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Elenis

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Everything posted by Elenis

  1. Elenis

    I just got robbed by two people.

    The boats can be locked using the suction locks on the helm. Personally, I have all my boats locked this way when I'm not using them. Rather, I have a few ideas and questions. I haven't figured out how to make one key fit multiple doors. While it is possible to make copies of keys so that multiple people can open one door, it would be good to have one key for multiple doors as well. Then when you have a large castle, you don't have to carry ten keys for ten different doors, but one that opens all of them. Another thing is to be able to have a door with a password lock. It's much more convenient than constantly lugging around a key. The password would be entered when you set it up, and then the door would automatically lock every time you close it. If you don't want it locked, leave it open.
  2. Elenis

    Dev Diary #235 Patchworking Problems

    Hello, Unfortunately, I've had a similar problem a few times... see here: https://ylands.com/community/topic/31830-problem-with-building-a-ship-from-blueprint/ Over time, I found that of the decorative items I used, only the plain rope would occasionally go bad. And in addition to rope, I also use planks, wooden stakes, steel rods, bark, feathers and some tools as decoration. (I don't use traditional 1x4 logs, iron bricks, nails and fabric though). The problem manifests itself in that sometimes when you put rope in decorations, you can't deliver it between on building materials and vice versa. The simple advice is to put everything between the main building materials. Without it, you can't complete the blueprint and you run the risk of losing the unbuilt ship completely (it happened to me twice, once in exploration and then in creative mod). If you don't add it between the decorations, then after the build is interrupted, you'll find the ship finished without just a few decorative ropes. But I have one question. I don't know if it's a bug or intentional, but if you make a blueprint from the editor, all decorative items are not built as collectible even if they had interaction turned off in the editor. It's just a small detail, but if you make a ship then you waste a lot of time curing all the decorative items. The problem is that some items are hard to get to, and other times it's quite tedious. (I have over 350 iron bars and 80 breads on my ship that make up my rigging.) Likewise, when you put a regular blueprint for the game into the editor, all the parts and blocks are collectible when you test, including the basic building blocks. I haven't figured out how to turn this off yet. Do you know how to prevent this? Overall though, the 1.10 update is a big step forward. I especially like the new workstations and especially the export from the editor. Since I couldn't export blueprints from the editor it was just a marginal addition for me. I spent almost all my time in the game exploring. Until the 1.10 update was announced, but now I'm spending more and more time in the editor, trying to make both new ships and buildings. Overall, it's a huge qualitative leap forward not only for the editor, but also for exploration, and I thank you for it from the bottom of my heart.
  3. Everything's working again. Reinstalling the game probably helped.
  4. English: I'm having trouble building a ship from a blueprint. After the 1.10 update, the first ship went well, but all the following ones can't be built. If I add the necessary resources to the build, the interlaced part disappears in the build, without running out to replace it with the finished part. So if you build the whole ship it just disappears and you have neither the raw materials nor the finished ship. The problem only applies to ship building. For buildings it works normally. And it persists even after restarting my computer and also when trying to build on other islands. Both new blueprints from the editor and old blueprints created in exploration using the camera were tried. The problem is with all of them. I will keep trying to solve the issue and if anything changes I will write about it right away. Thank you in advance for fixing the problem. Czech: Mám problémy se stavbou lodi z blueprintu. Po aktualizaci 1.10 šla první loď udělat dobře, ale všechny následující nejdou postavit. Pokud dodám do stavby potřebné suroviny, tak ve stavbě zmizí prolínavě zobrazená část, aniž by došlo na náhradu hotovým dílem. Pokud tedy postavíte celou loď prostě zmizí a nemáte ani suroviny, ani hotovou loď. Problém se týká pouze stavby lodí. U budov to funguje normálně. A přetrvává i po restartu mého počítače a také při pokusu o stavbu na jiných ostrovech. Vyzkoušeny byly jak nové blueprinty z editoru, tak i staré blueprinty vytvořené v průzkumu pomocí fotoaparátu. Problém je u všech. Dál budu zkoušet, jak danou věc vyřešit a kdyby se něco změnilo, tak o tom hned napíšu. Předem děkuji za vyřízení problému.
  5. English: There is already a link on the forum to the same problem from user NICO14973: https://ylands.com/community/topic/29894-blueprint-disappearing/ It still doesn't work for me, so I wanted to ask if anyone has experience with this and knows what would help against it? Thank you very much in advance for any advice. Czech: Na fóru je už odkaz na stejný problém od uživatele NICO14973: https://ylands.com/community/topic/29894-blueprint-disappearing/ Stále mi to nefunguje a proto se Vás chci zeptat, jestli s tím někdo nemá zkušenosti a neví, co by proti tomu pomohlo? Předem moc děkuji za každou radu.
  6. Elenis

    New Community Manager

    Vítejte a přeji Vám hodně štěstí a úspěchů jako Community Manager.
  7. I guess I misspoke. My point is that unequally sized hulls with equally sized plating have the same speed. My boat is built on a Chinese junk hull. With two large masts, one smaller mast, and one modern windlass, it reaches 7 knots. The large hull with the same sail reaches a speed of even 7.2 knots. And it's much bigger, so it should have more histrodynamic drag. Plus, it's not even game-balanced. Small hulls actually only have the advantage of being cheaper (you don't care about that later in the game), having less draft, and being more maneuverable (which you also don't care about most of the time). It is much more advantageous to build only big ships. They're just as fast (or faster), more durable, and there's enough space on them to serve as a floating workshop. I think it would be more fun to be able to reach high speeds more easily with a small hull and also have more acceleration. The top speed could be the same, but a large hull would need more sail area to achieve it. Then the player would build small ships for exploration and for fast travel, and vice versa for large ships as floating base or for battles.
  8. Smaller hulls have the advantage of greater maneuverability and less draft. Therefore it is not good to make them as damage resistant as large hulls. Capping it at 200-300% endurance is a good idea. Another thing that is similar to this topic is hull speed. It seems all hulls are equally fast with the same plating. Or the differences are very small. It seems illogical to me, as it tends to be easier to achieve higher speeds in small ships. For a boat with a small hull and few building blocks, a few sails should be enough to reach high speed, while a large or steel hull would need lots of masts or a strong engine. I played around in the editor a bit, figuring out the hull's resistance with a small cannon. It really doesn't matter at all the number of building blocks. The resistance is the same as an empty hull: Chinese junk: 5 hits. Catamaran: 6 hits. Small wooden hull: 6 hits. Large wooden hull: 9 hits. Steel hull: 18 hits. Interestingly, there's not much difference between the wooden hulls.
  9. Elenis

    Extended Industries: Brewery

    Adding a colonization and building simulation to Ylands is a big dream of mine. I think it would attract a lot of players. Being able to build your own city on an island in exploration, populate it and manage it economically and militarily would be awesome. It would be a huge incentive to build. Plus, if one city couldn't get everything it needed on its own, it would force players to discover other players' cities to establish trade relations. Not to mention the fact that the city could be raided by pirates from time to time. Anyway, this is no longer a small improvement idea, but something really big. It would be at least for a separate big update, but more like a new DLC. But when Deadeye_Rob sketched it here I had to agree with his idea. I hope to see a similar expansion sometime in the future.
  10. Elenis

    Extended Industries: Brewery

    Yland's energy has always seemed untapped to me. There are other interesting uses besides new workstations for mass production. Perhaps a personal energy shield would be interesting. A device that would be worn on the back and, while charged, would give the wearer protection from attack. It would present an interesting dilemma for most players. Should they take a flying backpack or an energy shield? Energy cannons could be another. They would fire lightning bolts and recharge from ylands generators. It would take some time for the capacitor in the cannon to recharge and be reusable after firing. Another idea might be a motorized revolving platform. That way you could build a rotating gun turret like the USS Monitor had, or a rotating observatory dome. Possibly motorized hinges and pistons for tilting bridges, big gates, and other moving things made outside the editor.
  11. Elenis

    The new crafting system needs a little work.

    I don't have a depth gauge on my sailboat. When I dive, it's only until my oxygen is past halfway. Then I turn it up.
  12. Elenis

    The new crafting system needs a little work.

    I think, but I'm not sure, that surfacing is twice as fast as submerging. If I use half the tank during a dive, I have about a quarter of the tank to explore and if I don't find coral I have to go back up immediately.
  13. Elenis

    Extended Industries: Brewery

    The fact that several hundred threads can be produced on a single spindle nowadays strikes me as odd to say the least. Plus, with the ylands heading towards an industrial revolution, there could be large production machines. In addition to the existing workstations, have a new workstations that need ylands power and take up a lot of space. They could produce those by the hundreds, and it would have a really good atmosphere too. Instead of a small workshop that looks like the middle ages, you walk into a hall with big machines full of moving parts and spinning wheels, and above it all are flashes of ylandos power lines.
  14. Elenis

    The new crafting system needs a little work.

    I've only mentioned caisson disease in passing and I hope he's never in the game because diving would become virtually impossible. Changing bottles underwater would completely upset the balance of the game. Staying underwater would become very trivial and easy. Just make enough bottles and you'd be worry free. Even now, you can stay underwater for a very long time thanks to air corals. I've had several times where I've surfaced after about ten minutes underwater and been so far away that I couldn't see my boat. It's not pleasant when you have a shark on your back. For me, having some weights to pull me to the bottom quickly, would have been enough. It would have given me more time to look for first air coral and explore.
  15. Elenis

    The new crafting system needs a little work.

    As far as I know, weights are used to descend when diving to shallower depths, especially without oxygen tanks. Most of the time it is a simple stone that quickly pulls the diver underwater and he just leaves it on the bottom. For diving to greater depths, this is not done, because it would kill the diver with caisson disease. Maybe it would be enough to have some weights that, when in your inventory (or in your hand) would quickly pull you underwater. Either would have to be in your hand and then it could be used repeatedly and would probably be pretty expensive for ingredients. Or it would be disposable and the diver would have to dump it out of inventory to move around and swim out normally.
  16. Elenis

    Dev Diary #222 When the Prints Go Blue

    I can't wait. All of my ships and blooprints will then undergo a major rebuild in the editor. 💖
  17. Elenis

    Ten small ideas

    Hello Ylanders, I've been in the game since its preliminary approach, but I'm a complete newcomer to the forum. First of all, I want to apologize for not having very good English. I am writing a contribution with the help of a translator, and therefore (because Ylands is a game of Czech origin) I prefer to publish it also in Czech. So I apologize to non-Czech speaking people. English: I have ten small ideas that would moly improve the game. I'd be delighted if you'd be inspired by them. 1. Traiders It would be good to be able to change the appearance, name and especially the clothes of the trader. At the moment it seems to me that it is random. And especially when I generated a merchant in a tux and shorts, it looked like someone stole his pants or made lewd suggestions. When trading, if you click on a bag of gold, or other container for items, it just shows an error message that the item can't be traded. It would be good if the inventory of that container appeared instead and you could bid on items directly from it. 2. Automatic door closing It's just a small thing, but I'd love it if it were possible to set the doors to close automatically (either via the Q menu or some special tool). The door would close itself about 2-3 seconds after opening. Maybe such a thing already exists, but I couldn't find it. 3. Deck hatches for ships. It is understandable that a ship's hull is one big component without an interior. But it would be possible to put a special item of deck hatch on the ship that would function as a chest. Each ship could have only one deck hatch, and the size of its inventory would then be determined by the type of hull. 4. NPC If you build a castle or a big house, it will look very lonely and depressing without NPCs. It would be nice to be able to create an NPC just for decoration. A pigeonhole would be used for placement, just like with trader, with the ability to change their name and appearance. Plus the ability to add some animations to them. In the future, perhaps there could be the possibility of NPCs doing some useful activity, like growing crops, cutting down trees, etc... It would be best if there was the possibility of some sort of economy on their island. Where, for example, a farmer grows crops and generates 3 units of food. A blacksmith consumes a unit of food and produces two units of tools. A carpenter consumes one unit of food and produces several units of wood. The baker handles food processing and distribution, etc.. just make a follow-up system of NPCs for which the player could build and manage an entire city. But that's not a small idea anymore, and I'll probably elaborate on it another time and another place. 5. Faster application of shark repellent I have never had a shark repellent protect me from a first attack. It takes a while to activate, and you can't move around while doing it. As a result, by the time I turn it on, the shark has taken one bite out of me. Couldn't it be activated faster and maybe on the move? 6. Octopus It's been amazing to explore the oceans lately. But somehow I miss octopuses, both as ordinary creatures and as enemies. The idea is that, unlike sharks, which are very fast and are driven off by repellent, the octopus will be slow (it will attract the player with its tentacles) but can be lured away by things like light sources. 7. Dolphins and whales At present it seems to me that all the fauna in the sea can be divided into two categories. One that can be eaten and the other that tries to eat me. I like sea animals that don't fall into either category. The quiver of dalphins that would accompany the player's ships and in the water would try to play with him, or accompany him. Or whales swimming just below the surface like moving reefs. The player would really have to pay attention to where he was sailing his ship and watch the horizon for their water spray. 8. Saddles I find it a bit barbaric to ride a horse without a saddle. Couldn't you add one? And not just for horses. And besides, when you ride in the saddle you don't have to hold your hands all the time and you can shoot or swing your sword while riding. 9. More parts for boats I would like a new hull that would be even smaller than the Chinese junk and would be suitable for building a Viking longship or a small yacht. And new masts of a larger size, possibly a separate foremast with a forestay, or a mast with a real longitudinal Latin sail. Possibly a new rudder that looks like a tiller with a bench. (The animation could be the same as steering a small boat.) And best of all. Having a small rowboat that could be carried aboard a big boat. But I'm afraid that won't be systemically possible. 10. Backpacks and jackets Nowadays you can take either a flying backpack or diving tanks on your back. It would be nice to add perhaps a classic backpack to increase inventory space, or a cloak to improve cold resistance. Czech: Mám deset malých nápadů, které by moly zlepšit hru. Bude mi potěšením, pokud se jimi necháte inspirovat. 1. Obchpodníci Bylo by dobré mít možnost změnit vzhled, jméno a hlavně oblečení obchodníka. V současné době mi přijde, že je to náhodné. A zvláště, když se mi vygeneroval obchodník ve fraku a kraťasech, vypadalo to, že by mu někdo ukradl kalhoty, nebo měl nemravné návrhy. Pokud při obchodování kliknete na pytlík se zlatem, nebo jiný kontejner na věci, tak se pouze ukáže chybová hláška, že s tímto předmětem nelze obchodovat. Bylo by dobré, kdyby se místo toho objevil inventář daného kontejneru a mohli se nabízet věci přímo z něj. 2. Automatické zavírání dveří Je to jen drobnost, ale velmi by mě potěšilo, kdyby se dalo u dveří nastavit (ať už přes Q menu nebo nějakým zvláštním nástrojem) jejich automatické zavírání. Dveře by se cca 2-3 vteřiny po otevření sami zavřely. Možná už taková věc je, ale nepodařilo se mi jí najít. 3. Palubní poklopy pro lodě. Je pochopitelné, že lodní trup je jedna velká součástka bez interiéru. Ale šlo by na loď umístit speciální item palubního poklopu, který by fungoval jako truhla. Každá loď by mohla mít jen jeden palubní poklop a velikost jeho inventáře by pak byla dána typem trupu lodi. 4. NPC Pokud si postavíte hrad, nebo velký dům, tak bez NPC bude vypadat hodně opuštěně a depresivně. Bylo by hezké mít možnost si vytvořit NPC třeba jen na okrasu. K umístění by sloužil holubník stejně jako u obchodníků s možností změnit jim jméno a vzhled. Plus možnost dodat jim nějaké animace. V budoucnu by se třeba mohla objevit možnost, že by NPC prováděli nějakou užitečnou činnost, třeba pěstovali obilí, káceli stromy atd.. Nejlepší by bylo, kdyby existovala možnost určité ekonomiky na svém ostrově. Kdy například farmář pěstuje obilí a vytváří 3 jednotky potravin. Kovář spotřebovává jednotku potravin a vyrábí dvě jednotky nástrojů. Tesař spotřebovává jednu jednotku potravin a vytváří několik jednotek dřeva. Pekař se stará o zpracování a distribuci potravin, atd.. prostě udělat návazný systém NPC, pro které by hráč mohl postavit a řídit celé město. Ale to už není malý nápad a asi to rozvedu jindy a jinde. 5. Rychlejší použití žraločího repelentu Ještě se mi nestalo, aby mě žraločí repelent ochránil před prvním útokem. Chvíli trvá, než se aktivuje a navíc se při tom nejde pohybovat. Výsledkem je, že než jej zapnu, tak si do mě žralok jednou kousne. Nešlo by ho aktivovat rychleji a třeba i za pohybu? 6. Chobotnice V poslední době je úžasné prozkoumávat oceány. Ale nějak mi tam chybí chobotnice. jednak jako obyčejní tvorové a jako nepřátelé. Představa je taková, že narozdíl od žraloků, kteří jsou hodně rychlí a zahání se pomocí repelentu, chobotnice bude pomalá (hráče si přitáhne pomocí chapadel), ale půjde ji odlákat třeba pomocí světelných zdrojů. 7. Delfíni a velryby V současné době mě připadá, že veškerá fauna v moři se dá rozdělit do dvou kategorií. První se dá sníst a ta druhá se snaží sníst mě. Líbila by se mi mořská zvířata, která by nepatřila ani do jedné z nich. Třeba delfíni, kteří by doprovázeli lodě hráče a ve vodě by se sním snažili hrát, nebo by ho doprovázeli. Nebo velryby plující těsně pod hladinou jako pohyblivé útesy. Hráč by opravdu musel dávat pozor kam pluje s lodí a sledovat horizont, jestli neuvidí jejich vodotrysk. 8. Sedla Připadá mi trochu barbarské jezdit na koni bez sedla. Nešlo by ho tam dodat? A nejen pro koně. A navíc, když jedete v sedle nemusíte se neustále držet rukama a můžete třeba za jízdy střílet, nebo máchat mečem. 9. Víc dílů pro lodě Líbil by se mi nový trup lodě, který by byl velikostně ještě menší než je čínská džunka a hodil by se třeba na stavbu vikingské dlouhé lodi, nebo malé jachty. A nové stěžně větší velikosti, případně zvláštní přední stěžeň s čelněm, nebo stěžeň se skutečnou podélnou latinskou plachtou. Případně nové kormidlo, které by vypadalo, jako kormidelní páka s lavičkou. (Animace by mohla být stejná, jako když se kormidluje malá loďka.) A co by bylo ze všeho nejlepší. Mít malou veslici, která by šla převážet na palubě velké lodi. Obávám se ale, že to nebude systémově možné. 10. Batohy a pláště V současné době lze vzít na záda buďto létající batoh, nebo potápěčské lahve. Hezké by bylo doplnit tam třeba klasický batoh, který by zvětšovat místo v inventáři, nebo plášť, který by zlepšoval odolnost proti chladu.
  18. Elenis

    Dev Diary #221 Rebalancing the Future

    I already found out (the hard way) that you can turn off the flying backpack in the editor. Actually, it would probably be enough if the player had the option to set the flying backpack off on their island, similar to how they set PvP and other multiplayer options.
  19. Elenis

    Ten small ideas

    Thank you for your reply. I understand that there is a lot of work on the game and it will take a long time. But I'm glad that things like this are being worked on, and I send a big thank you to the developers not only for their work, but also for listening to player suggestions. Thanks again.
  20. Elenis

    Dev Diary #221 Rebalancing the Future

    Hello Ylanders, I've been in the game since its preliminary approach, but I'm a complete newcomer to the forum. This is actually my first post. First of all, I want to apologize for not having very good English. I am writing a contribution with the help of a translator, and therefore (because Ylands is a game of Czech origin) I prefer to publish it also in Czech. So I apologize to non-Czech speaking people. English: Flying backpacks are very strong in combat. With a good rifle, you are practically immortal, and even if it overheats over time, all you have to do is land on a tree in time and wait for it to cool down. On the other hand, it is an invaluable helper in construction. Another unpleasant feature is that they actually neutralize the basic function of walls and castles. Why a strong gate with a locked gate, or a beautiful entrance hall, when the player who visits you flies over the balcony directly into the bedroom. But I came up with a solution. Make a non-flying field generator. Simply a Yland-powered device that would generate a field around itself where a flying backpack would not work. It would be enough to build it and bring energy. If you want to fly, for example due to construction, you simply turn off the power. The facility could be in three sizes, from the smallest, which would create a field the size of a building, or ships, to large ones that could cover a standard island. According to Steam, I assume that airships or other flying ships are planned. This field could then prevent their entry or summoning. In my opinion, such a device would be beneficial not only for the player's islands. It could accidentally spawn on uninhabited islands, making it impossible to use a flying backpack. Until the player finds his spawn, he will not be able to use the flying backpack. Exploring such an island would then be very interesting. Czech: Létající batohy jsou velmi silné v boji. S dobrou puškou jste prakticky nesmrtelní a i když se časem přehřeje, tak stačí včas přistát na některém stromě a počkat až vychladne. Na druhou stranu je to neocenitelný pomocník při stavbě. Další jejich nepříjemnou vlastností je, že vlastně neutralizují základní funkci hradeb a hradů. K čemu pak je silná brána se zamčenými vraty, nebo krásná vstupní hala, když hráč, který vás navštíví vám vletí přes balkón přímo do ložnice. Napadlo mě ale řešení. Udělat generátor nelétavého pole. Prostě zařízení napájené Yland-energií, které by kolem sebe generovalo pole, kde by létající batoh nefungoval. Stačilo by ho postavit a přivést energii. Pokud chcete létat, třeba kvůli stavbě, tak jednoduše vypnete proud. Zařízení by mohlo být ve třech velikostí od nejmenšího, který by vytvářel pole o velikosti budovy, nebo lodě až po velké, které by dokázaly pokrýt standardní ostrov. Podle náznaků na Steamu přepokládám, že v plánu jsou vzducholodě, nebo jiné létající lodě. Toto pole by pak mohlo zabraňovat v jejich vletu, nebo přivolání. Takové zařízení by podle mého názoru bylo přínosem nejen pro ostrovy hráče. Na neosídlených ostrovech by se mohlo náhodně spawnovat a tím znemožňovat používání létajícího batohu. Dokud by hráč nenašel jeho spawn, tak by létající batoh nemohl používat. Prozkoumávání takového ostrova by pak bylo velmi zajímavé.
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