-
Content Count
69 -
Joined
-
Last visited
Everything posted by Rudy.cz
-
There are two ways how to get custom interaction. Use event ON INTERACT, but it has to be in the script of entity which has the event (assign it trough SET ENTITY INTERACTION ) Create listener, set target to entity with custom interaction, set event to CUSTOM INTERACTION NOTE: Stackable items cannot have script by default, but you can select UNIQUE AND NOT SEPARABLE in object properties to enable to have one. Example: NOTE: ID field is not important at the moment, but in the future we would like to have more possible interaction on a object.
-
We are currently (internally) working on filling the wiki with basic info. Once we will be done with that, we will open the wiki to content creators, so that they can expand it. Expected timeframe for having the wiki to open is January 2019. Its quite a lot of text, so please bear with us
-
Hello. Thank you for feedback. 1. This will be fixed in next update coming with 0.11.1 patch, along with many UI improvements. 2. Well, actually having one treasury is crucial part of gameplay, because it creates a natural chokepoint and empowers players getting in conflict.There are several access to treasury so it shouldn't be so camper friendly. Also, in next update, we have reworked the treasury a bit, so it should be easier to access. But, of course, we are watching the balance carefully, so if it wont work as intended we are open to deeper changes 3. We are constantly working on the map, so eventually we will add some, yes
-
Probably it would be handy. Until then, most effective way would be to assign all the entities you want to have unpickable to a label and then iterate that label using FOR EACH loop and set DISABLE INTERACTION on each. If you do that on game GAME START., you don't have to worry about those whole game.
-
Did you anchor your ship? When not anchored it makes small movements and blocks not always snap to grid. That was a issue also in old building system, but probably not that glaring.
-
Its literally inside the game, like physically inside, you have walk downstairs in the pre-game room. There are signs and functional game objects.
-
Did you check the mini-tutorial found downstairs in the waiting lobby. The take on crafting is very simplified in this mini-game
-
[YLD-12941] VS bugs and suggestions--Oliver
Rudy.cz replied to Oliver Hope's topic in Editor Bugs & Technical Issues
Your scenarios can be found: ...\Steam\userdata\853894531\298610\remote\Scenarios Thanks -
[YLD-12941] VS bugs and suggestions--Oliver
Rudy.cz replied to Oliver Hope's topic in Editor Bugs & Technical Issues
There is a small caveat, that not all scripting blocks can be copied, for example custom instructions do not support ctr+drag. Maybe this could be the case? Also there is sometimes slight issue with duplicating local variables. Closing and opening the script window usually fixes the problem. You can send your scenario and we will have closer look at the issue -
I think the Visual Scripting could use...
Rudy.cz replied to Indomitus's question in Suggestions & Feedback
You can do this in several ways: Set target type (is triggered by) in Trigger zone properties (i.e specific entity, entity type or label) Use IF conditional (if trigger object == Wolf 57) Its planed feature, but that is not trivial task, so it is going to take some time... You can respawn entities by using entity templates. You can setup an Event listener to listen to creature death (best way would be use a label) and then spawn it again. That is good suggestion I am taking a note. -
You are going to need a lot less game logics thats for sure Wondering how you did that digital clock, especially those digits...
-
RESOLVED [YLD-7930] Wooden cube & wooden beam rebalance
Rudy.cz replied to HetNeSS's question in Bugs & Technical Issues
Thank you for notice. We are actually going trough various recipes and adjusting values to be more consistent across the board, so we will have look at this also -
Hi guys. As you have probably noticed, in recent update (0.6 - Countless colors) we made some changes to crafting recipes and workstations. Lot of you are confused why certain workstations are not working any more, why some recipes are no longer available and why some workstations require new items. I am going to explain all the changes and the motivation behind this overhaul without going too specific, so I will not rob you of chance figure it out yourself As you all know, Ylands is about crafting items. Most of the items unlock recipes for new items, which unlock more new items, thus advancing the player trough the game to ultimate prosperity and happiness - lets call this concept "tech tree". After extensive analysis of current tech tree, we came to few conclusions. Removed workstations First, we found out there are workstations which are either too over specialized, have only handful of recipes or could be merged together. So if possible, we removed those and reintegrate their recipes in already existing workstations. This is the case of Glass forming stand, which was removed and all its recipes moved to Charcoal kiln, which is now named just Kiln. By this we made Kiln an important workstation crucial for your development trough all the game. Also by looking at Woodworking bench and Stonemason stand, we found out that there are wooden/stone building block crafted on these stations and few not requiring them at all. We decided to unify this disparity by simply removing those workstations from game. This will also speed up the production of building blocks, because now you will not have to wait 60s for them to finish at the station. On other hand, we took pottery and clay blocks and assigned them to require Kiln, because we found it more realistic and logical. New workstations and items Second, we found out that there is a inequality in a way how new recipes get unlocked - at certain point most of advanced recipes become unlocked at once, rendering lot of items useless. This was caused by fact, that Foundry was unlocked at the same time as Blacksmith station, thus making medieval weapons, flintlock firearms and advanced firearms available at same time. In this situation the only barrier to obtain these weapons was resource cost (iron) and availability of saltpeter and sulfur (for gun powder). To address this problem, we have introduced new basic resource and several new items required to craft advanced workstations. By this we ensured that new workstations (and tiers) are getting unlocked one after another. These special items (we call them components) usually need some extra materials obtainable trough additional exploration. Prime example of this are newly introduced rubber items (drive belt and tires). Rubber can be harvested only from rubber trees, which are present on tropical islands, so if you find yourself in temperate area, some seafaring is required. Also we have dropped steel ingots and have replaced them with various steel parts, whose can be assembled in to more advanced items on corresponding workstation, but that is something for you to figure out
-
We have posted a sumary post about crafting changes, you can check it out here
-
Well, actually by "pick up" color I meant that you can learn the color and save it in your pallete, but still you will have to have enough pigment to actually paint anything. Also the color will mix with underlaying pattern, which governs saturation. So by painting plain stone to marble you will not get you true marble :-p Here is an example
-
Yes you can. You can pick up the color from sandstone block and apply it to any other block or item.