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spiritchaser28

Ylands Star
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Everything posted by spiritchaser28

  1. spiritchaser28

    Dev Diary #222 When the Prints Go Blue

    Fingers crossed they give us the rods, poles, containers and other things we have been begging for in blueprints. (Still waiting on those basic shape blocks) So stoked we will be able to do blueprints in editor soon.
  2. spiritchaser28

    Dev Diary #222 When the Prints Go Blue

    I have been waiting for this update for a loooooong time! I cannot wait to see what changes will be made in 1.10
  3. spiritchaser28

    Ten small ideas

    Good example, you can also overlap containers like @Mello1223 and @Yo HasLEGO have done on some of their past builds. It's a little more difficult to precisely target those containers unless you use first person view, but it works great. I use a lot of kitchen cabinets in my hulls, roofs of the rooms too. Also love and use the idea of storage pontoons on the sides of the ship. They maximize the overall storage you can have and still give you plenty of comfy living space and room for workstations. Much easier in my opinion to build those types of ships in editor, but it can be done via freeplacing. The bottom line though is, there is no "wrong way" to build your ship. Find something that makes you comfortable and go with it. If you want a ridiculous amount of storage it can be done quite easily, but if you prefer a small ship with limited cargo for short jaunts, you can also do that. The main thing is to have fun. It's just a game that gives you a ton of options so you can build whatever makes you happy. You can build a bamboo hut and live off fishing and coconuts and never travel off the starter island if that is how you want to play, or you can build a fleet of ships that serve different purposes and explore the world. I can never stress enough the beauty of this game. There are so many options available it's crazy, and at the end of the day it's relaxing and quite beautiful to look at. I've spent many days just watching sunsets in a lounge chair, fishing off the dock Some days I just drive around my stunt course I made, other days I prefer to do some farming or go for a leisurely horse ride....and I have spent just as many days exploring the seas and seeing every random encounter there is to see.
  4. spiritchaser28

    Dev Diary #221 Rebalancing the Future

    I believe something like that is in the works. YES! Anything to get be able to get to the bottom faster would be helpful. Sometimes I am diving so deep that by the time I reach the bottom I need to turn around immediately because the zirc tank is at the halfway point. (Still not sure why they disabled switching tanks underwater because real divers do it all the time) They already have dart guns in editor, so that might be an idea.... A paralyzing dart or some sort of atalantean paralyzing trident or crossbow would be handy for sharks.....not sure they will integrate poison in the game though. Well they have vendors, but i still think they need a few more types of vendors and it would be handy if some actually sold shipments. I suggested the idea of an Innuit Trader in the arctic that would sell some of the newer resources. Regarding merchant ships, Ales mentioned at one point in a live stream he would like to have random encounters on the sea that occur between travelling to a different map. Things like pirate ships, but Merchant ships would also be interesting. I know from working in editor that NPCs don't stay on ships so that may take some work. That's interesting. I am betting it's easily do-able Are you talking about Musical instruments? Yes Please!! I made an acoustic guitar and a piano in editor, and @Yo HasLEGOhas made several instruments (electric guitars, amps, pedals, keyboards and a blueprintable piano) I would love to see some instruments that play actual sound. Maybe a banjo, acoustic guitar, flute, bamboo lute, dulcimer, accordian, even some brass instruments like bugles and trumpets. I can imagine a random sound set for each instrument so they play different tunes randomly. I have had a few suggestions I'm still hoping for. A lunch box, an ore container, a flare gun, the ability to shoot ranged weapons on mounts (apparently that used to be a thing), bigger caves, sliding glass doors and regular sliding doors (oriental style would be cool), better enemy AI (with ranged attacks available), saddlebags (something they are working on) Car summoning (something else they are working on).....there's a ton of great suggestions made by other players here and I'm just happy the devs listen and try to integrate some of the suggestions into the game. ( The overhauled workstations were based on some of our input. Yohaslego and myself sent in some concept art and the devs basically took the ideas and ran with them...now the workstations are much easier to use and because of a few players input about mass crafting it's pretty much perfect and much more user friendly than they used to be)
  5. spiritchaser28

    The shining polar bear

    I would have opened the door and just ran past it. They aren't too fast. But yeah funny pic "Here's Johnny"
  6. spiritchaser28

    Dev Diary #221 Rebalancing the Future

    They used to have protective barriers but they did away with them in favor of owner controls....for instance if you make a map multiplayer you can set privileges so only your friends can do damage to things or modify terrain. It's a decent system, but I think it could be better if we were allowed to list the people that can actually do those things, right now it's limited to friends and non friends. The idea of a non flying generator is intriguing, but not sure if they will implement it....they have made it easier to control the time propeller packs fly in editor made games however which is a good thing.
  7. spiritchaser28

    Iron Axe Damage?

    Zirc hammer is my main melee weapon.....it's huge and looks clownish but it packs a punch
  8. spiritchaser28

    Ten small ideas

    Hi. I know you're new so let me first say welcome. Many of the ideas you propose are being worked on, for instance saddles. Ales Mentioned a while back in a livestream that one day animals would have saddlebags with extra inventory space..so the prospect of it happening is good, but keep in mind the devs have higher priorities. (I Have been begging for a lunchbox for a year) We also discussed being able to change Vendor appearances, It's on their to do list....but again not a high priority Deck hatches for ships...well considering you can embed storage containers inside the hulls, I think that's sort of covered. Try freeplacing the cabinets and see if that helps you. Dolphins, whales and octupi...Dolphins may come in the future....not sure about whales or octupi. They just did a huge update to give the sea more life, but I'm pretty sure whales may be something that makes the game lag....octupi however might be something that can be done....but I doubt that's high on the list of priorities as well. You have to understand people have been begging for years for certain things, like an energy update, better ways to blueprint, more craftable items (Which they just did) car summoning, glass doors, automation of doors and energy components.....these things take a bit more time to develop and are a bit of a higher priority than giving us dolphins and octupi.....although it's a good idea.... Keep in mind that one of the next steps that will eventually come is not going to be in the sea, but in the skies.(just look at the main screen...there is a hot air balloon, that's a huge hint at where we are going) ....They have discussed the possibilities of zeppelins, hot air balloons, and maybe even ornithopters for years, but Ales is adamant about keeping it balanced....so that means there will also be things flying around that could cause harm, as well as NPCs that may eventually have the ability to do ranged attacks.....The bottom line though is they won't do something they are not satisfied with.....so if something does not look good to them, they won't include it in an update. Ales has been pretty clear he does not want to promise something he cannot deliver, but he's also been awesome at delivering us surprises that make the game more exciting and fun to play. More parts for boats and backpacks....well we have been asking for these things for quite a while. I have a feeling one day we shall see them, but I think it may be at least another year or so before that happens. The devs are concentrating on the bigger aspects of the game first and really working hard to give us the bigger features we all envision. I love the idea of more ship hulls for things like longboats. (I have also been asking for a true ATV....doubt that will happen before my lunchbox suggestion but it would be cool to have a car that transforms into a jetski) As far as your doors closing suggestion....I think that may be an easy thing to do. @Nikki Severin is this something we can implement? It seems like an easy suggestion.
  9. spiritchaser28

    Dev Diary #221 Rebalancing the Future

    Well it's actually easy to turn 100 sandstone into sand. Click the eyeball in your inventory, then hold ctrl and destroy the amount you want to turn to sand. One click is all it takes. Uh what changes? I think maybe it would be good if it requires more resources to craft, but honestly I believe the time it takes to overheat is pretty much perfect. Could not agree more. I remember a year ago when I was running for my life from bears and wolves that spotted me....now I can dance around them and kill them with a flint knife before they even decide to chase me or attack. This is an interesting idea. Corn and potatoes come to mind for biofuel They are working on a car summoning feature. I sort of like the idea of invisibility potions, but they need to increase enemy AI, As of right now you can dance around the enemies for approximately 3 minutes before they decide to attack. I killed a wooly rhino with a flint knife 2 days ago....stabbed it several times before it finally got angry enough to fight back. You are pretty much invisible for about 3 minutes now before the enemy takes notice.
  10. spiritchaser28

    Dev Diary #221 Rebalancing the Future

    I get where you are coming from, but I think half the game is survival. And in a true survival situation food goes bad after some time. I don't think waiting a few days for the food to spoil is penalizing anybody. Getting food in the game is never a huge problem because it's pretty much everywhere. Walk 2 feet and you will find buckwheat/grain, corn or berries or bananas or an animal. Dive in the ocean and there's plenty of fish, oysters, and urchins. I don't think disabling food in containers is the right idea. People work for the food they have and they put them in the containers for future plans.. I even use food as decoration I do think various foods should have some buffs, and I like the idea of mixing up the food so it's not always the same shashlik diet. Perhaps a good idea would be to have meters for fruit, meat, and veggie requirements, but then again that's micromanagement. Whatever the devs decide, this is still my all time favorite game
  11. spiritchaser28

    Dev Diary #221 Rebalancing the Future

    Well my idea was if the food was in kitchen cabinets, or refrigerators it would not spoil, and if it was in your inventory it would take maybe 3 or 4 days to spoil. So, you still have plenty of time to explore and eat the food you have stashed on you. I just think after a certain amount of time it should go bad, BUT it's a tricky thing considering the fact you can add to a stack. I like IgorQ's suggestion as well. We all need variety. I spend most my mealtime eating shashlik because of the duration it takes to get hungry again and the strength buff.....but I think other foods could have various types of buffs.
  12. spiritchaser28

    Name change

    @Nikki Severin Can you assist their name change? Thanks!
  13. spiritchaser28

    Dev Diary #221 Rebalancing the Future

    Right? I think certain containers like kitchen cabinets, a fridge, a deep freeze, and a lunchbox would be handy at keeping food longer, but I think after so many days in your inventory food should naturally turn to garbage. I work part time in a grocery store and tossing expired food out is a daily thing. Generally if it is kept in a deep freeze it takes much much longer before it goes bad. A lot of groceries use open air cooler displays and the food in those tend to turn bad faster than the food in dark coolers that are locked up.
  14. spiritchaser28

    Dev Diary #221 Rebalancing the Future

    I would love if they included all the cabinets, tubes, rods, cogwheels, and poles in blueprints as well as the crafting stations. A hunger meter is a fine idea. It's an interesting concept. I think all food should be perishable after a certain amount of time unless it is stored in some sort of container. For instance the first 3 days you have shashlik in your inventory it gives you the strength buff when you eat it, after the fourth day it loses the strength buff, after the 5th and 6th day it could make you sick, (reducing movement speed) etc.....on this topic I think it might be nice if you had an endurance level, the hungrier you are, the slower you move, the more you move the more your endurance goes down, the more you carry, the more your endurance goes down as well....you might even be forced to sleep at some point because of lack of endurance.....that translates into heavy programming for the devs but I think it's something that could possibly be integrated into the game.
  15. spiritchaser28

    Dev Diary #221 Rebalancing the Future

    One thing I would like to see is more balance in crafting, specifically certain things like pipe blocks, pots with lids, plates, books, paintings (still want the dev team paintings back also) and other simple things are not available to craft, yet now we can craft elven weapons and all the guns and armor sets I know from the last stream you all discussed sharks and people wanting to be able to damage the sharks, but you seemed to be against the idea....so maybe a bit more time for the repellant flare would be handy, and it would also be a boon if you could light the flare while you were swimming. Another post here mentioned a quicker way to reach the ocean floor. If you don't want to allow switching air tanks (which real divers do) then perhaps something that would allow a fast descent so you aren't at the halfway point in your tank when you reach the bottom....maybe even consider a longer time on the oxygen tanks or a tether to the ship to an oxygen machine ( The tanks were designed with more shallow water in mind, in my opinion) I still want a lunchbox and an ammo case. Enemy aggression has fallen a lot since the last few updates. Sometimes it takes enemies several minutes now after they spot you to attack. When I first started playing the game it was common place to be walking through the woods and suddenly get spotted by a pack of wolves that would chase you to your demise as soon as they realized you were there......now you can dance around them for several minutes before they even decide to attack. Lastly I think maybe we could have some sort of Innuit Trader that trades some of the newer resources and fish. Arctic region is devoid of traders, but it would be cool to run into an Innuit that deals with some of those items people are having a hard time finding from the ocean in the arctic region. I can't tell you how many times people have begged to trade for cobalt, polyphourous tubes, and anemone goo since this last update. For some reason those items are pretty hard to find. They could also deal with a few warm clothes, and some seafood related items. On a side note the propeller pack in my opinion has the perfect amount of time before it overheats.....some people may disagree. I think with the newer resources it might be better to make it slightly harder to craft. As far as the hunger and temperature management goes, I believe you all updated the system a few updates back regarding hunger. We used to eat like 40 times a day to stay alive, now the amount we eat is a bit more realistic....temperature management is pretty good with the proper clothing, but perhaps we could use a bit more time on heat and cold resistance potions. And maybe a bit more damage if we are standing directly on a fire with no resistance or in the cold in wearing our bathing suits.
  16. spiritchaser28

    What is this?

    You have to jump on it. as soon as you do, a chest will appear and the golems will attack
  17. spiritchaser28

    Ylandium component not working in exploration

    Oh I thought you meant the charging station at first....yeah generators do not capture in blueprints (Next update they are dong a blueprint overhaul so hopefully) The energy Not does blueprint......You may have to unlock another recipe in order to get the ylandium generator recipe.....sometimes the recipe system relies on a tech tree. Maybe a tool you have not made is needed in order to unlock it even though that tool is not used in the recipe. Try making every tool and workstation you can possibly make and see if something else unlocks the recipe. It sounds silly, but I remember several months back before this update having to make a sewing kit in order to craft an energy workbench. I had all the supplies for the workbench but couldn't make it until I unlocked that basic recipe.
  18. spiritchaser28

    (Suggestion)Improving the underwater exploration

    I agree it takes too long to hit bottom sometimes. By the time I reach the bottom in some places I have to turn right around because my air tank is already half depleted. Makes it difficult to explore if you don't immediately see some oxygen coral. I suggested they bring back switching tanks underwater because real life divers do it all the time. We will see if they bring it back (Fingers crossed) They talked a bit about the sharks in the last livestream. Not sure what the plan is yet but I am pretty sure they don't want them to be killable. Perhaps the shark repellant flare could at least last a bit longer. Also it would be helpful if we could drink potions or apply bandages underwater again.
  19. spiritchaser28

    Ylandium component not working in exploration

    Hmmm if that's the case maybe try blueprinting the generator to see if that works. @richardtaal
  20. spiritchaser28

    T-rex skeleton display blueprint

    Awesome!! Now it just needs to be animated and put in a "Night at the Museum" mini game.
  21. spiritchaser28

    A bug on mystery island (yes again)

    Once you restart the game it creates a new output log. You want to exit the game and grab the output log when the error occurs. It helps the devs narrow things down.
  22. spiritchaser28

    A bug on mystery island (yes again)

    Next time it does it submit it to the bug reports again and be sure to include your output logs. @Nikki Severin should be back in a couple days and she will take a look at this.
  23. spiritchaser28

    A bug on mystery island (yes again)

    Are you playing on both Mobile and Computer? That's the only reason I could see that message come up.
  24. Hey @Nikki Severin when you get back from vacation could you check this?
  25. Nikki may be able to retrieve it for you. I think she may have a cube (Dev privileges)
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