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Everything posted by WijkagentAdrie
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After a long drive on this desert island, when the sun finally set, I felt it was time for a break for my car and me! Fortunately for me and the car, the nearest A3 Service Station wasn't far away! ("drie" is Dutch for 3, so A3 is a-drie ). I was finally able to get some fuel for the car and myself of course Here's some more screenshots of my small Service Station: Fill her up! There are 2 pumps available. After filling up you should pay inside, and while you're there you could buy some snacks or parts for your car The pumps are made of a metal sphere rotated at 45 degrees, on top of a metal container. Simple yet effective! There are tools, car parts, a fridge with drinks and food, umbrella's (always handy on a desert island!), consumables and souvenir gifts! In case you get stranded nearby a tow truck can pick you up and bring you to the garage, where your car can be repaired: There is space for 2 cars/trucks inside, one of the spaces has an inspection pit. This pickup truck is in for a quick oil change In the back there is a staircase which leads to a small office with a safe, to store the golden coins and valuable items overnight. As a bonus I'll show you all the cars featuring in these screenshots as well, including a few tips/tricks on how they are made: First off is my full size truck. This version has 2 engines (second engine under the cargo box), and features a cargo box with doors and a total of 6 bamboo chests. Depending on what I use it for I build them with different types of cargo boxes. Like all other vehicles, they feature "custom" headlights. I use the small table lamps for the truck and the 2 high ones for the cars. This way you can have functional headlights (although the lamps don't give that much light) without using the default parts. (P.S. to the devs, please fix the suspension as it looks waaaay to high on it's wheels, thanks!) Next up is my American styled pickup truck, which fits the theme really well! It comes with two engines side to side, which have been placed upside down. By doing this you can hide the engines Here's the car I was driving! I tried to make it resemble a 70's Japanese coupe. It comes in 2 variants, a slant nose version (blue) and a shark nose version (yellow). Again they feature custom headlights and the engine placed upside down. The bottom of the engine now functions as a hood/bonnet. To get more rounded wheel arches I've used sandstone ledges. For air intakes on the side I've used steel blocks. To get those blocks painted right you need to adjust the paint, especially the sandstone because this has a yellow-ish undertone. And finally my small 4x4 which I've taken on countless survival adventures! Easy and cheap to make, you can either make it a 4 seater or have some storage space in the back. It takes inspiration from the original Willy's jeep, various Land Rovers and the old Toyota FJ. As the rest of the cars this features an upside down engine and custom headlights. I think this really shows how useful and versatile these building techniques are. Thanks for reading, if you've got any questions feel free to ask! Adrie
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Thanks for the replies! I hope that I can make this one on a MP server soon, would be nice if we could make vending machines so I could actually sell fuel
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Help! - A story of bugs and spoilers - Search for the Submarine Sphere
WijkagentAdrie replied to Kittemz1's topic in General Discussion
Submarine sphere is indeed in a submarine, however there sometimes are multiple submarines around your island -
Things are looking good, 0.7 really delivered a lot of good things! I wish the new MP Dev good luck, there's a lot of (important!) work to be done by him For a future dev diary, could you maybe show us some more "inside" things? Either things from the office/workspace where Ylands is being created, or digital concept arts? I'd love to see what goes into making this game and the processes involved Thanks again! Adrie
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With the new large wooden doors you sure can They aren't big enough for large ships, but they certainly allow for a canal for a normal boat
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How are you gonna get your sail ships around this?
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1) What's the next (or final) version of the barrier gonna be like? How can we get more barriers, how can we share access to them, how do they apply to vehicles? 2) There have been a few references to flying vehicles, what can we likely expect? Helicopters, air ships or airplanes? And will they be buildable like the current cars and ships? 3) What's the next gaming show/place where we can find you? I enjoyed meeting a lot of you at last year's GamesCom 4) Is there any news on the ingame shop? New items, ways of earning coyns etc.? Thanks!
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6 hours and still no reply, I guess everyone is busy playing 0.7 The new update is very good overall, making the game a lot more fun and playable. I'm also very happy with the garage doors! A few questions for future updates: Is there any news about barriers? What about vehicle protection and ways to craft/obtain more barrier generators? Adrie
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There's far more games that use it and it works awesome! In Rust it works and I've had a few minecraft mods that had them.
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A suggestion I've got: Can we please have vending machines that we can craft and place, that can do trades for us? It should have an owner's inventory, who can then set up the trades available for as long as stock lasts so other players can buy and sell stuff from you
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Haha guilty! Now it's time to finish a lot of my ships and cars that were waiting for some paint
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Hello, I would like to see the possibility of having attachments to vehicles My suggestion is that we can have different kinds of trailers which can be attached to vehicles, which can then be towed by a car. They could be either articulated (requiring us to add a 5th wheel coupling) or a towed trailer requiring a towing hook The next step would be to have more useful attachments which could either be permanently attached (for example an excavator or a shovel, which could be used to dig or flatten/smoothen terrain) or attachments which can be separated (machines to plant seeds or to harvest plants). The last form would use a tractor coupling which would also have to be built on the vehicle. Let me know what you think! Adrie
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Unfortunately not, I wish it did
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Speak no more! 0.7 fixes finally allowed me to finish this It's got rear wheel steering so the turning circle is really tight Adrie
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You've absolutely made my day, and I've heard from other players that this is exactly what we were waiting for All my top priority bugs that made playing nearly impossible are fixed, and on top of that there's some very nice new content! Well done and thanks for the hard work everyone! Adrie
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Tech Talk, Server/MP Theory Performance
WijkagentAdrie replied to Energritz_'s topic in General Discussion
I'm all against automated clean ups. I'm not really sure how having items laying about should increase lag as the amount of objects (trees, dozens of different types of plants, seashells, sea plants etc.) are already present. The total amount of rubbish items only accounts for up to roughly 5-10% of the loaded game items in my experience. Unless there is a difference between pre-spawned objects and dropped objects (how would human planted plants be seen?), I don't really feel this is a problem. Adrie -
Nice details, I really like the anchor chain! In my first ship ever I've used the same storage/door system, but instead of using iron doors I used the powered Iron doors so you can unlock/lock all storage with the flick of 1 lever instead of having to lock/unlock every hatch individually
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[SPOILER ALERT] Numbers on ship sails and engines
WijkagentAdrie posted a topic in General Discussion
Hello everyone! [tl;dr with raw numbers is below the pictures] As one of my 2 new upcoming ships I'm working on will be a fast sail yacht, I've been doing loads of tests on the sail engine mechanics. One of the developers that was at Gamescom told me that for cars, there is a maximum amount of engines per car. After that any additional engines won't make the car faster. Based on that I did tests and found out that this is also true for ships. My test setup consists of a barrier, a blocked wall to see relative distances and a targetplate. Shooting the targetplate will move the barrier blocks 500 units towards the sky. So when I first put both ships against the barriers with full throttle, I can get a fair start to get accurate measurements. For accuracy I also did the tests in multiple directions to see if the wind was of any influence. Anyway, the tests I've ran and their conclusions: Small masts vs. Large masts: Small masts only give 60% of the speed of a large mast. To count your total "amount of sails" you have to multiply the amount of small masts times 0,6 and then add the amount of large masts. For example, 3 small masts + 2 large masts will give me 3 * 0,6 + 2 = 1,8 + 2 = 3,8. Small ship vs. Large ship: Small ships and large ships both have the same speed with an equal amount of masts. The top speed for large ships is however higher. On the other hand, the small ship accelerates way faster than the large ship with an equal amount of masts. The maximum amount of masts: Assuming large masts count for 1 and small masts only count for 0,6, small ships reach top speed with 4,6 and large ships reach top speed with 5,6 masts. Any more than this will not make your ship any faster. Although the large ship's top speed is higher, even with the extra masts it still takes maximum view distance for the large ship to catch up with the small ship due to the small ship accelerating a lot faster. Mast placement: It doesn't matter where your mast is placed and with what rotation. Even flat on the deck it will work. Wind direction: Wind direction penalty is the same for both small and large masts. Weight: Only the ship size will determine the weight. Even if you build a massive marble cube on your ship, it will not be any slower than a ship that's only a mast, a hull and a helm. Engines: Steam and Ylandium have the same power output, The maximum amount of engines: For the small ship the maximum amount of engines is 4, for the large ship it is 5. Engine top speed is higher, even if the sail ship has the wind in it's back, both with maximum engines. It is fairly close though with ideal wind. I hope these numbers can help you guys make your ships more useful and economic to sail When you want to go fast on coal it's gonna be expensive in the long run, whereas if you're just running one engine vs one sail I think I would go for the engine instead as you will be faster in all directions. If there was a way to control the wind I could measure top speeds and accelerations more accurate, but until we can I guess this is as accurate as it gets Adrie- 10 replies
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[SPOILER ALERT] Numbers on ship sails and engines
WijkagentAdrie replied to WijkagentAdrie's topic in General Discussion
If you go into the helm(steering wheel) and you hold right mouse button, it will switch all the engines on, and if you hold it again it will switch them all off and go back to sail mode (if you have sails). If you have an engine for other things, you can use the sails to sail and the engine for the other stuff. You can't combine this with the method of switching them on because if you go back to sailing mode the engines will switch off automatically. You're welcome! Adrie -
Do you fancy testing out how the current barriers actually work in a MP game we can set up quick, just for the purpose of testing? If so, you can add me on steam (wijkagentadrie / Wijkagent Adrie) I also probably know which fort you mean
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I've built this little house here, and I've built a Maunsell fort (a UK WW2 air defense fortress). The Maunsell fortress was constructed out of steel blocks, so survival wise not economical at all. The house you see in the screenshot fits in the 30x30 range that was confirmed by the devs for the barrier size. However I found out that the actual size is 30x30 units, and one block is 0.375. There for this house could be expanded in all directions, maybe have a pier like construction attached to a manmade island? Also, I believe that at the moment ships aren't protected, even when inside your barrier. It's sad that we can't make massive gates ourselves as building a dock still leaves your ship partially exposed. Maybe if you place lockable doors on the sides that need to open for the ship to get out, you can make it safe
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Wanna be my neighbor?
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My strategy exactly, I just tend to build far away from any island so nobody will accidentally find me and I build on wooden poles instead of make my island I'm also looking for a server to join as soon as the server/community gameplay becomes fun
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As soon as MP is working reliable I think this game is gonna get so much more players and communities I can't wait! Regarding the problems, for the players it's mainly resources (including space, as there's not much space for a larger playerbase), griefing and performance. Hosting wise being an admin isn't easy now, it's all manual labour to get everything sorted.
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Shovel to flatten terrain tiles at non horizontal
WijkagentAdrie replied to kimbuck's question in Suggestions & Feedback
I believe a smoothing tool was already confirmed, however this could be nice as well