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Everything posted by spiritchaser28
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IN DEVELOPMENT More detailed HUD
spiritchaser28 replied to Deadeye_Rob's question in Suggestions & Feedback
I just mentioned in another post how I use the dui function as well and would love to see current speed added to the display. I think it would end the debate forever about how fast a ship can be, but it would be nice to see the speed of animals and cars and even walking and running. -
Dev Diary #212 Things that keep coming up...
spiritchaser28 replied to Nikki Severin's topic in Dev Diaries
Hey that's one of my first houses in the game Thanks for re-posting that old pic. Brings back fun memories of just playing and decorating islands and looking at the pretty lights. I will agree with staying away from NFTs for the game. Monetization is one thing but I think it's sort of ridiculous to incorporate that in this game. I do like the idea of monetizing blueprints and compositions and using those coyns for new pets and the occasional server rental. I know some people may disagree here. It's a fun way to maybe make some real money in competitions, but there are those that got fooled into the idea they could make a living from this by other communities. My only advice to those folks is keep your day jobs, Just have fun playing an awesome game, and don't get stressed out. It's just a game. -
RESOLVED [YLD-8972] OAuth Login: code -1 api message: cannot connect to destination host
spiritchaser28 replied to Alenea's question in Bugs & Technical Issues
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RESOLVED [YLD-8972] OAuth Login: code -1 api message: cannot connect to destination host
spiritchaser28 replied to Alenea's question in Bugs & Technical Issues
This is generally a steam issue. Try running steam as an administrator....also try not to quote forum posts from 4 years ago....it's a little confusing. No Offense. -
I love the options! Keep it up devs!
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Shoot me an invitation when you are on. I want to come see it
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POSSIBLY Can we have additional playable races/cosmetics/beards?
spiritchaser28 replied to Deadeye_Rob's question in Suggestions & Feedback
I am totally for this idea. It would be cool to have blue skin and pointy ears. It would be awesome if they bring this feature. Next step ....dwarves with mighty beards -
Love it! Reminds me of my Orca ship.
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Oh hmmm I thought it took from the top left first. So if you have sticks or hay in your inventory before the coal basket it will take the sticks or hay to feed first. I'm pretty sure it works because I have had no sticks or planks or hay in my inventory. If you have your herb bag to the left of the coal basket it may be taking the hay.
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You can hold the coal basket to fuel engines. I do it all the time.
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Dev Diary #210 Sail-abrate good times, come on!
spiritchaser28 replied to Nikki Severin's topic in Dev Diaries
I know the pain. I play a lot with @Mello1223 and he has some ships that are massive. One he calls his little kayak is so big you can fit 3 steam ship hulls inside it. It's an awesome ship but when he summons it my computer completely freezes. -
Dev Diary #210 Sail-abrate good times, come on!
spiritchaser28 replied to Nikki Severin's topic in Dev Diaries
hahaha they always do fancy stuff. They make awesome games but every update some system seems to break. They had a system in place for propeller packs requiring ylandium power cells but the initial nerfing of the packs messed that system up. They got it back in place now due to the fact the devs listened to suggestions from creators and players, but they now have a new issue with recipes not being unlocked. I think perhaps because they use older maps for their games...but who knows for sure? -
Dev Diary #210 Sail-abrate good times, come on!
spiritchaser28 replied to Nikki Severin's topic in Dev Diaries
Good question. I know they recently updated their servers for multiplayer but lag is still an issue when it comes to ships. If PVP battles do occur in exploration it would be sad if a person lost their ship due to the fact the other person has a much faster computer. -
Dev Diary #210 Sail-abrate good times, come on!
spiritchaser28 replied to Nikki Severin's topic in Dev Diaries
Hmm Spyler and christal have a ship damage system in place for their games and it seems to show the damage on welded ships (visible blocks missing, etc.) This brings me to another question. Will this new system affect editor made games? Will their be options for creators to control how damage is done to a ship and displayed? I can remember when we nerfed the propeller pack and how it affected some of the editor made games. I was all on board for the nerf in exploration but on the flip side it made sense to give the creators control in those mini editor made games. I'm happy the devs took that into consideration after many complaints, but my hope is they will do the same with this new system. For exploration this sounds logical and fair, but for mini games I am wondering if this may be another issue. Hindsight is always 20/20. I am just happy the dev team is seriously listening and working on addressing every player's concerns. It's hard to please everybody but they are doing an amazing job! Sorry @Nikki Severin I tried to condense my questions to a few but now I gave you a list of questions haha. At least you got job security answering all the questions people have Oliver do you agree the ship hulls should have internal storage built in? You do a lot of scripting and this seems to be a fairly simple script for ships. But I am just a builder so I'd love to hear your opinion. -
Dev Diary #210 Sail-abrate good times, come on!
spiritchaser28 replied to Nikki Severin's topic in Dev Diaries
So many questions I keep thinking about....Will storage be affected by the damage the ship takes? I would hate it if a bank safe on my ship got damaged during an attack and couldn't recover the thousand or so ylandium crystals and tens of thousands of gold inside.....I am guessing if it gets damaged and repaired that the contents of the containers remain intact but could not be accessed until repaired?....on the flip side of that question it would seem more realistic to lose contents due to damage...but I would hope the rare items people get from Mystery Ylands and random encounters would remain intact at least... -
Dev Diary #210 Sail-abrate good times, come on!
spiritchaser28 replied to Nikki Severin's topic in Dev Diaries
I missed that part when I got hung up on the new monitoring systems LOL -
Dev Diary #210 Sail-abrate good times, come on!
spiritchaser28 replied to Nikki Severin's topic in Dev Diaries
Good question....just made me think of another. Will ships take damage if they hit land? I would think if the ship is anchored it wouldn't take damage from hitting docks....but anchors aren't a guarantee of anything in this game other than reducing lag. -
Dev Diary #210 Sail-abrate good times, come on!
spiritchaser28 replied to Nikki Severin's topic in Dev Diaries
So much YES to this post! I am excited about taking damage and using tools and resources to repair the ship. A couple questions. 1.Will we be able to see what damage is done (to blocks and entities, etc? 2.I have a few ships parked on other single player maps....will they be taking damage if nobody is on that map??? This is a HUGE concern of mine. I am assuming if nobody is on the map that time on that map is suspended? (also assuming that unsummoned ships take no damage) I am so glad you are including current speed, water depth, and hit points monitoring!!! (this will FINALLY end the debate on how fast ships go with so many engines/sails) This leads me to my 3rd question... 3. Will some of this new damage from weather and speed/hit point monitoring system be applied to buildings and vehicles on land anytime soon?? I am assuming that since this new ship system will be in place that it will also be possible for other players to damage ships now via cannon fire, etc. ? I am also assuming that when this update is done that most of the issues with ships vanishing and appearing on shore in other places will be fixed? Final question....can we get a sneak peek at some pics of the special ship devices and repair tool? I think people designing ships would like to see so they can figure out and plan how to make room for those devices. Hope they aren't huge like the charging station LOL. People love having them on their ships but it's always been awkward trying to place them so people have room to walk haha Lastly.....more of a suggestion. Since the beginning there has always been questions about why people cannot place rooms inside the ship hull. I would love to be able to see a below deck option that allows people to build living quarters, engine rooms, storage rooms, work rooms etc. I realize this would take a ton of programming but one suggestion I have that seems easy is adding ship storage to the various hulls. (Junk ship holding the least amount, steam ship holding the most) Maybe It could be accessed at the wheel or by looking at and right clicking the actual hull of ship? It seems like that could be a lot easier to implement than adding rooms inside the hull for a short term solution. It would allow the players to at least think that their hull has actual cargo space. -
Laughing about the "Don't be shy" sign
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POSSIBLY Exploration: Maps, sailing, and progression
spiritchaser28 replied to NoNoNumGum's question in Suggestions & Feedback
I personally like the idea of crafting the map to use it. I also like the idea of the option to hide the tier levels and other things. I know they are working on the option to be able to see your friends on the map which is a pretty awesome option for some people (others really like being lost, but I think it's a nice option for other players especially since it has been a requested option for a few years).....what I really want to see with the maps is the ability to zoom completely out. I'd love to be able to screenshot a full map picture and it sort of helps seeing the bigger picture. ....I think the main idea of this entire post though is to allow the players the freedom to choose the options so we can all play how we like to play. So basically have a few options in the menu as to how we can view the map, or even the option to have no map like we have in editor now. -
They were nice physics until you dug underneath and a hole appeared in the surface of the water for no reason....at that point the water didn't look realistic at all and you had areas where you were walking instead of swimming in the water, as well as breathing under the water without scuba gear or potions. I loved modifying underwater as well and had some ideas for bases.....but I think it's going to have to wait until they figure out how to introduce airlocks....I'm thinking one possibility is they could use something similar to the recent programming they introduced to keep the rain and weather effects out of houses and caves and the inside of ships......One step at a time I suppose. The next update will have a lot to do with water and ships so we will see what the future brings.
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POSSIBLY Exploration: Maps, sailing, and progression
spiritchaser28 replied to NoNoNumGum's question in Suggestions & Feedback
The idea has been tossed around. I think they are waiting to do this when they are certain that it works seamlessly. Sort of like the idea of flying machines....they won't introduce those sort of things until they have airborne dangers to keep the game balanced. -
POSSIBLY Exploration: Maps, sailing, and progression
spiritchaser28 replied to NoNoNumGum's question in Suggestions & Feedback
Ales has mentioned a few times on livestreams that he would like to implement occasional random encounters when traversing between maps. With unique challenges that would integrate into the game. So basically they are working on this plan. -
You can still dig under the water, but cannot modify the surface of the ocean floor. If you are at the coast simply dig down and go under the ocean that way. They stopped allowing the modifcation of the ocean floor because it sometimes affected the surface of the water. Hopefully we will be able to modify the ocean floor again soon
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UNDER REVIEW Can't unlock doors.
spiritchaser28 replied to Gizmow's question in Bugs & Technical Issues
So I am assuming since you can actually access those settings it is your map. This definitely seems to be a glitch. My guess is it has been a while since you played and came in after an update and something went wrong with your map functions....or they updated the door style and/or keys. I have seen it happen with the wooden door with the lion head knocker..... but with those settings you should be mayor. Did you make the demolition hammer? The Iron hammer does not work. Also I am understanding that you have not played for a while since you were talking about the barrier not working. It just may be the map you are playing on is outdated. Try making the demolition hammer....not the iron hammer. And see if you can deconstruct the door with it......if not....then the map may have other glitches and I would recommend sending the output logs in bug reports. @Nikki SeverinHow can we have the game set single player but have a player count of 8? That never made sense to me.