Ethan Gordon Wilson
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Everything posted by Ethan Gordon Wilson
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This is an absolutely great idea, but there's the issue of rendering performance issues when it comes to implementing this, as viewing the map via a telescope would require the server to render a much wider area to view (even if it's the narrow "cone" inside the telescope's view area) and certain areas in view would need to be rendered with a much higher detail level. The server would have to have a "render-ready" copy of the entire map somewhere in RAM, to be used whenever someone uses a telescope, which is something that would make even the most robust server shudder in its case! There's a reason why render distance is limited in the game - polygons! The more you want to render on the screen, the more polygons that need to be drawn, and hence the more performance-intensive it gets. The math is pretty daunting: for every X in distance you want to see from your position, you would multiply (roughly) 9x in performance overhead. Well, that is if the game engine is rendering in all 6 directions in 3D; it'll likely be less than 9x, but even if it's something like strict land-sea rendering, you're still looking at somewhere on the order of 4-6x overhead per X distance. TLDR: if you want telescopic vision, expect your PC to run about 1/9x performance of what it is now. Take your current FPS and divide by 9. Unless some developer can come up with some clever pre-rendering shortcuts to implement this, I don't see how this would happen.
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Please allow the player to utilize a seed value to influence the world generation, along with entering a world name (already supported). This would allow people to "share" maps apart from the sharing of actual created maps in the workshop. This assumes that worldgen is using seed-based algorithm and output can replicate with same seed values. If no seed value is defined in this option, default to already-implemented seed generation. Lastly, allow players to view seed values used in the "~" screen so they can replicate/share seed values from randomly generated maps. Thanks!
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RESOLVED I Can't respawn after die
Ethan Gordon Wilson replied to morenoonnis's question in Bugs & Technical Issues
Not sure if my issue is the same, but when I'm killed or I die, I do not get the "Oh Snap, You Died..." dialog, but just am stuck at my death location indefinitely until I end my session and go back to the main menu. Upon re-starting my session in the map, its at that time I get the "Oh Snap..." dialog, so I'm wondering if there's some event driving the dialog that's not triggering at the time of death? I haven't seen if this problem persists on other maps I've made, so I'll have to test to see if that also is the case. -
How to get more Ylandium dust?
Ethan Gordon Wilson replied to Neamow13's topic in General Discussion
I've opened a new thread summarizing ore generation. Please support it: -
Given the hints that the 'devs are giving to game difficulty, here's a thought: For Casual setting, make it a menu option (from in-game, press ESC, select gameplay toggle option "See energy streams) - default OFF). For Challenge setting, requires to have some evergy-type item in inventory (equipped or worn) to see streams. Also, I think standing in streams should be a little painful, don't you think? Especially in Challenge mode. Lastly, DON'T CROSS THE STREAMS!
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RESOLVED Starve to death when logged out
Ethan Gordon Wilson replied to lmcvann's question in Bugs & Technical Issues
Sounds like a possible desynch issue between the client/server. Client logs out and sends the "logoff" command to the server, but the packet is lost or ignored(dropped) due to latency or other Internet issue, so the client's character stays in-game, and hence starves. If this is the case, a good solution would be for the server to start polling idle clients for ACK response every 10 seconds, after a client fails to send new data to the server past a certain "time-out" period (like a minute). After enough failures (3 or so), it'll automatically log off the client due to inactivity or non-response. This could also be used to help isolate AFK'ers as well. Get no new imput from client, send ACK's, but get them back, but after X number of successful ACK's, but no new data from client input, boot the idle client (freeing up server resources). Network overhead is kept minimal when polling is done once every few seconds, and only after a certain idle trigger is flipped. -
Truly great ideas, though I wonder how much existing code supports rope physics and suspension mechanics. It would be a great addition to the game, and please don't take this wrong, but it'll be a lot of coding (I think) just to add one feature. Unless there's other good uses for suspension physics and such, I don't really see this getting a high priority unless we see a lot of upvotes. Despite that, I upvoted. Still would love to see this in-game. ;2)
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What is your favourite survival food ?
Ethan Gordon Wilson replied to Silwercastle's topic in General Discussion
Interesting information! I could try and get real times collated to each type of food, and see if these times vary when doing exertion tasks (swimming/jumping/running vs sitting around base, etc). My question for you all is this: Have you eaten until you saw the "I am no longer hungry." and stopped there, or did you keep eating past that message, to see if results change? I guess that if you do eat a little past "I am no longer hungry," you get more satiation (or saturation) and can go longer between meals in-game. Can anyone support this? -
How long remains inventory on map after death?
Ethan Gordon Wilson replied to jeffnepp's topic in General Discussion
As far as I know as of the current build at this time, there's no limit to the time items persist on Yland maps. It's possible that in your case something happened with the world file upon your logging off from your last session. Send the log files in (see instructions on posting back at main suggestions page), and a Yland staffer should be able to view and possibly fix your problem.- 2 replies
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To boil this down: Add a feature to allow boats and even submarines to be attached to a ship via rope(s). Possible ship grappling/boarding - use grappling hooks in cannon? Use of cranes or lifts - mountable on ship sides, to allow docking of smaller boats.
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Specialty Toolset for Dismantling/picking up existing structures or placed furnishings?
Ethan Gordon Wilson replied to Amber Icon's question in Suggestions & Feedback
Agreed. When it takes me 2-4 real hours to make a nice and "decently-sized" structure to use as a base, then find out that I can't even rearrange my furniture without spending another hour destroying the pieces that I need to move and spend even more time gathering/using more resources to place "new" pieces in their new places, I find myself more frustrated than I need to be for a game that's so beautiful and open to people's creativity totally feeling counter-intuitive and almost punitive for "messing things up" the first time. A simple tool to allow you to set your own items back to "placement" mode so you can move them (in your controlled area or neutral area) would be very helpful, more intuitive to building, and much more rewarding for making things. Thanks! -
Item Order When Crafting
Ethan Gordon Wilson replied to Arron Irrish Jones's question in Suggestions & Feedback
Agreed. Leave the icons static and allow for sorting options to reorder things for clarity. Stop the wasted crafting, please!! ;2) -
Please oh please make ylandium more plentiful
Ethan Gordon Wilson replied to Corb4n's question in Suggestions & Feedback
Yes. Ylandium is too rare. (see my post about this here) Either massively reduce ylandium recipe requirements or allow for (a lot) more ylandium to spawn in the map. I've searched 4 ylands and not a single crystal. About 30 dusts from mutants, but that's it. At current recipe requirements allow 3x ylandium dust drop rates and at least 5x crystal spawn rates. This should allow for ylandium tech items to be made without exploring the whole map just to craft one or two items. -
Sounds like it would be helpful to make an in-game measuring tool (Ruler or Tape Measure) to see the actual block measurements and be able to measure A-to-B distances in terms of blocks?
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RESOLVED First person lets me move my ship by walking into it
Ethan Gordon Wilson replied to bihlbo's question in Bugs & Technical Issues
I built a ship last night and found myself clipping up onto the deck when I tried to swim underneath or walk under it, but the ship is staying stationary (if it's anchored), so I guess it's not happening at my end. I'll see if it's different when it's unanchored. I should expect a little movement of the unanchored ship/boat if you walk/strafe next to it anyways. Happens IRL (and it is handy to free a beached vessel), so why not in Ylands? -
QOL inventory management
Ethan Gordon Wilson replied to GroovyYlands's question in Suggestions & Feedback
I wholeheartedly agree to those above points (especially #2), and will add a couple other points to consider: 3. Allow sorting items alphabetically, by amount, both ascending and descending order. This should be available also in the crafting screen. 4. I find myself consciously searching for the textbox every time to go into the crafting screen to search for an item I want to craft, so here's an idea: Focus should default to the textbox for searching when first entering your crafting screen, so you can instantly search for something. Using the mouse to interact with an item automatically will move focus, so defaulting focus to the search textbox will streamline use of the GUI. 5. Fix the stack storage limits of several chests. Come on, the cheap bamboo chests have 15 slots, whereas a pirate/iron/wood/metal chest only have 9 (and cost a lot more in materials)?? 6. (possibly related to #5) Increase stack limits on all inventories/chests/etc (about 2x current slots limits), and/or add weight to all items in the player's inventory. Allows for more stackable items like magic dust, coal, and the like to inhabit less space in the player's inventory, and allows for more realistic management of larger items (massive logs, planks, etc) that should take up more inventory space. -
RESOLVED Blank Paper - Not Stackable
Ethan Gordon Wilson replied to Ethan Gordon Wilson's question in Bugs & Technical Issues
Well, even if it stacked to 20, that'd be more acceptable (honestly, I'm OK with stack sizes being 20 for plants - at least that's a stack!). IRL, you can easily hold a stack of 100-200 sheets of paper. Though I know we're not expecting IRL in-game, I would hope at least something more than 1 per stack. -
Just like IRL, there's litter around to clean up. Given UNITY's built-in API for entity clean-up, why not simply utilize it to start cleaning up these unused items lying around (taking up render/GPU/CPU time)? Several strategies exist for this, but the simplest would be to give any discarded item a default timer before being auto-destroyed. 5-10 minutes is most common to set. Items like player drops from dying could be put into a special container entity (that doesn't time out, or at least has much longer timer-like an hour or two) such as the tombstone currently being used to hold more important items for recovery. Hope this helps.
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RESOLVED Using hammer in blacksmith station
Ethan Gordon Wilson replied to eddiepl's question in Bugs & Technical Issues
Are you meaning that you can't make a 2nd iron hammer in the Blacksmith station when you already have your 1st iron hammer in your inventory?- 3 replies
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RESOLVED New map after death not working
Ethan Gordon Wilson replied to Silwercastle's question in Bugs & Technical Issues
I think map ideas would be better served in another thread, so we can hash them out there. I love the idea of merging them (making a cartographer's table to allow this, along with map copy/storage). Oh, the possibilities! -
RESOLVED [YLD-7932 Herb Bag interfers with Potion Crafting
Ethan Gordon Wilson replied to handofthesly's question in Bugs & Technical Issues
Yes, I am observing this problem as well. Hope it'll get fixed with the next update (this month?). ;2) -
RESOLVED New map after death not working
Ethan Gordon Wilson replied to Silwercastle's question in Bugs & Technical Issues
As a side-note, would it be possible to duplicate maps? This may somewhat mitigate issues with maps being reset; have the host copy their map for others when needed. Just a thought. -
[Suggestion] Build inside the ships (make ships hollow)
Ethan Gordon Wilson replied to InvictusESP's question in Suggestions & Feedback
I totally agree to this. Given the amount of resources you put into them, they should also do your dishes and wash your clothes, too! Other ideas: Having windowed ports on the side of the hull would allow for cannons. Broadsides! Small ship should allow 1 large room or 2 small rooms in the hold. Large ships should double that allowance. Allow climbing up to the crow's nest in the large mast. Small rooms for storage, beds, and the precious loot and booty you pillage from them there ylands, yarr! Parrots you can tame and put on your shoulder. Hook hand, eye patch, and/or peg leg. Better support for poop decks. -
RESOLVED Compilation of known issues [UPDATED ON 30/08/2018]
Ethan Gordon Wilson replied to Ane's question in Bugs & Technical Issues
I'll see if I can open the file in the editor and remove the horse remains, but when I and the horse died, it was simultaneous, so I am not sure if it'll work. I'll give it a try, at least. ;2) Thanks! -
SUGGESTION: Allow automatic stacking of items in same inventories.
Ethan Gordon Wilson posted a question in Suggestions & Feedback
Please consider putting in an automatic feature or an option to allow automatic stacking of items in a player/item inventory. This should only be done when an item is first picked up and placed into the inventory or when an item or a number of like items are being transferred to another inventory (to-from chest/etc), not when a player is manipulating items already there (to allow for stack splitting). This should help alleviate inventory management for players, as well as to help optimize entity data and other background inventories on the map.