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Posts posted by Houp
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There are many good ideas! Do not worry that we do not comment each of them. All of them are considered, some of them already planned so keep posting your ideas.
Just one question to "be able to work with local coordinates". I think you are already capable of that. Set position of ENTITY X (Transform position (ENTITY X) (1, 0, 0))
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Hi, I do not see any bugs in the list. Just list of feature you want to be there.
- Copy/Paste, Duplicate -> unfortunately there is no hint for it but you can hold CTRL when starting drag of a tile -> it will make copy of it. (other things from that list are not implemented yet
- Events - probably I need more explanation for that. Events with arguments seems to be working exactly as they supposed to.
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Now you need for that purpose to use Entity templates.
- However there will be Spawn entity instructions which will return spawned entity in the future
- Destroyed/killed entities are completely removed from the world to save memory because they are no longer needed. Probably Entity template can help you to "Respawn" (spawn again) same entity?
- Same as the previous answer. Ammo/enemy respawn can be done with current set of features. It is up to you if you respawn thing when it is pick up, after a while, when it is destroyed etc.
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In current version of the game (0.10)
Check it if you want to use stackable item in any scripts.
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Hi, I can give few short answers to your questions
- "group of objects" -> for that reason there is "Entity label" game logic objects but it is not designed to move a lot of object together. -> this is surely planned to be implemented
- "wait" -> unfortunately this is not planned at the moment (technical reasons for it) -> similar function have "delay" block but it will not stop execution of the code. It just execute code inside it when you say. (at specific time or with a delay
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23 hours ago, Indomitus said:Allow me to suggest a long-term solution: ..
In fact it is a good idea. No promise but there is chance that it will make it to next (0.10) update.
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Another trick which should work in "youtube video scenario" would be:
1) breaking a group
2) while holding ctrl deselecting and again selecting on one of the building blocks
3) creating group again
After that last selected block should be pivot for the group. So moving with a group inside a grid would do it according to the block which should be in the grid.
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Hi.
the easiest solution for you would be to use item which is not stackable. (cat idols for example) When placing from a stack a new item is created. Yes, they indeed could have original name and yes, placing whole stack (now of 1 item) could not create a new item. However in general it is not a good idea to use a stackable item to check against its ID.
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Hi can you send us your game file (.yland)? First tip is that you have all other blocks out of grid.
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There is no such list. All save files from that folder are loaded. Each save file has stored unique ID inside. When game tries to load second game with the same ID (which happens if you just copy game in file manager) it will just ignore it. (I am now not sure if "first" wins or "the last one")
So just try to find your most recent file by keeping just one copy of the same save file in the save file folder. Not the recent one? Just try another one.
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1. Create GAME-A in the usual way
2. In windows file manager create a copy of it and rename it to, say, GAME-B
2B. Do not keep GAME-A in same folder as GAME-B -> move it to the your folder outside the game
3. Play GAME-B (move, build, chop trees, whatever) so it now differs from GAME-A
4. Delete GAME-A
5. Rename GAME-B back to GAME-A
This should work. If you do not want to keep GAME-B then just delete it and move GAME-A to save file folder.
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You have basically 2 options now.
1) You can use file manager to copy save file to different folder (do not keep it in same folder as other saves). File name is not important for the game (not even extension. Changing it will not have any effect)
2) Use "Save as" button in ingame editor to make copy of your save. (no decorations in that copy) Now you will see in menu both original save and the copied one.
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I probably do not get what you ask for. Lockable doors and chests have each its own cylinder id. You can match your keys with doors/chests as you like.
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Hi,
you have probably an item attached to a ship which is outside of the ship. Try to locate the item and delete it. (you can hide water with NUM 1)
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We know now where exactly problem is. Problematic is pressing "pack for workshop" and then alt-tabbing from the editor and back to the editor.
Until it is fixed I suggest to go to main menu after pressing "pack for workshop". Sorry for the problems.
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Now I understand. Composition really should not disappear from your account after uploading them to a workshop. "*.ycomp" file should stay in C:\Program Files (x86)\Steam\userdata\xyz\abc\remote\Compositions folder. I will talked with our testers how to reproduce the issue. (I probably do something different because I am unable to reproduce this bug)
However, you are right. In the future it should be possible to resave workshop compositions/scenarios with any other. You will not need to have files with matching Ids any more.
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We are working on a new way of editing actions. (current one is really limited and with a lot of actions it is not manageable) So it does not make much sense to make a tutorial now. With the new system there will be something (maybe official "how to" compositions) to teach you how to do something nice in our editor.
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7 minutes ago, Whane The Whip said:Ref: [Editor] Added "Despawn" action to remove an entity
Has anyone figured out how to call this action into play? I can't seem to find it.
Hi, "Perform action with an entity" and "despawn" is what you are looking for. Difference between despawn and disintigrate is that disintegrate will play sound + particle and it does not work on indestructable objects.
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1 hour ago, Velocifer said:I'm sorry it might not be the correct place to post bug, but alchemy bug is pretty crucial and this place got faster attention..
Hi, sorry to hear that. We found that unfortunately alchemy table uses only one item stack drag and dropped inside the slot. So with max stack of Quinoa you are unable to craft it. Using grain (max stack is 50) should work. Thank you for your screenshot, it really helped to find out where the problem was!
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15 hours ago, mid endian said:So, the recent hotfix disabled game logics being placed in saved games. Is this the hotfix mentioned earlier, or is it happening later on? If so, how long can we expect the actual fix to be available?
Hi,
placing game logic objects into save games was never supported. Unfortunately it was possible to place them semi-broken with compositions. You should not be able to create or manipulate with game logic in existing game.
Now we do not plan to add this feature any soon.
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Just workstations.(containers are fine) One of "campfire remains" contains something. (maybe not just one)
Edit: so I suggest to delete just all the remains.
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Hi,
thanks for sending composition! Problem is with one of your workstations It has something in it. The issue should be fixed in next 0.7 update.
[YLD-12128] Entity Templates not spawning correctly
in Bugs & Technical Issues
Posted
Hi, thank you for your bug report with an attached game. You found the real issue on your own. Box trigger zone seams to not work correctly with some items so the game thinks that spawned Iron maced is spawned into tz_OBJECT_KILL(even though it is spawned far away from it) so it is destroyed in the middle of its spawn. Unfortunatelly error message is not useful this time.
Rotating tz_OBJECT_KILL trigger zone by 45° in y axis could help until bug is properly fixed. (after fix changed it back to be axis aligned (no rotation), just performance issue)