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zarwil

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Everything posted by zarwil

  1. 100% of the time when I try to collect food from stoves on my ship, the game freezes and I have to force quit. Afterwards I can't start ylands again as steam cloud sync gets stuck, meaning I have to restart steam as well. output_log_clean.txt output_log.txt
  2. zarwil

    Dev Diary #221 Rebalancing the Future

    The devs have talked about this previously, stating that they wish to add ranged attacks to various enemies. I think that alone would solve quite a few balancing issues in the game.
  3. zarwil

    Dev Diary #221 Rebalancing the Future

    @spiritchaser28 @SandyT I'll be honest I'm not a fan of this idea at all. I find hunger mechanics pretty annoying in games, so adding an additional mechanic in the game that makes you unable to cook a batch of food and keep in your inventory for a while is nightmare fuel for me. I don't want to spend all my time in the game doing chores, like cooking food. I want to cook a batch of food and then go exploring for a few days. I much prefer @Igor Q.'s food suggestions, where someone like me would be penalised for eating the same food over and over for days, but only in the sense that I "waste" resources by eating inefficiently. Just please don't give me more chores to do.
  4. zarwil

    Dev Diary #221 Rebalancing the Future

    It would be great if they could be included in blueprints. It's probably not super important to the devs, but integrating crafting stations into buildings or boats in a cohesive manner (that looks good) is not easy. Having to freeplace such stations after constructing a blueprint is a bit of a hastle. It's great that you made the ship devices "craftable" in blueprints, but it just reminded me of my frustration with crafting stations.
  5. Idk if this is because of the map, or something to do with my PC today, but every 15 minutes of editing a map I crash to desktop without a Unity error message. I loose almost all progress (that I have saved) up to that point. output_log.txt output_log_clean.txt
  6. I tried my hand at creating a T-rex skeleton that's (roughly) to scale, using only blueprintable items. I have to say I'm very happy with the result!
  7. zarwil

    T-rex skeleton display blueprint

    Oof, that would take a while lol
  8. I haven't had the same issue since, and my pc was acting pretty strange that day. I'm pretty sure whatever happened was not related to Ylands.
  9. zarwil

    Dev Diary #220 Those tiny, annoying things...

    This. Ships are painfully slow to reverse!
  10. zarwil

    The Dreadful Wale

    They're pretty much just a couple of "wedges", with slanted gouges widening towards an inlet. Looks pretty crude up-close, tbh.
  11. zarwil

    The Dreadful Wale

    Here's my take on the Dreadful Wale from Dishonored 2 As you can probably imagine, this idea was brought to me by @Deadeye_Rob (who also helped with some dirty work and interior design towards the end)! I'm a big fan of the Dishonored games, so this was a perfect project to pursue! The ship is a whaler captained by a character named Meagan Foster, who organizes and plans your missions throughout Dishonored 2. The ship serves as a headquarters between missions, and is absolutely iconic in its design! Here are some screens Interior: Captain's cabin: Engine room, with switches for enabling different sets of lights, and a lever for enabling/disabling the charging station:
  12. zarwil

    Exploration Steam Ship

    This is a problem in multiplayer, but not singleplayer. Locally, if you are hosting a server (i.e. playing alone in an exploration island), you don't have to worry about lag pretty much regardless of how big or complex your ship is. As soon as you play with others, however, complex ships will cause non-host players unbearable lag. It's a known issue since forever, and we're hoping the devs work things out.
  13. zarwil

    Exploration Steam Ship

    Awesome. Very creative ^^ Not sure. I haven't experienced any clear evidence of this, but I think it might impact how the game optimizes entity welds. Generally, if you free-place items, you can achieve much "denser" builds, and those will obviously take longer to load in various contexts. In terms of fps, I don't think there is a difference.
  14. A bit silly that reversing is unsusable to the point where you have to despawn your ship instead lol
  15. zarwil

    1.9 OCEAN ODYSSEYS - Changelog

    @6Cowa6Bunga6 Yeah, please bring this feature back. Shooting gunpowder kegs as explosive ammo, or shooting stone chunks to down trees quickly are integral parts of the game IMO!
  16. Yeah a couple from yesterday. Ignore the timestamps (my windows clock is broken). Crash_2022-04-04_201759476.zip Crash_2022-04-04_190222656_91508642-2e01-47a4-b288-e23d682c8a7d.zip Crash_2022-04-04_210304614_72eeba89-8aa1-461f-b985-38a44f0f6bb7.zip
  17. zarwil

    Update 1.9: OCEAN ODYSSEYS

    Haven't tried the update yet, what happens when your ship sinks? Can you repair it or is it lost for good?
  18. Will you animate the door 😳
  19. zarwil

    ship stuff by zarwil

    Hey I thought I'd create a topic to post future stuff in so I don't spam the community creations tab. Make sure to scroll down to see newer creations! I made a new ship. This time it's a military ship from a made-up navy. This would be the smallest ship in the fleet. I want to build larger ships with the same color scheme in the future but I'm limited at the moment with ship bounds and small sails. Maybe the larger ships will have to wait until later in the games development or until there are mods that make it possible. I experimented a little with tilting windows and other shapes around the captain's quarters as well as extending parts of the added on hull down along the sides of the ship component to break up the line between them. I'll explore this more in the future. I tried to add some sandstone ledges for detail and painted them gold-ish. I used the small sail as a bowsprit because bowsprits have sails in different configurations just like masts. Not extremely happy with the outcome but at least the bowsprit has a function now, unlike a long piece of log. Overall the shape is much more sleek than the pirate ship I posted last time and I'm pretty happy with it. I probably should have placed the cannons farther through the gun ports and add some sort of hatches, but that will have to be some other time. I didn't do the interior of the captain's cabin because I always get very bored after finishing the hull. Anyways I quite like the view from the windows! BONUS: Shipwrecked version on the bottom of the ocean! Also, non-navy version: That's it for now! I'll be sure to post more stuff here in the future!
  20. zarwil

    ship stuff by zarwil

    Thank you! My point is that I used to be considerably worse. I'm very happy with these last few builds hence why I felt like showing them here ^^
  21. zarwil

    ship stuff by zarwil

    Perhaps with #2-4, the others are unfinished
  22. zarwil

    ship stuff by zarwil

    Very happy to hear ^^ I've always built structures, just nothing special worth posting here. Many players have already posted structures that are leagues ahead of anything I've been capable of. Might as well stick to my lane, you know
  23. zarwil

    ship stuff by zarwil

    Yep it's probably time for an update. I've been working on a different type of hull-design for a while now, and there's a lot to show. As usual, not much is "finished" lol. I'm pretty sure everything on thís list is constructed with "buildable" materials in explore, so they should work as blueprints eventually. 1. First, If you didn't see it, I recreated the Dreadful Wale and posted it in a separate thread. Huge amount of time and effort went in to it. Happy with the results! 2. My current exploration vessel. Cute ship with plenty of space and storage. I'm sick to death of it now, so I might sell it off (for in-game gold) whenever I build a replacement. 3. A tiny exploration sail boat, currently in use by my gf. 4. A couple of military vehicles for explore. Very basic design. I wanted something to use in PVP, so I tried to keep the profile small. Works great for two players, one to steer and one to man the cannons. There's one cannon in each direction, so you can move between them depending on the situation. When in 3rd person view, the camera is placed above the hull / behind the cannon, while the player is still safe inside the ship. Gives you a great view. First person works too ofc. ' I never built one in explore so I don't know how well they operate in practice, although I should probably add some more storage. 5. This is actually an older design, but I never fully showed it here. Small ships, very detailed design. Experimented with some much smoother hulls (as you can see from the aft, around the rudder). Not intended for explore. 6. A continuation of the techniques used in the previous ship. I tried to make a really small exploration ship using the junk, while trying to make the hull buttery smooth. 7. Another military vehicle, trying to keep a similar design language to the Dreadful Wale. 8. Large exploration vessel. Shorter in length, but much greater interior volume than the Dreadful Wale. (Although it's probably much too big to use in practice due to lag.) 9. Steam trawler (drifter). Inspired by early 20th century British fishing vessels. Really happy with how the stern turned out, it was difficult to make. 10. Another small sailing vessel (slightly more modern this time), using some of the techniques learned with the latter projects shown above. That's pretty much it. There's been plenty of experimental ships made in-between these, but there's no real point in showing them. I've also been building a lot of medieval architecture for my explore worlds (became obsessed after visiting France...). It's not really related to this thread, but I might as well show a glimpse. It's so difficult to segment things into digestible chunks which can be made into blueprints... That's it for now.
  24. zarwil

    Dev Diary #205 Automated Testing

    It's difficult to be concise without using some industry jargon hahah ?
  25. zarwil

    Dev Diary #205 Automated Testing

    For people who don't know much about these things, it is impossible to build software in a sustainable manner without explicitly testing every function and module extensively throughout development, however that's probably not what this post is referring to specifically. I think what this actually means is that BI is adopting a continuous integration pipeline with automated unit tests, as is industry standard (at least in general software development). Basically, individual developers can't run tests that cover the entire code-base every time they make a tiny change, so they are mostly constrained to testing smaller subsets of the code during day-to-day work. After that you hope and pray that the tests are comprehensive enough to cover unexpected interactions with the rest of the code-base. With automated tests in a continuous integration pipeline, you have a dedicated server specifically tasked with running tests for the entire code-base (or perhaps subsets of it). At the end of the day, for instance, any developer can deploy their modified code to the CI-server and be notified with a detailed report whenever the tests are complete. If you don't have a system like this in place, integrating different parts of the software can be an absolute nightmare.
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