diary #167 Fixing Exploration

  11. spiritchaser28

    Error discussion

    Allow me to translate: See you tomorrow!
  12. spiritchaser28

    a wild suggestion

    I'm liking this idea. Anything to increase the challenges is a good thing in my opinion.
  13. spiritchaser28

    Dev Diary #167 Fixing Exploration

    @Vega3221 This is also not the forum to discuss religious opinions. Read Rule 3 thanks
  14. spiritchaser28

    Y axis annoyance

    This issue also makes creating blueprints from editor a bit annoying as well. Now when the composition is stored at zero axis and you are placing it on legacy map for blueprint photos, the result is the blueprint either floats slightly above ground when trying to place, or it is embedded below ground level. Call me a perfectionist or OCD if you want LOL. I used to work in construction and if something was not level it was either fixed or it was not acceptable as being up to code. This clearly is not an urgent thing to fix, but it is a little annoying to people that want their compositions to appear level. Any future fix for this would be greatly appreciated. Thanks!
  15. spiritchaser28

    Dev Diary #167 Fixing Exploration

    Awesome news all around and a few good suggestions as well I know the team at Bohemia is working on many previous suggestions people have made in the past. I'd like to make a couple more that have not been mentioned or talked about much for future update ideas. I think it might be fun if people were allowed to choose their starting region in exploration. Imagine starting the whole adventure in the Arctic or Taiga/Tundra and all the challenges that a person could enjoy. One other suggestion is to remove the amount of blueprints a person is allowed to have. The current cap for amount of blueprints is 50. Before 1.5 I had waaaaay more than 50 blueprints at my disposal. Now if I want to make a new blueprint, I have to remove another. This forces me to actually take the files in the game and place all of them in another folder that is not accessed in the game so I can keep all the blueprints without deleting them.....and if I wish to use a blueprint on a map that I have in that folder, I have to move some files around in those folders before I even launch the game. I know you all are working on a whole new system for blueprints so just thought I'd add this small suggestion for the future. This would allow people to make modular style blueprint pieces with some confidence that they are not limited in number of pieces available. (Wall pieces, pier pieces, floor pieces, etc). I have made other suggestions about blueprints (letting them be placed at actual ground level instead of floating slightly above ground, being able to freeplace and rotate, etc) so I won't yammer on about all them or the other suggestions again LOL Thanks for all your hard work and dedication! I'm excited about all the new possibilities and directions exploration is headed!
  16. spiritchaser28

    A little fun on Easter V01 (new game by DrHase and HanniNanni)

    I had a lot of fun on this map. Especially loved the Car rodeo and driving the loop watching the car go upside down. The tin can shooting range was well done with the physics of the cans actually moving and falling when shot. Felt like a kid again exploring a carnival with all the small details. I recommend this game to people that want to see some amazing builds and get an idea of all the possible things they can do in editor.
  17. spiritchaser28

    RESOLVED Bug with creator cube/blueprints (weld problems)

    Awesome Thanks @Misa_Bondejcgirl !
  18. So this is an odd one. If you have the creator cube equipped and make a blueprint, it automatically creates it....BUT if you damage the structure in any way, almost all the blocks disappear except for the blocks that you can interact with such as doors, etc!! If you unequip the creator cube and place the blueprint table, then re equip the cube to get the materials for it...once it is complete the blocks function normally. They do not all disappear this way once they are damaged. output_log.txt output_log_clean.txt
  19. spiritchaser28

    RESOLVED Is this a bug?

    When a block from one cube crosses over the boundary of another cube, it's called a collision. Collisions take slightly longer to load. If there are only a few hundred collisions, most times the lag is not noticeable, but if there are thousands and thousands of collisions that's when you notice the amount of time it takes to display the blocks correctly. If you are using editor to create, there is an option that allows you to "weld entities".....this feels sort of like merging all the cubes...but technically what it really does is decrease the collider count. Many blocks placed in game naturally weld over a set amount of time, while others placed on vehicles weld as soon as you assemble the vehicle. Also, welding in editor allows you to move and place multiple blocks at a time. This is similar to another option called groups. Multiple blocks can be in one group, however a group does not decrease colliders in the same way as welding decreases them. I hope that all makes sense
  20. spiritchaser28

    RESOLVED Is this a bug?

    If you look at it more like this, perhaps it will make more sense.
  21. spiritchaser28

    RESOLVED Is this a bug?

    No. Angled blocks do that. You can make them fit better in editor or you can freeplace them in game using "V" key....or you can simply replace the block you are trying to match with a square block in this case. Technically the game sees it as snapping one invisible cube to another in a grid pattern. Freeplacing allows you to move around the boundaries of the white lines in that cube.
  22. spiritchaser28

    Day off Challenge- Caliga Hall

    After helping Jrock build a blueprint with almost 24 thousand glass, I don't think 7000 logs is a big deal LOL. I can't wait to see this island you are building on. Is it on the new experimental explore or is it on old legacy maps? Shoot an invite when you are ready to make it a sharegame. I not only want to see the buidlings, but also am curious about the massive island
  23. spiritchaser28

    RESOLVED Bug with creator cube/blueprints (weld problems)

    Same composition on flat terrain map. Welding entities ( roof again) on this style map do not vanish and behave correctly.
  24. spiritchaser28

    RESOLVED Bug with creator cube/blueprints (weld problems)

    I use these images as examples. I opened legacy explore map in editor and placed this composition. Chose all roof blocks to weld, they then vanished....then chose all stone blocks to weld....they also vanished.
  25. spiritchaser28

    RESOLVED Bug with creator cube/blueprints (weld problems)

    I think this may somehow be related to the issue. It mainly involves welding entities on different map styles. I found out today if you weld a composition on a flat terrain style map in editor it seems to behave correctly as it is intended....however if you weld a composition on a legacy style map from editor, the blocks you are welding simply vanish. I have seen people complaining about blocks vanishing from ships in new exploration and in other legacy style maps. I believe this is because once you assemble a ship it becomes welded. It seems however if you are using a blueprint for ships made from editor imported from flat terrain to legacy , you can assemble and dissasemble them without fear of the blocks vanishing....that instance only applies if the blueprint was made without creator cube on those style maps. Also if you import a welded composition from flat terrain editor map to legacy map in editor, the welded blocks seem to behave correctly. It is ONLY when it first becomes a welded entity on legacy maps (and current exploration for ships welding) that the blocks vanish......Hope this makes sense In short. I believe now that the real issue of vanishing blocks was not the creator cube, or the blueprint itself....it is the fact these entities became welded first on legacy and exploration style maps.
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