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WijkagentAdrie

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Everything posted by WijkagentAdrie

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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:
  9. WijkagentAdrie

    RedRocket Truckstop

    Solid work!
  10. 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.
  11. WijkagentAdrie

    Dev Diary #36

    Regarding farming: Could we please have some sort of automation? Maybe make a coupler we can place on cars, allowing the coupling of various attachments such as seeders, plows and fertilizers This could be expanded to diggers and other construction vehicles to flatten/smoothen land to make roadworks a lot easier! Adrie
  12. WijkagentAdrie

    Dev Diary #36

    Sounds good overall, especially the DS bits and the new developers One thing I'm questioning however is the resource respawning: I think it's absolutely essential to have this on leaving EA. Without it a lot of other fixes/improvements won't make any sense either, such as increasing the amount of players for a game. A higher amount of players on a map size that isn't going to be bigger, where resources are already running out on spawn island doesn't sound very playable to me. Adrie
  13. WijkagentAdrie

    Share your beautiful pictures!

    Haven't seen that one yet, but that does look like a massive hint towards airships to me
  14. WijkagentAdrie

    What are your Early Game construction priorities?

    Yes they are I can't quite remember what you need for them but I know it's quite a lot of cloth, and I think at least a sewing kit and some poles. Also one of the colors has a different opening that's less useful for this idea unfortunately.
  15. WijkagentAdrie

    What are your Early Game construction priorities?

    Shelter wise: build a door with a wooden/stone block frame (3 blocks deep i recommend) around it and place a teepee tent with its opening on your door. You now got a really cheap working shelter if you need more space, either repeat or make some sort of tunnel to connect them.
  16. WijkagentAdrie

    Dev Diary #35

    I really like your key idea, it's far easier than paying certain items and still helps keep players active. Maybe have this system for barrier #1, and let people pay for any additional barriers so you can't have too much of them. To conserve resources it would be nice if the house/ship could be breakable when the time runs out, so people can loot the house or use the whole ship, without the world losing tons of bricks and other finite materials
  17. WijkagentAdrie

    Dev Diary #35

    The new scripting sounds very good, would be awesome if we could set pvp/nopvp zones. It's definitely a big step in the direction of functioning community servers. Maybe another nice feature would be no build zones? I've also got a few other ideas: Can we have an option to have barrier maintenance, which would require players to pay a maintenance fee. If unpaid for X time (server selectable) the barrier will despawn and all the blocks will be pickable. This will keep space available on servers and help remove inactive unfinished builds. Could we also have resource rate settings? Both for speed, amount of resources gained and impact on the voxels for ores in the ground (lower voxel changes mean more available resources of course). Adrie
  18. I agree, some servers have pretty specific rules (don't use electricity, don't make ships, etc etc), but it kind of defeats the purpose of playing for now. @Aleš Ulm Could we maybe for the next sneak peak/dev log have some more updates on things that will create a smooth MP experience, such as overall game performance (I'd like to hear things from a technical perspective as well, it's always fun to learn new things) as well as new admin tools/features, and problems regarding ore/resources spawning to keep a stable, healthy server. I really think that with a smooth MP experience the amount of hours put into the game will greatly increase, leading to more testing and thus to a better game Adrie
  19. WijkagentAdrie

    Ylands will be published in China!

    Congrats, sounds like a good business opportunity for you guys Adrie
  20. WijkagentAdrie

    Whats wrong with some people? They have no brain?

    I see this more as a problem in the current game really, as on any public survival multiplayer game, within a fairly short amount all base resources run out on the spawn island. To be fair I think it's not too bad as you can still build a raft to get to another island, but even then after a while those islands will start to suffer. Especially animal hides, and cotton/flax are needed a lot and fairly limited. If the plants (and occasionally stones and pieces of flint) would randomly respawn at a very slow rate, players would be able to turn them into seeds and make farms. It's not too OP, and if you need large amounts you either have to farm or mine the resources anyway.
  21. WijkagentAdrie

    [SUGGESTION] Lockable Free-Placed Items

    10/10 idea, I'd like to see this implemented! And/or maybe make items in a barrier unpickable for anyone but the barrier owner.
  22. WijkagentAdrie

    How to: the game logic objects

    A request: Can we get some extra game logic functions: The ability to select groups of blocks instead of separate entities, or having to label a group of blocks. I'd like to be able to move groups of blocks in one go. The ability to move and rotate things (including groups), but not direct. So to make them move fluently from their current position, either to a location or a certain amount of blocks/degrees. Movement speed should ideally be adjustable, and also have options to be linear or have an acceleration and deceleration. Adrie
  23. WijkagentAdrie

    The Ylands community is dying...

    I'm playing in the editor for now, and to be fair not that much. As soon as we get a rewarding MP experience things will grow really quick! The main reason I believe the last few updates haven't brought that much multiplayer activity is simply because there's still too much critical problems in MP, but as soon as we get good MP fixes things should be better, community wise! The latest Q&A video, which was released today, has given me a lot of good hope for the future. Automation like factorio, airships, and combine this with a good MP experience and this will be my #1 game for the next few years Adrie
  24. WijkagentAdrie

    Q&A video - ask us anything!

    Nice video, thanks for answering some of my questions! Could you guys perhaps post any sneak previews for any new game assets such as the airships (which I'm really looking forward to having in the game!)? Or any other (hand)drawings of concepts/concept art? Adrie
  25. WijkagentAdrie

    Dev Diary #31

    ^ Exactly this. I think key to a good early access is to get as many people to play the game as possible. Having a good, fun multiplayer experience will tenfold hours played.
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