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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. At some point before your game would lag when trying to place a large blueprint, but nowadays your game runs normally, except it can take minutes before your blueprint actually shows up. Something definitely changed with how blueprints are loaded, and the algorithms involved need to be evaluated because they are terribly slow, or at least grow terribly slow with high item counts.
  3. Hello! I mentioned in another post how some blocks were duplicated in the editor as if an older save was merged with the current save. I have a save file with a prime example now so you can see what I mean. I saved the game at some point with part of the hull painted white. I then changed some blocks around the mast area, like adding a door, and re-painted most of the hull in a brown-ish color. As you can see in the save file, the paint has been...
  4. Since cars are generally pretty useless in this game, I decided to create the ultimate resource-gathering truck. It features a small living space with a bed and stove, as well as a charging station -- enabling you to mine resources for days on end! The covers on the sides reveal all the storage containers, which amount to a total of 1335 storage slots. I've tried to strike a balance of maximizing storage-space while still being able to target/use each container...
  5. zarwil

    Tiny scale model ships!

    Two tiny models of an age-of-sail warship and a WW2-era battleship. These were quite tricky to build. Each model has two variants available on the workshop: one fitted to a simple stand, and one encased jn a fancy display.
  6. zarwil

    Dev Diary #249 Make nice things easier

    Wow, this is really cool and something I've been wanting for ages, I just thought it would be too elaborate to ever be added to the game I suppose this would make it a lot easier to create a brick wall (for instance) with slight variations in color, position and rotation. I do wonder though how you intend to tackle the general complexity that builds have reached for a while now. Entity welds ofc take longer to compile the less each item has in common with...
  7. zarwil

    how to create sphere

    The new custom step size and angle is a godsend for things like this. Imo it's the best addition to the editor that I can remember.
  8. zarwil

    Dev Diary #245 Fun Energy Wanted!

    Oh right, I remember now you mention it.
  9. zarwil

    Dev Diary #245 Fun Energy Wanted!

    First of all, like I suggested in this thread, energy links need to be retained in game blueprints. I honestly feel like it's a travesty that this feature was removed, because now there is no way to neatly integrate energy components into our blueprints. Aside from that, there are a few fundamental pieces missing for energy to be truly useful in my opinion; 1) More automated doors (similar to the force field door, but with normal doors instead). The energy...
  10. Any self-respecting explorer should have a jeep! I've been experimenting a little the last few weeks with different car designs, which has resulted in a few that I'm pretty happy with! My favorite has to be the jeep, which I made in two variants. The one not shown here is build upon the off-road chassis, but I prefer this one. Surprisingly it handles terrain almost as well, and is generally easier to drive. Up next; an off-roading truck. It looks a bit goofy with the...
  11. Hey, this is really bugging me at the moment. Prior to this last update, blueprints retained any energy connections you had set up, allowing you to neatly hide ugly energy components. This is no longer possible, and I don't quite understand why. If energy connections are not retained, that means we have to manually connect every component once a blueprint has been created, which means every energy component needs to be clearly visible and easily...
  12. zarwil

    Gallant Galoot: Small ship built off grid

    Awesome build love the curvy shapes! I've considered using tilted sails before but decided against it, it looks pretty cool I have to say. Edit: Also, @Nikki Severin @anna_svecova, why did you change the name of the "Community Creations" topic to "Community News"? It makes no sense, and has clearly resulted in this user posting their creation in "General Discussion", since it's not clear where it should be posted It just seems like a really unneccessary...
  13. Ships reverse painfully slowly. I suggest keeping the current reversing speed for sail-powered vessels, but significantly increase the reversing speed for engine-powered ships.
  14. zarwil

    Dev Diary #225 Ship, boat and giant urchin

    Niceee Guess it's time to make a modern motor yacht
  15. zarwil

    Why isn't Ylands being played?

    The unfortunate fact is that most games barely get played, even if they are good.
  16. Actually that's pretty realistic. A ship's hull speed (the maximum speed the hull can achieve) is proportional to the length of the hull, so a longer hull can in theory reach a higher speed than a shorter one. In order to travel faster than the hull speed, the boat has to "ride" on it's own bow wave (like small motorboats), which requires exponentially higher engine power and fuel. I'm also not a fan of changing the ship speeds in ylands depending on how...
  17. I mean sure, but gathering resources isn't difficult or anything, it just takes time. It's equally ridiculous to me that you could create an invincible ship and travel around stomping everyone. I suppose you could have an upper limit to the health bonus to avoid that. Like, somewhere past 200-300% hp, additional materials won't increase hp anymore.
  18. I feel like this system could easily be abused without serious restrictions in ship-building. If you were to just add a check to see which blocks are part of the ship weld (and add hp respectively), you can just place a steel block somewhere inside the ship hull (so it's not visible, and ruins your design) and duplicate that block a few houndred times until your ship is practically invincible. Of course it'd be expensive, but people are willing to grind.
  19. zarwil

    Dev Diary #221 Rebalancing the Future

    Yeah I suggested this before, with reply from @Nikki Severin
  20. zarwil

    Dev Diary #221 Rebalancing the Future

    This probably won't happen, since the devs have expressed their difficulties with changing the water physics. There have been many requests for making boat hulls hollow, but the devs haven't exactly been eager to do it (due to said difficulties). Technically speaking, underwater buildings is a very similar challenge to hollow hulls, in the sense that they would need the ability to subtract/displace volumes of water dynamically.
  21. zarwil

    The new crafting system needs a little work.

    I think this is the most natural solution. It works really well in the early stages of Subnautica. The oxygen tank in that game takes up quite a bit of space in your inventory, though, as a balancing act. If you want to dive deeper, you compromise on inventory space.
  22. The sound is way too loud IMO. If you stick a beacon at the bottom of your ship, the sound gets annoying pretty quick.
  23. zarwil

    Dev Diary #222 When the Prints Go Blue

    I never even noticed this, since I rarely use the default building mechanics in explore.
  24. zarwil

    Dev Diary #222 When the Prints Go Blue

    But if the blueprint is too large your game literally becomes unplayable due to low fps. I've had my game crash trying to load a blueprint. Sometimes the blueprint takes so long to load that you die of hunger before it's finished.
  25. zarwil

    Dev Diary #222 When the Prints Go Blue

    Seems very intentional. They used to announce things way before they were properly considered, leading to broken promises and poor feature implementation. Keeping it vague is better (to me). Don't think is a relevant question for this upcoming update. There's no reason why they would add a limit for blueprints in private use. For the 1.11 update, however, the devs will have a tough decision to make when it comes to sharing blueprints and...
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