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WijkagentAdrie

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Everything posted by WijkagentAdrie

  1. Iron is still finite, but both iron and coal is much more prevalent now. It shouldn't be as much of an issue. Have a few looks at the last dev blogs etc., I believe that next patch will feature loads more optimizations and polishing for most game features. It's up to you if you feel the current improvements are enough to give it a shot now or to wait one more patch Adrie
  2. 10/10 tutorial, I'd really like to see many more of these tutorials on the new editor functionality. Also the audio is fine and so is the vid length! Adrie
  3. WijkagentAdrie

    Looking for help. Engine Power?

    There you go Adrie
  4. WijkagentAdrie

    Dislike PVP?

    Definitely B for me. I think it's a bit problematic with the current (lack of) administration features, but as soon as that's properly implemented there will be very little issues with PVP. Examples of this can be seen in other games such as minecraft, where without plugins it's chaos and your spawn ends up completely destroyed, but with a few plugins everything is safe. Without PVP people will find other ways of griefing anyways. For now it's best to just play with your friends/people you know and can trust at a reasonable level. I think it definitely has it's place in the game, say if factions/groups come into play. Imagine some ship wars, that would be awesome, including boarding during the fight. How much PVP is allowed should be a server setting, based on regions, groups/clans, or just on/off altogether. Adrie
  5. WijkagentAdrie

    Sneak Peek #53

    @Aleš Ulm I completely missed this topic initially, but first of all, thanks for adding all the blocks. I've been thinking about what I would need to build nice things in survival, and I've come up with this suggestion: The main reason is that you can place blocks and items under any angle, completely off grid and clipped into each other. Now you can only do that using blueprints, with no way of changing things afterwards. I've gone into a little more depth in that post. Adrie
  6. WijkagentAdrie

    Housing/building suggestions.

    Hello, What I've seen on a few multiplayer survival servers is that there's not really an incentive for a lot of players to build houses in these gamemodes. Quite often I find players simply build a few chests/crafting stations on the beach, to then progress through the game that way. It would be nice if there would be benefits to living indoors (especially on the more extreme biomes!). For example, the ability to keep heat inside or provide a certain stat bonus (less hunger, more regeneration and a slight increase in defense?). It would be nice if the teepee would give say 33% of the bonuses, so you could quickly make a shelter. I think a secondary reason for this would be that building a house (especially in survival) can be a bit of a pain compared to the editor. The new blueprints make it a lot easier, but it's a shame that you can't use the advanced editing in game without going out the game, changing the building in the editor and then going back in your survival game. Wouldn't it be a cool idea to have "editor mode" available in the protective barrier? And that it would take resources either from a certain container/stockpile in the protective area or your own inventory. Adrie
  7. WijkagentAdrie

    Multiplayer Shop Mechanic

    Like a vending machine?
  8. WijkagentAdrie

    0.10: Clever Coding (27/08/2018)

    This stuff's so good, from nothing to do in Ylands I've gone to a huge list of things to build, mainly thanks to the updated block sets. They're amazing! Also I've gone through the list of fixes quickly and it all looks very promising Anyways, back to playing Ylands now Adrie edit: Are the (sandstone) ledges going to make a return to the game soon? Also, can we have larger/different shaped window blocks as well? This would help to make better vehicles and houses.
  9. WijkagentAdrie

    Dev Diary #44

    Thanks Ales, this quite sums up the story for me and a few of my friends. It's good you guys seem aware and indeed, after the release is there we'll see some improvement. Ylands is not the only game with this "problem", especially not in this genre. As a follow up to RedEagle's question, what do you think Ylands' unique selling point is compared to the competition, as there's a lot of early access sandbox survival games out there? Also, could you guys please post far more WIP material? This could be models, concept art, temporary improvement to physics/mechanics, renderer/performance upgrades etc. I think we all know (as is perfectly normal with early access) that there's gonna be waiting involved until the next patch, those WIP's are what's gonna keep us interested and looking forward to more content I suggest that every dev could take 5-10 mins at the end of the week to quickly write/show what they've been up to this week and somebody collates this and posts this every Friday? On gamescom, unfortunately I've got work all week+weekend during gamescom, I would've loved to be there and who knows convince some other visitors/friends about Ylands Despite the current "problems" there's a lot to show and impress new players with I hope next year I'll be there again! Adrie
  10. WijkagentAdrie

    Adrie's Shipyard

    Hello everyone! I'll post some of my creations, so far they have mainly been ships. First off is my modular ship design. By raising the deck 3 blocks I can use the outboard walkways for storage, while making the construction look very low and sleek. The ship is divided in certain parts which can be chosen for it's intended purpose. For example instead of the rear 4 cargoholds you could have a larger backside with more sleeping rooms to transport more passengers instead of cargo. The design also features an advanced cargo locking system, so you only need 1 key to lock off all the containers and can lock/unlock them all in one click. See the pictures on how this works! , This ship is the first of this series, I called it Kamenka (guess how the 2nd will be named ). It currently isn't 100% finished, I am waiting for a fix for placing doors on ships and it needs a little bit more decoration. Also I haven't found out if there is any difference in sailing speed, if I find a quicker sail plan I will probably switch to that. Some exterior shots The single key cargo system. All the chests will be covered by energy doors, all connected with END gates to a small hatch in the front of the ship. In this hatch is also the anchor lever. The hatch will be shut by a normal locked door with a key. The steering cabin is in the center of the ship. It gives good 360 degree vision. Below the cabin is a lot of wiring for all the lighting onboard. In the cabin are 2 levers, one for the cabin lighting and one for the light on the front of the ship. The cabin still needs an exterior door and doors to the sleeping room and the living compartment! Towards the back of the cabin is the sleeping room. There's a double bed, a light and a few drawers. Front from the cabin is the living compartment and a small bathroom. The living room features tables, chairs, a stove, some storage space for enough food and a light as well. I also tried to make the smaller boat more useful. I've added 2 chests and a torch into the design, it now has got 18 slots for storage which makes it far more useful, especially considering it won't beach as easy as a larger ship. It's still very plain and functional, I haven't figured how to decorate it yet. Because there is no anchor and it's difficult to get the boxes right I've tried to come up with a way to make it easy to build such ships in survival. The oriental logs are free placed on short stubs for alignment. When the boat is ready all you have to do is pick up the logs and it will fall into the water Then you can reattach the logs and make another one! The last one actually isn't made by me, my girlfriend made this with just a little help Also this ship has been made a few patches ago since we were able to place doors on ships back then. Also there is no anchor yet . Upstairs is a large bedroom with a nice view, downstairs a kitchen with a small outdoors sitting area on the back. Thanks for taking a look! Adrie
  11. WijkagentAdrie

    Tying smaller boats to large boats.

    In dev diary 40 devs confirmed that they're gonna make it possible to take horses and cars on board of ships. I can only imagine it's a little step from there to add this, so I believe in time we will see this
  12. WijkagentAdrie

    Building Contest -- Which design should win?

    Thanks a lot for the votes everyone! I voted for the truck because I think it's still got that "vanilla" feeling while in reality there's a lot of work put into shaping the body, going off-grid etc. It also makes a lot of sense for survival games. Also congratulations @V-Alfred, very nice car I must say! @RedEagle_P1. for some reason the links to the assets seem broken, I keep getting "Welp, nothing to do here" error messages. Adrie
  13. WijkagentAdrie

    P1 Building Contest! #1

    Nice cars lunz I really like the spare tire detail! If you want to fix the gaps, you can click on the blocks and move them by manually typing their grid coordinates to the closest 0.375.
  14. WijkagentAdrie

    P1 Building Contest! #1

    Thanks! There is an engine fortunately, but it's only one steam engine so it's not gonna win any races Maybe some sort of presentation race/roadtrip before the final voting? Adrie
  15. WijkagentAdrie

    P1 Building Contest! #1

    Oh please no, I should've known this before I built my car
  16. WijkagentAdrie

    P1 Building Contest! #1

    Here's my entry for this contest! It's a late 1930s Fiat Topolino. As you may guess this is definitely not a race car, and at it's launch it was one of the smallest cars in production. Here's a screenshot and a real life picture: Some versions came without bumpers, and some versions come without a colored front grille. There's some slight differences between the years they were produced. I wanted to try some new techniques in this car. The main one I've learned using is working with a "half grid", which means placing blocks in the middle of where 2 blocks normally would be. The fenders for example are 7 wide, whereas the body is 6 wide. I've applied this technique in all 3 directions. This way the fenders better wrap around the wheels. I've also moved the front grille 0.1 block to make it stand out. Another thing I'm always looking for is new ways of making headlights. The car was fairly easy to make, although a bit fiddly due to the car's grid and the world grid sometimes not aligning correctly. This basically meant manually putting blocks back on the right coords after placing them. Just as in real life the car features suicide doors and 2 seats. Driving around on the road. Ground clearance is alright, and so is the speed. It features 1 engine but on a normal car chassis that's more than enough. Now for some details: Hood vents! A spare tire, back in the 30s the roads weren't as smooth as they are today! The new headlights. They consist of a table lamp, a log end and a clay bowl all clipped into eachother. The clay bowl is rotated at a 22,5 degree angle to perfectly line up with the log end. If you look close at the fender you see that some blocks there have misaligned due to the earlier mentioned editor bug. I've fixed this in the mean time And here's the fenders. The front ones are 0,5 blocks out, the back ones are 0,5 blocks off grid in all directions.The top of the fenders are made of 3 oriental roof ledges. There's 3 corner pieces, and one 1x1x1 piece clipped into the middle piece. If you clip blocks into each other like for example on the front fenders, be sure to move them apart in the overlapping direction by at least 0.01 blocks, otherwise you get glitching blocks/textures. Although the car is pretty finished, I may add some minor details at a later point such as mirrors etc. If you want to give it a spin, here's the workshop link for it: https://workshop.ylands.com/asset/453 Thanks for reading and voting! Adrie
  17. WijkagentAdrie

    New Ylands GUI

    The only "design" thing I'd like to see changed for now is some transparency while in the inventory, so you can keep an eye on your surroundings. Also I've encountered a bug where if you open the ingame shop in the editor you can't close it without exiting to main menu. I couldn't find the "exit shop" button. Adrie
  18. WijkagentAdrie

    Dedicated Server FAQ

    Ask for access to the DS files/password in this topic: There's also a how-to video in there on how to run it Adrie
  19. WijkagentAdrie

    P1 Building Contest! #1

    Alrighty, another bug, I hope I leave you guys some bugs to report When placing/dragging blocks the grids sometimes don't align. The car could be perfectly aligned, but still blocks aren't placed in the exact right place. And moving them could move them 0.02 blocks off grid, leading to small gaps. It's a lot of work to have to check every blocks coordinates when you place them. Adrie
  20. WijkagentAdrie

    0.9: Comfortable Cooperation (08/06/2018)

    Alright update so far, the new GUI overall works well and makes the game feel less Early Access I really like that all blocks are now renamed, however I can't find the sandstone ledge and the normal stone ledges anymore. What are they called now? edit: Checked a build where I use them and they are still called Sandstone Ledges, are they now removed from the game? Adrie
  21. WijkagentAdrie

    P1 Building Contest! #1

    Also this one has been in the game for a while but I'm not even sure whether I reported it or forgot to do so. The wooden driving seat has an odd seating position. The passenger seat does function the way it should: Adrie
  22. WijkagentAdrie

    P1 Building Contest! #1

    I am in! My first bug I've found, which is already making this near impossible: 1) Cars can't be moved using the coordinate system. I can't remember this being an issue pre 0.9 2) After moving the car chassis (by dragging), it's as if there's an invisible box on the car which makes it impossible to place any blocks on the chassis. Instead they will snap 2 blocks above the chassis, after which you can drag them down. If you play your editor game, and then go back to the editor this problem is fixed 3a) Another request which I've already mentioned before but which is still present in the game: Please fix the car suspensions. Both car sizes bottom out on every tiny bump, while still having massive ground clearance. My solution would be to either massively increase damping or have a non-linear spring rate, so the cars still drive smooth over terrain without bottoming out all the time. Another option would be to limit the suspension travel. I've tried to make a very easy racetrack but the car would constantly get stuck. Another easy (but cheesy) solution to this would be to make a set of small, invisible wheels on the front of the chassis. 3b) Fix the large car chassis suspension inbalance please. Due to the front and rear axle positions being different (the rear axle is closer to the center of mass), there is more weight on the rear axle. Either move the CoM or increase the rear axle spring and damping rates, because now the car always leans backwards. I'm not 100% sure but I do feel that the suspension has been changed since this patch, the large car used to ride higher, thanks for improving Adrie
  23. WijkagentAdrie

    Question to the boat-crafters

    I've made a "submarine" before, but indeed you need a scuba mask or underwater breathing potions This isn't legit craftable in survival but it did the job for me:
  24. WijkagentAdrie

    RedRocket Truckstop

    Solid work!
  25. WijkagentAdrie

    Keep the skin when placing

    Would this not cause problems? Either people can then pick them up and get the skin without paying, or this could give skin buying players an advantage when building, since they could simply place these items for other players in trade for other items, without consuming the skin.
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