jchob
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Posts posted by jchob
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On 8/2/2019 at 12:38 PM, Miguel Preguisa said:I would gladly take the name of Slothasaurus upon myself! Even though I may have a little sloth obsession...
By the way, my In-game name is "MiguelPreguisa" and preguisa may mean sloth in the Portuguese
Miguel, are you portuguese/brasilian?
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Welcome @Adam Snellgrove.
You don't even imagine where you are getting into.. hehehe just kidding with you.
Nice to hear you will be active and listen to the community.
You look like me staring at editor scripting, I feel your pain ?
Also, looking forward for those "how to" videos.
See you around
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I actually I have a "portable" chest. A special coin in inventory, that when is placed at ground, it spawns the chest. You can remove or add items to it. When you close it, the chest is despawned and items are saved. Then, use the coin wherever you want.
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@Indomitus that's cool. Never tought about making a central chest. It's like a chest that can be placed in every yland and have access to certain items.
I might steal this idea
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I never used enter key, I just click at a empty space and it stores the value
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I am with #boostylands!
Lets do this ?
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When you talk about aspects of Exploring and mechanics that plays role in custom maps, are you saying you are going to add the random buildings and make us able to take blueprints in custom explore maps generated via Editor? That would be awesome.
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On trigger enter
For each item In inventory container Character
Spawn entity type Item get item count Item position get position Character
Despawn item
Maybe this will work?
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Yep, said by Houp I think.
In a normal explore mode, if you die, you are re-spawned at the nearest yland (if you're in water) or in the actual yland you died.
But for generated maps from editor, player will always be re-spawned to the spawn point logic. And that is an issue that should be fixed
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Seems nice. Having new buttons in a UI pabel to perform actions seems more cool than using dialogue. Actually, I don't like the dialogue logic look, I think it was better before the GUI changed in 0.12 I think?
Anyway, as mentioned, can we have a look at image library? It will contain all the items icons and such?
Thanks ?
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The birdies in sky are not always visible and I really believe it changes with game hour. So your best is at morning start to walk around the yland and look sky for birdies. With a map is easier to see where they are going and map will register where you go (make sure you place the map in a hot ar slot. So, try to have your ships ready (make sure you have food, warm clothes with you) for when you spot a bird.
Have fun
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I have to agree. All maps I've played in P1 PVE I ways have a ship to go explore and visit friends at other ylands, or going help others. But we are kinda stuck with how they bahave now. Also, ship is like my home as I like to be a nomad and sail around all ylands.
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I wanted to make something like, having a platform and move it N-S-W-E. Actually I can have levers for diferrent directions. But as IgorQ said, input keys would be cool. I would just use WASD to move. I know I can make a custom command like //move north, etc but it doesn't feel "obvious".
Anyway, lot of things to be fixed first for MP, but this would be awesome
?
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4 hours ago, Ninjato7 said:So, I finally build my ship and find a new island. I park it kind of close so I don't have to swim so far. This may have been a mistake as I'm sure the water was shallow. Well, I go into disassembly mode so I can change one thing. Lo and behold, disassembly mode automatically removes virtually everything you built on the ship destroying hours of work. I wish this was clearly stated; it essentially means if you wanted to tweak one thing after leaving assembly mode you have to completely start from scratch.
Well if that weren't enough, after I do this my ship won't turn. I don't know if it's because I'm in shallow shoreline water, or if the disassembly mode broke something but my ship will not turn at all. To reiterate, I did not pick up any computer or book, and every help I try to find always mentions that, so I've got something new. My sails work fine but I can't turn, so my ship is essentially useless and I don't want to spend hours building another one.
Hopefully someone has a solution. Thanks in advance!Hi. Currently, after the update, ships seem to have problems about building. You shouldn't loose all the work. Normally you can disassemble it and add or remove new construction and assemble again, as many times you want...
But..
Sometimes it gets bugged. It is a bug that players are reporting About ship not turning, try to log out and login back to the server.
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7 hours ago, jeunekeum54 said:Hey, player in my friend list and clan can't use my magical barrer ?
I think that isn't implemented yet.
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Hey man, welcome back. I might annoy you again with my noob questions ?
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Well, even before 0.12 and 0.13 if you eat berries or corn, you would be mostly of the time hungry. Cooked fish or meat would give more time.
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Yes its a big difference. And as they said "this update will open more doors for future updates"
Yes some things are good, others not. You just NEED to understand that gane is still under development.
You seem like a boss, always pointing a finger If I do something bad. But if I make something cool, I don't get a congratulation.
Stop pointing all the bad, and tell me what good things this update brought.
Just have fun.
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Do you all really remember editor map names? I keep forgetting names and I need to open each one which "I think is this one" ??
But yes, we need a search bar
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Awesome. The game was totally in need of a chat system.
And the ANIMATOR... OMG is super cool ?
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I guess he/she didn't like the update.
Anyway, being rude might not the best way to go
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6 hours ago, Wikkir said:35 minutes ago, Indian Chief said:I got the same issue, I haven't been able to get online for a while, and I wanted to check out the new update.
Was also wondering if custom Blueprints that freeze and shut down the game have been looked at?
It mainly happens in multiplayer but also in single player 95% of the time, only once in a blue moon do I get lucky and have them load
Thanks Devs
Well, I know that servers that are not Bohemia Interactive seems to be NOT WORKING
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Sweet ?
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5 minutes ago, Houp said:Hi, using time triggers with a small time delay is not the only problem. Probably bigger issue is discribed in http://zerosalife.github.io/blog/2014/08/02/static-and-dynamic-colliders-in-unity/ . Anything what is not animal, player or vehicle is considered as static object. It means that Unity (development environment we use) can precount many things so collision detection is quick (deciding what you hit, walking on the terrain/floor, checking what impact will have explosion). It has a catch. When you move "static" object then it has to precount everything from the scratch and that is the problem.
In 0.13 you will be able to mark anything as "animated"(dynamic). Even if you do not want to use our animators/new scripting tiles for your moving objects you can benefit from marking them as "animated".
If devs are adding that "feature" I guess it's for game benefits. Aah, dealing with Unity colliders can be a pain. Maybe I'm one of the few who understands devs and players position. I know how game development can be hard, but I also know how players feel ?
Let's wait and see what comes up, eheh
We are still waiting for the "early next week update" ?
Thanks
Share your in-game name!
in Introduce Yourself
Posted
Oh, cool. I'm portuguese and for few seconds I thought you were too ?