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Everything posted by WijkagentAdrie
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Hello, Currently the placement of the default ship ladders is pretty bad. The ladders on both hulls are asymmetrical, the right ladder being placed more to the front of the ship. Besides this, on the small ship the left ladder is placed a bit above the hull: But most important, I would like to have the ability to remove the ladder within 2 minutes of spawning the hull. Currently the only other way is by using explosives, which damage the hull which can't be repaired at the moment. The ladders don't fit the majority of my ships. I understand they are rather useful, so like I said, please make them removable for a certain amount of time. I think that putting the climb option on the right click and the remove option on the radial menu would work, so you can still climb it to get on board in those first few minutes without accidentally removing it. Adrie
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Anyone can add here as you play, I'll kick off: The steam engine which looks like a train boiler has problems with it's size, it keeps saying it's outside the vehicle boundaries, When hovering with the mouse over the coyns shop icon (after pressing esc), it reads Ylands codex. Edit: I'm unable to use the different color layers on for example the car parts. Painting either of them colors both of them that color. Nor can I pick the 2nd or 3rd color.
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RESOLVED Game performance / entity amount limitations
WijkagentAdrie posted a question in Bugs & Technical Issues
Hello! I'm hoping to get a discussion going (also with the rest of the players!) about block limitations. I've tried to find the limit of what's possible for both the game and the editor when building my Modular Stadium: Whether using the play area or not, high or low graphics or not, the game will keep stuttering when moving/driving around, probably when loading blocks. The result is that it's not really doable to have a race in there. My PC specs are i7 5700, 8GB of ram and a GTX 960M. Definitely not the best, but not bad either. The play area is definitely very useful though! I also have no idea on the actual part count, but be advised that the roof is made of 1x2 slopes and 1x1 blocks, double layered. Anyway, my point isn't to say "the game isn't optimised", my question is, should this game be more optimised? Are the devs already working on this? Should we even be able to build this much? Ofcourse there is gonna be a limit to what is realistically possible and maybe I have went over that limit already with this stadium. What should we be able to build? A few houses? What will happen when groups of players build cities and literally fill an island? I'm curious to see how both the Ylands team and the rest of the players think about this Adrie -
Hello, I'm designing some buildings now in the editor, and I noticed that when the part count goes up the editor starts to struggle. When deleting an entire group of blocks, only half of the blocks get deleted when you try to delete them, some blocks are unable to delete at all. When grouping a quiet large amount of blocks it can freeze the game for 5-10 minutes. My PC specs are quite good and should be capable of handling this easier, also the functions don't require much calculation I believe (just simple grouping and deleting actions?). The builds aren't that big. Some blocks that are impossible to delete I simply drag all the way under the surface to make them "disappear", but this isn't the right solution I believe Edit: Also notice that this behaviour is inconsistent. When reloading the map and repeating the same action (deleting the exact same group of blocks) it sometimes works flawless, and sometimes gets messed up. I haven't been able to find out what causes either situation.
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I've found a few rendering issues/bugs: First of, the sleeping mats stop being rendered when they are still in vision. I believe that it takes the rolled up version to "check" whether it still needs to be rendered. Here are some screenshots to show what I mean: I was slowly looking up, and when the "rolled up position" of the sleeping mats is no longer in vision, the entire sleeping mat disappears. The second issue is layering with ice blocks: The angle at which you look at ice blocks makes ice blocks that are behind other blocks look like they are in front. See the screenshots:
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Heya! I've found a wetsuit, so I decided to mine some sand/stone from the sea bottom to make an artificial island But what happens is that whenever you mine underwater, "air pockets" get created on the place where you mine, and as soon as you get into one of those pockets, you automaticaly get teleported to the watersurface again. Adrie
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RESOLVED Dedicated server, loading in offline players
WijkagentAdrie posted a question in Bugs & Technical Issues
Hello, When approaching a group of offline players in Multiplayer dedicated, you simply freeze on a certain distance until all characters are loaded in. Especially on the spawn island this can take very long. Adrie -
RESOLVED Custom gamemodes won't appear in serverlist
WijkagentAdrie posted a question in Bugs & Technical Issues
I've made a custom gamemode, but whenever I host this on my server it won't show up in the serverbrowser. Creative/Explore work just fine. Adrie -
I guess this is a luxury problem, but after E3 we now have so many players that the serverlist is all messed up. Would be nice to have the possibility to check if servers are dedicated, the amount of players, search, filters etc. Adrie
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RESOLVED Some more dedicated server issues
WijkagentAdrie posted a question in Bugs & Technical Issues
1) On my server, all clients seem to freeze when someone else is connecting or disconnecting. On connecting this takes a bit longer. 2) Also, sometimes the entire server freezes up, where you can only walk around but can't do anything else anymore. Rebooting the server usually fixes this. Sometimes even the entire savefile becomes corrupt although this hasn't happened in the 3 hours we've been playing today. I believe we mentioned this in the other topic already though. Will let you know as soon as this happens and send the savefile. Adrie output_log_CLIENT.txt output_log_SERVER.txt -
I'm not sure if it's a bug or intentional, but after a while the blocks/items on a sunken ship simply disappear, leaving only a hull. This makes it impossible to recover any items onboard the ship later on to salvage and just looks plain weird to see an empty hull on the bottom Would be better if the entire ship would either despawn to keep game performance nice, have the ship not despawn at all or have it slowly despawn/get more damaged over time, where individual blocks disappear random 1 by 1 Adrie
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At the moment crafting in a dedicated server is bugged, if you have new items there won't be any new recipes added to the list. Tried this on my own remote server, have someone else try it on my server and tried it on someone elses server and it didn't work at all. Not even spawning tools/items would work.
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I'll call it "moving water": when you dig a canal to your island or you explode a barrel on the ocean surface, the water will be slightly lower and behave different. At the coast it will be a bit higher than the land with weird edges, the water level is lower which means that the rafts and tiny boats float ABOVE the water (magic ) and you can clearly see the line between the normal ocean water and the new water. In the 2nd picture you can see the coastline in the background also act weird.
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The current ship helm model is actually about 3,5 blocks wide instead of 3 like it shows on the grid. See attached screenshot. Adrie
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RESOLVED Game keeps crashing when playing around in creative
WijkagentAdrie posted a question in Bugs & Technical Issues
Hello guys, Wanted to test how water physics work and make something nice in creative but for some reason the game keeps crashing. This happened quite a few times when I was " terraforming", both using explosive kegs and using the terraformer. I basically tried to make a huge hole and then let the water flow into it. Most crashes appeared when igniting the kegs, some just random while flying around. Also when I tried to build a ship hull I couldn't see the water below me (a quite big square, about 100x100m. As soon as I went to the next square I couldn't see that one but I could see the one I was above before. I can't attach the Savefile so I'll try to send it to Ane instead. Adrie -
The distances at which objects won't be rendered anymore or are rendered at a lower Level of Detail differ greatly depending on the block type. Because of this the rendering of ships or buildings at larger distances get really ugly: For example all the slopes and windows on my boat won't render, first you only see the normal cube blocks, stairs and railings. When getting closer the rest of the boat will render as well. Steps to reproduce: 1. Build a ship or house, using a large variety of blocks and block types. 2. Move away from the ship whilst keeping an eye on it. Severity: Minor - It's unpleasing to look at things from a distance, could get more troublesome when Multiplayer and ship PVP becomes a thing. Repeatable: Always
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RESOLVED Extreme: Annihilator vs. Boat hull
WijkagentAdrie posted a question in Bugs & Technical Issues
Currently you can easily missclick with the annihilator when building a boat, effectively destroying your entire boat. This is extremely frustrating as you simply destroy an awful lot of work in a split second, either by mistake or faulty hitboxes. Please make a popup that asks whether you REALLY want to destroy your ship. Steps to reproduce: 1. Build a perfectly nice ship, preferably spend at least an hour on it. 2. Misplace a block on the hull. 3. Missclick when trying to annihilate the block, hitting the hull instead. 4. Cry Severity: Extreme - Makes you lose every little enjoyment you get from the game if this occurs to you. Repeatable: Always -
The angle the sail is at on the boat is not always correct. I think it has to do with the change of wind direction, because when you get out and in again the direction is usually correct again. Between crosswinds and having the wind from behind the sail angle is correct in general, if not for the bug mentioned above, however when sailing towards the wind the angle gets smaller again when it should get bigger, and should rapidly turn when you cross the wind direction (I hope this all makes sense!). Steps to reproduce: 1. Get in a boat, sail quite a bit until the wind direction changes 2. Sail some circles and see that the sail direction is wrong 3. Get out of the boat, get back in, see that the direction is corrected. Severity: Minor - Does not prevent game play. Repeatable: Not 100% reliable, as it's reliant on changing wind directions and it's a combination of a bug and a design flaw.
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This sounds like good news, I wish you guys the best of luck achieving your goals for the coming year!
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I filled it out but I don't know why. There have been so many good suggestions from me, from others that have gone ignored. I feel that in general most features are lacking/incomplete, leading to a lack of possibilities. Crafting has been dumbed down multiple times to make things easier, which means there's less to do. Also creativity is something which happens mainly in the editor, whilst in exploration you lose 99% of the possibilities of placing items exactly where you want to make stunning things there. I think for this game to be worthwhile in the long term on larger servers the general game mechanics need to be easy to use but hard to master, like in Minecraft. The core game is easy to play and have fun whilst allowing advanced players to do amazing stuff with redstone, keeping the game challenging.
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I'll use this as my wish list for ships. I think the exact ship in the screenshot is my biggest issue with ships: 99% of ships in Ylands look like this. Currently ships don't allow for enough creativity. I've come up with solutions and ideas many times before, but I'm pretty sure that's been a few years ago, so I'll put it down again: Modular hulls, so we can have different length ships. Also different styles and different widths. They would have a bow, stern and (multiple) middle pieces. Different sail types, basically square vs fore-and-aft sails. They should have different sailing characteristics. Make the wind not change every 2 seconds. Currently wind doesn't achieve anything, there's no purpose on changing the heading of the ship to be more efficient as it will change again soon. There should also be some form of weather prediction. Make hulls displace water, i.e. make it so we can have useful interior space in hulls. Overall the idea is that it will allow us to be more creative. Also for more advanced players they can optimize both their ships and their sailing.
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POSSIBLY Bigger and more varied sails
WijkagentAdrie replied to zarwil's question in Suggestions & Feedback
I've pointed it out multiple times already that there are multiple other games which do this, even with completely custom/bespoke player built hulls. There's been loads of other suggestions about ships already anyways but nothing seems to ever come from it. -
POSSIBLY Bigger and more varied sails
WijkagentAdrie replied to zarwil's question in Suggestions & Feedback
I've written multiple posts/topics about what ships need as a fix to make them more fun. Please add the following: - Modular hulls, existing of multiple pieces, so you can make boats of varying lengths. - Hollow hulls: please make it possible to go inside the hulls. - Make wind/sailing actual fun. The wind (used to?) change every 2 seconds. Make it so that different sail types have different speeds on the wind direction and make the wind steadier. This way sailing actually becomes a skill. It would be nice to have some sort of craftingstation/encounter quite lategame which will let you predict the weather including the wind. -
I love seeing my suggestions make it into the game - the building station really sounds awesome and like it will make building in survival worthwhile, I'll check it out ASAP. Does the building station also support dragging (and thus clipping) blocks? This would give people creative building power in survival games and thus being able to build really satisfying homes and other builds.
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Hello, After getting boats and with cars soon arriving, I thought let's look at what vehicle we can have next. The logical follow up would be aircraft I believe Aircraft can globally be divided into gliders, airships, helicopters and airplanes. Due to the great open seas connecting all relatively small islands, airships wouldn't make much sense (also due their massive size!) at the moment, and gliders and helicopters would have limited functionality as well. That's why I've decided to come up with some concepts on how to make airplanes work in Ylands. My core idea for airplanes is to be easy to learn and difficult to master. To do this there should be certain types of airplane parts, semi realistic physics to make building a basic plane easy, yet making an advanced (fast, big or efficient) more challenging to players. If your airplane looks like an airplane it should at least be flyable. 1) Physics Starting with the physics: Basic concepts of drag, lift, thrust and center of mass, lift and thrust should apply. To make flying more "approachable" the air density should be very high. This will increase drag and lift greatly, reducing the maximum speed of aircraft and reducing the speed at which they take off and stall at. The air should become thinner when going higher to allow higher speeds up in the sky where there's nothing to crash into Engine power and lift should also decrease with altitude to create a ceiling which is still fairly low to prevent flying very high. Different engines should have different power output, different ideal RPM's and different fuel consumption. For propellers there should be fixed pitch and variable pitch. Mixing the right engines and props to an airplane should make it more efficient/perform better. For example 2 engines running at ideal RPM should be more efficient than 1 bigger engine running at too high RPM. Using instruments such as fuel flow meters (see mechanics) should make it easy to learn this mechanic More advanced effects such as propeller wash, wake turbulence etc. should be ignored to make aircraft more predictable. I'm not sure if engine cooling/temperature should be a part, it might be an interesting mechanic to mix in. Having an aircraft that is fast, efficient but can only be used for short periods? 2) Mechanics It would be nice to have a GUI which is expandable by adding certain parts such as air speed indicators, altitude meters, fuel flow meters and some basic navigation devices, either just a compass+map or maybe a beacon system. Adding those parts would make the instruments appear on your GUI so you can learn and understand your airplane better! Controls should be WASD/arrows like in most Battlefield series games: W/S for throttle, A/D for rudder, left/right for bank and up/down for elevation. Holding W should increase the speed, not the throttle setting, S should decrease speed in the same way. Releasing W/S should make the aircraft try to maintain it's speed by either throttling up when climbing or throttling back when descending. 3) Parts The parts needed for aircraft should be "tiered", to make making a basic aircraft fairly doable, but making a very advanced aircraft something for late game. The parts that would be needed are: A basic chassis like cars/boats to build on. Most difficult is to make a chassis that's stable and allows for people to build all sorts of aircraft. In the same era as the cars, all aircraft were either float planes or tail draggers (with 1 small tail wheel being higher). I have tried to make a tail dragger concept that isn't too determining but I have found this to be nearly impossible. On the other hand, the float plane makes much more sense because we all live on islands There are even float planes with retractable wheels so you can still land on land and make a nice airfield if you want. Here's pictures of the floats, they come in different sizes. The small one is roughly 19 blocks in size and is the cheapest. Then there is the smallest one with added wheels and finally there is a 25 block version with added wheels. Sizes are just for rough size ideas! Next after the chassis/floats you will want to place some cockpit/seat blocks along with an engine. I've decided to make the default cockpit blocks the same size as the normal car engine which should be usable on airplanes as well. On the screenshot is 1 normal car engine, as well as a 5 cylinder radial engine with an optional fairing. More engines should be added, at least 1 larger radial and maybe an opposing 2 cylinder engine that is very small and basic for the slowest and most basic type of aircraft. Of course we need a propeller on our engine. I've designed 3 props, a simple 2 bladed one, a faster 3 bladed one and a variable pitch 4 blade. The variable pitch propeller will allow in air braking. All props should be able to slowly push an aircraft backwards when standing still to prevent people from getting stuck into objects. Also added is a prop spinner to decrease drag. You can't have an airplane without wings of course! For the wings there should be various sizes which connect to each other, including universal control surfaces and rounded end caps. Current sizes are all 4, 6, 8 and 10 long and all are 4 wide. On the right is an example of a wing you could possibly make, on the left a normal block for size reference! Especially tail stabilizers should be placed half a block off grid to be in the center of the tail. If this therefor should apply to all wing parts (would also benefit engines mounted on wings) or if there should be dedicated tail wings and normal wings I haven't found the answer to yet. Further to make the fuselage nice and streamlined we're gonna need blocks that connect from the new cockpit/engine/radiator block to square, sloped and pointed blocks. Also, seeing that single seats are only 2 blocks wide, 8 wide cabins with multiple passenger seats could be a thing and still be relatively compact. All wings are top/down symmetrical so no left/right parts to keep part count down! Now with these very limited blocks, what can you make? I'll show you a quick example I've thrown together, this would be a very basic plane. I will make a more advanced one this week and add it to this post! Further blocks we need but which I haven't got around modeling yet are cockpit/sloped windows, doors, the instruments to measure speed and flow, a normal cockpit seat and a passenger seat to place in a larger aircraft. If you want to I can have a go at those as well Thanks for reading again, and please throw your ideas at the developers with me! If you have an idea which you want me to visualize for this purpose please feel free to shout Adrie