Ethan Gordon Wilson
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Everything posted by Ethan Gordon Wilson
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RESOLVED Blank Paper - Not Stackable
Ethan Gordon Wilson posted a question in Bugs & Technical Issues
Blank paper, crafted from the paper press, should be stackable. Currently, I make paper, and only one piece stacks per slot. Not very intuitive, given an inventory system that lets you stack massive logs. Please fix ASAP! -
Digging into/out of the water
Ethan Gordon Wilson replied to blfonsworth's topic in General Discussion
This is similar to Minecraft, where water would act like this if it didn't have a floor to "flow" onto. If you want more fluidity, ask them to add a much more complex fluid model, though don't be surprised if the game performance takes a decent hit. I think this is pretty cool, IMHO. -
What is your favourite survival food ?
Ethan Gordon Wilson replied to Silwercastle's topic in General Discussion
So breeding is done by simply having two or more of the same type mob close to one another? If that's the case, then I'll have to start experimenting. -
Here's to hoping. ;2)
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Suggestion: Improved World Ore Generation
Ethan Gordon Wilson posted a question in Suggestions & Feedback
Request: Consider revamping ore generation algorithms to allow the following: 1) Generation of ores in and around cave systems. and less occurrence of surface ores (approx 20-40% less than currently observed). Encourages more cave exploration - more risk/reward Smaller surface veins of ores - larger veins underground! Small samples of ores on ground (more than just flint - allow for occasional iron/copper/gold ores - perhaps near (above) seams generated underneath the surface to hint miners where to mine). 2) More concentrations of minerals in certain areas: flint near hills/mountains clay near water gold/copper/iron underground and around/in mountains and hills shape deposits in characteristic ways to be unique to each mineral/ore (coal in horizontal seams, gold in vertical, flint in round patches, etc.) 3) More Ylandium deposits! I've yet to find one crystal in two maps! need more mutated creatures or more dust drops from each one slain. crystals need to spawn at higher levels than currently seen (by others - not me). higher dust yields from processing crystals. 4) World Generation Options: Allow for specific concentrations of Iron/Copper/Quartz/Ylandium at world creation. -
What is your favourite survival food ?
Ethan Gordon Wilson replied to Silwercastle's topic in General Discussion
OR nutrition... I remember a mod in Minecraft that forced you to have to eat different foods or you couldn't fill your hunger bar. "Spice of Life" I think the mod was called. It was the most realistic eating mod simulation in any game I've seen to date. With all the different foods in Ylands, there's got to be some incentive to make different foods. Also about cultivating more than just veggies and plants there needs to be more content... like raising animals for their meat and leather. (This will be in another thread or I'll add a link to an existing thread about this here). -
What is your favourite survival food ?
Ethan Gordon Wilson replied to Silwercastle's topic in General Discussion
Oh ok. Meh. -
Grow "Grass" to eliminate dirt "spots" on map - Beautification!
Ethan Gordon Wilson posted a question in Suggestions & Feedback
(Please hit the Up-vote arrow at top left if you agree, to get the 'dev's attention on this issue!) Unless I'm missing some item that already does this, please consider allowing the automatic "growth" of greenery "grass" to cover up recently placed dirt in areas where landscaping was performed. This should help eliminate those garish brown lumps that show up as you terraform your land around your base. Thanks!- 10 replies
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Grow "Grass" to eliminate dirt "spots" on map - Beautification!
Ethan Gordon Wilson replied to Ethan Gordon Wilson's question in Suggestions & Feedback
The problem with the shovel is that there's a limit to how much flattening can be done with the tool - areas that are too high or low from the leveling plane - which force you to use other tools to flatten the area, which in turn exposes dirt or forces you to place dirt, leaving the dirt color. In my OP picture, notice the brown area to the lower left; that's where I had to add dirt to raise the ground level to meet the rest of my foundation area.- 10 replies
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Grow "Grass" to eliminate dirt "spots" on map - Beautification!
Ethan Gordon Wilson replied to Ethan Gordon Wilson's question in Suggestions & Feedback
The biggest issue I have with this is in applications of landscaping. Making strip mines and clearing areas for placing a foundation isn't the issue as I'm usually not making living space in that area or am planning to cover it up anyways- 10 replies
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What is your favourite survival food ?
Ethan Gordon Wilson replied to Silwercastle's topic in General Discussion
What sorcery is this?? Crafting potions affect planting? I must see this! -
First spawn should be a random yland
Ethan Gordon Wilson replied to Excelsior's question in Suggestions & Feedback
Interesting. I wonder if the editor can assign spawn points to each player that logs in? -
Suggestion: Improved World Ore Generation
Ethan Gordon Wilson replied to Ethan Gordon Wilson's question in Suggestions & Feedback
I like the idea of random (broken) ylandium items lying around to recycle! -
[Suggestion] Build inside the ships (make ships hollow)
Ethan Gordon Wilson replied to InvictusESP's question in Suggestions & Feedback
Strange, I knew I posted in here this morning, but it dropped. I'll post it again: I've learned to free-place chests and cabinets into the deck of the shop hull, leaving just the top of it visible, allowing access to storage, but not taking up any precious living space on the topside. I'll post a picture of it when I get back home later. -
First spawn should be a random yland
Ethan Gordon Wilson replied to Excelsior's question in Suggestions & Feedback
So each player has their own designated spawn location? That is nice! My only concerns are these: 1) Some players will have better spawns depending on the biome they spawn into. 2) This shouldn't be a default, but an option at world creation time. -
Suggestion: Improved World Ore Generation
Ethan Gordon Wilson replied to Ethan Gordon Wilson's question in Suggestions & Feedback
Yes, balance is key, though where is there balance in a map where there's one player, versus a map that hosts over a dozen, and Ylandium is scarce all around? Veins seem large, if you're playing SP, but in an MP environment that vein may barely support the demand of the player population. Some maps seem to generate a lot of Ylandium (one writer mentioned having plenty of Ylandium ore to spare after making all the ylandium items) where another mentioned a whole map and only 12 or so dust in total. Cavern generation could be worked on some, I think, though I've only played in 3 different maps to-date, so haven't seen the min/max of cavern depths just yet. I observed one massive cavern system with a few Ylandium crystals, but still a lot more depth available below that cavern system for more caves could have been generated (I used the face-in-wall-McCheaty-vision to glean this). Perhaps there could be an Ore Generation section inside the world generation options at the start of a new map. Allowing the player to select the ore concentrations for each ore, or at least one slider for overall ore richness across the whole map. Thanks for sharing. ;2) -
You could use glowing mushrooms for bias lighting, tracing the walkways. You may even be able to place them underneath the piers, for lighting the water. Give it a try.
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First spawn should be a random yland
Ethan Gordon Wilson replied to Excelsior's question in Suggestions & Feedback
Can you elaborate? I don't understand. -
RESOLVED Raining bug
Ethan Gordon Wilson replied to Terry Harris's question in Bugs & Technical Issues
I've seen it rain/snow inside of deep caverns, and snow accumulate underground in passages I just dug out. I think the weather mechanic is still being roughed out, and weather effects still persist indoors and in caves to an extent. I can't prove for sure if all temperature effects from storms and weather events are mitigated by entering caves or covered dwellings, but beds are affected unless they are covered by a roof and at least 2 walls adjacent. -
Looking all the ways down
Ethan Gordon Wilson replied to Kevin S's question in Suggestions & Feedback
I think rendering in your character in first person would also help in knowing where you're pointing, and as a sense of scale. -
[Suggestion] Build inside the ships (make ships hollow)
Ethan Gordon Wilson replied to InvictusESP's question in Suggestions & Feedback
In case those reading this thread isn't aware, there is a simple technique that I discovered that will allow you to utilize that "blank" space inside the ship hull. By using free placement mode, you can have items clipped inside the hull, and as long as you can still see part of the item outside you can still access it. As you see here, I used the trick to create a sort of "Hold" in my ship by inserting several chests and cabinets into the hull and leaving the tops visible for access. (the chests on the masts were placed before I discovered the trick): -
Link?
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Dried grass -> hay?
Ethan Gordon Wilson replied to Soondead-27d3f9fbcbfb78c3's question in Suggestions & Feedback
I was in the same boat one time in the past, so I completely understand. I would suggest this to try: Fire up one of your smelters, stove, or kiln. Place a stack of grass close to it. Wait 20 seconds. Let me know how that works out. :2) -
Suggestion - Crouching and maybe even prone
Ethan Gordon Wilson replied to Jimmy-T's question in Suggestions & Feedback
Must. Crouch. Must. Lie. No, that was the truth! ;2) -
Ship glitches out while building
Ethan Gordon Wilson replied to Gmines's topic in General Discussion
Likely a collision/clipping issue between the ship and another object. Might be mitigated if "mass" was added to the objects, and a physics model was applied when they collide. This may help make seagulls less likely to flip large ships as they fly through them. ;2)