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Ethan Gordon Wilson

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Posts posted by Ethan Gordon Wilson


  1. 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!

    • Upvote 2

  2. 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.


  3. 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!

    1412561187204


  4. 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.


  5. 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)


  6. 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?


  7. 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.


  8. To boil this down:

    1. Add a feature to allow boats and even submarines to be attached to a ship via rope(s).
    2. Possible ship grappling/boarding - use grappling hooks in cannon?
    3. Use of cranes or lifts - mountable on ship sides, to allow docking of smaller boats.

  9. 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!


  10. 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.

    • Upvote 3

  11. 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.


  12. On 12/19/2017 at 5:23 AM, Aleš Ulm said:

    I see :) The easiest way to get roughly 30m distance would be by putting 20-21 logs next to each other (those logs that you get by cutting down a tree)

    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?

    • Upvote 1

  13. 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?


  14. 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.


  15. 4 hours ago, Magnarhd said:

    I feel like there are a couple of items that are similar to this.. Things like plants only stacking to 20 etc

    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.

    • Upvote 1

  16. 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.


  17. On 12/14/2017 at 2:46 AM, Steven-d4451e7d7c9404e3 said:

    Also... I believe map data should not be lost upon re spawn. Potentially hundreds of hours of map data collected all lost due to not being able to find your old map? Very frustrating circumstance. Old map data should stay with new map... 

    Scratch that. Map duplication and storage would avoid that. Merging 2 existing maps in hand would be nice as well.

    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!

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