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Ethan Gordon Wilson

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Posts posted by Ethan Gordon Wilson


  1. 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.


  2. 18 hours ago, Designated Drinker said:

    well i would say combining the foods to make a meal that makes your hunger go away for even longer, as for raising animals i built a fence opened the gate and punched two goats to get them to run in the pen shut it, now i have 6 goats, and the two i punched well they remember me lol. 

    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.

    • Like 1

  3. 1 hour ago, Aaron Sebenius said:

    Sure, but in the wonderful land of PC gaming, a lot of computers will probably be able to support that sort of rendering, especially after Ylands gets into some more optimization stuff. I'd love the general render distance to be ~10-20% higher, with the ability to use a telescope to extend that by ~50%. This would also make multi-crew shipbuilding more fun, since you could have someone in the crow's nest looking for land. Even with a bit of performance degradation, it would be totally worth it.

    Here's to hoping. ;2)


  4. On 12/30/2017 at 11:10 AM, Designated Drinker said:

    baked potato is super easy, seems to last a long time, allthough i feel like the hunger on some foods needs tweaking my guy can eat 500 bananas, and bananas in real life are very filling so it makes no sense how many you need to eat 

    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).

    • Like 1

  5. On 12/31/2017 at 5:29 AM, landscaper said:

    if you place dirt ... it looks like dirt

    if you raise green terrain with a shovel ... it looks like green terrain

    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.


  6. 10 minutes ago, spliff (DayZ) said:

    i wanted to elaborate that this is already the case - kind of. not each player, but each island already has it's unique spawn point. we did exactly what you suggested, only that i shipped my friend out to an unhabited island for him to start exploring from zero, and when he died the first time, he spawned on his own island, while i keep spawning on mine after death.

     

    edit:

    the "entry point" for the editor is still the spawn point on my island (which was the first initial spawn point of the save file).

    Interesting.  I wonder if the editor can assign spawn points to each player that logs in?


  7. 3 hours ago, excelsior said:

    OK. I start a new game and spawn in. A few days later, I have someone join me. But instead of them spawning in the same exact spot that I spawned in at, it COULD be at that spot or another starting spot on another yland. This will allow the opportunity for players to build and explore with discovery of others when they find each other.

    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.


  8. 1 minute ago, Designated Drinker said:

    finding a balance is key, need to keep they rare/hard to find, i guess the game needs ylandium ore possible at a very  low depth in the earth and very tiny veins, i would like to see the other veins in this game reduced by 50% in size, i mean i found some copper i dug it all out and i had over 1,000 copper from one vain, so now i don't need to find another one, even with more players this yland i found has like 10 copper veins and they are massive has to be over 10,000 copper on this single yland, seems way to much  

    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)


  9. 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.


  10. 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):

     

    20171229071347_1.jpg

    • Thanks 1

  11. 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)

     

    20171229070011_1.jpg


  12. (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!

    20171209061222_1.jpg

    • Upvote 4

  13. 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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