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Posts posted by WijkagentAdrie
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2 hours ago, Aleš Ulm said:Hey Adrie,
1) to be honest animal respawning works real bad right now. We tried to go with kind of a "realistic approach" where the animals procreate are but given how small many ylands are and that it's super easy to kill off all the animals quite quickly that now leaves the ylands empty anyway. We want to change this behavior soon so that animals respawn more often and (at least larger) ylands don't become dead forever anymore.2) no, that is yet another thing that needs to be implemented
3) not now but we see where this is coming from and we're already thinking about it
4) yes, I hear you. Definitely something we need to remedy
5) good point! We'll discuss that - thanks!

Thanks! On to the next big steps for Ylands
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6 minutes ago, BigBoss87 said:Yes you are right but if you want to go away from the first island you need iron, if everyone pick up the iron you will be able to leave.
The reapawn I mean, in few days apear a little bit more somewhere would be nice, not entirely
Heya! You don't need a boat to leave, a raft is just as nice! Just a few logs/bamboo, a few ropes and some snacks for your journey and you're set on your journey to the next island
38 minutes ago, Achilles77 said:In my opinon having resources respawn wouldnt be so great, it would take away the need to explore to other islands, it also makes you think about using your resources carefully. If you want a solid multiplayer experience, the best way to go is to play with a few other friends, that way you dont have to worry about all the stuff you just mentioned.
Maybe having multiple "difficulty" settings would be nice? I wasn't so much talking about ores, more about plants like cotton/flax. I don't think vast amounts should spawn, just little amounts so you can have some seeds, to grow your own farm
I agree that at the moment games with a bunch of friends are the way to go, but I would love to see huge communities being formed. The things people get done in Minecraft when they're on a server with 100+ people still amazes me every time.
Adrie
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Here's the massive logfile!
Adrie
Adrie's_Server_24-7,_Active_Admins,_See_forumtopic_server_process_log.txt
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Heya!
0.5 hasn't only added some nice features, it also fixed multiplayer a lot and a few of the mentioned "problems" mentioned in this topic. I have a few more specific suggestions/questions:
1) Animal respawning: how does it roughly work? I've heard that there's a threshold, below which animals will respawn. Do you still need to have 2 goats on an island to get new goats? Or will they respawn when there aren't any left?
2) Does the respawning system also include grass/plants/trees?
3) Also, can we lock cars and boats, preferrably with code locks?
4) I think it took only 30 minutes before the first fights/arguments started on my server. As usual it started with some miscommunication and before you know things got out of hand. Also half an hour later a griefer entered the server and built in someone elses house with loads of dirt, sand and wooden blocks. I believe now is the time to get more admin tools, raw output logs with who does what/when/where to who/what. Also more "self protection" in the form of plotpoles/tool cupboards, where you can set rights maybe per chest/furnace, so you can have public chests and private chests, or maybe chests only for your group? Also the option to enable/disable pvp on certain locations would be nice
This used to be someones base, but within 1 day it ended up like this already. Although it is 100 blocks next to the spawn this shouldn't be happening. In the background is an attempt to restore some terraforming griefing.
5) A setting which would increase ore output would be nice, for example same size veins will yield 2x, 5x or 10x more ore. At the moment the first few islands get used up quite fast.
Thanks for reading!
Adrie
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For 0.5:
The already mentioned bug where standing on a boat will put you in a tripping state,
Quite a few crashes still. I have attached 3 logs and 1 other log for a game but that's 1GB in size. A 1GB size .txt file. Even wordpad can't open it, and for some reason, each crash it keeps growing and growing.
Furthermore, although they are not "issues", there are quite some gameplay changes needed to make it a worthwhile experience for now, but I will keep those to a different thread.
Adrie
Adrie's Server 24-7, see forumtopic for password!_server_process_log.txt
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Killing the boat fixes the problem as well! I will report the rest tonight.
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Hey everyone! So far (nearly) everyone has been enjoying the server! To keep things a little bit more protected the server will be passworded again, see the first post on how to get the password. Please don't share it, let others find it themselves as well to keep the server safe
Adrie
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And we're back on! The new server is very stable so far! Judge Dredd is my first new admin as well
I've also updated a picture of the new pvp island in the first post. The idea is to keep everything as vanilla/survival as possible.
Enjoy everyone!
Adrie
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For some reason my server won't load anymore, I even reinstalled the entire game. The error I get after clicking the "play" button when trying to start the game normally is:
Failed to load PlayerSettings (internal index #0).
Most likely data file is corrupted, or built with mismatching
editor and platform support versions.When loading the server, I get the server menu but when trying to host the same error appears.
Anyone got any solutions?
Edit: Is it just some files missing which I could copy from my own PC to my server? If so, which are missing?
Edit 2: Fully deleting everything Ylands related and reinstalling to a different location has made it work! I'll keep this post+log here so others can find out how to fix it
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On 1-9-2017 at 4:49 PM, Ane said:Thanks A LOT for this thoughtful feedback! It will be taken into account for sure

Also, let me just tell you that we were impressed by how quickly you grasped all the concepts behind the cars at Gamescom - you sir are something else!

Thanks!
Part of this was due to the intuitive building/driving system, it's really that simple to just jump into the game and get started. Car's also follow the same principles as stoves/furnaces and Energy streams.
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Some feedback on the cars:
Physics: Physics wise the cars are absolutely brilliant, definitely worth the wait! The small car chassis feels really balanced, however I feel that the large chassis could use some tweaks. The large chassis with a single engine is really slow which isn't that bad per se, but the amount of torque it has makes it rather impractical, since even the slightest hills make it struggle. Also, the normal (S button) brakes on the larger chassis with 1 engine are underpowered. It has happened a few times where I went downhill, couldn't brake, went into an obstacle and then didn't have enough power to reverse uphill. I believe since they are more "trucklike" the speed should definitely be slower than the small cars, but they should have some more torque. Also, when running out of fuel the brakes start to act weird, locking up all wheels but driving continues as normal. Sounds wise, I think the front wheels should make noise as well when they are understeering.
One thing that happens sometimes on the race map is that the front of the car digs in under the bridge, maybe make small invisible wheels on the front of the chassis?
Chassis dimensions: I do have the feeling that the large chassis rides a little bit "high". Either the wheels could be bigger and wider (with the chassis being at the same height from the ground) or the chassis a little bit lower to the ground. Also, wouldn't it be nicer to have the wheels on both chassis placed a liiiittle bit inward so if you make fenders they fit right under the fenders? Cool wheels on both cars by the way, they really fit each chassis great!
Engines: Engine balancing is nice, when I tested at Gamescom the Ylandium engine was nearly twice as powerful. I'm happy that they are now equal, since it's a nice tradeoff of building costs vs running costs. One thing that I would like to see is a difference in torque/speed: maybe make the Ylandium engine better at climbing, but giving the coal engine a higher top speed?
Block requests: The current amount of car parts are already brilliant! Although I feel that we could do with a few additional parts to get more creative than the standard Front side - engine - seat - trunk cars. It would be nice to have separate head and tail lights and sloped windows for example. Also a "center" seat would be nice, to fit in between another passenger seat and a driver seat so we can sit 3 abreast
Feature reqeust: I would love to see trailers/carts we can attach so we can have carts for very specific purposes, such as a mobile lighting system, or a mobile furnace on a trailer
Here's my first car, the Praga V3S, an all time Arma2/DayZ favorite
I've made a post elsewhere with a download link and more screenshots! I'm working on a Praga S5T now, which will run on coal instead of Ylandium
Overall a very very very good job!
Adrie
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I'm currently running dutch. What's the easiest way to report any mistakes? As I will probably encounter more the more I play
Adrie
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I know it's not a ship, but here's my next vehicle:
It's a Praga V3S, which I'm sure many have driven in Arma2 or DayZ Standalone
It runs a single Ylandium Engine and therefor is a little underpowered, but on the flipside you can recharge them for free and it won't cause any pollution!
Here's a look at the interior! Hidden under the floor is a small heater to keep you warm in case you take it to the polar regions!
Plenty of space in the back! I've already designed multiple "addons" to put on the back such as a camper attachment and a passenger cabin.
Here's the switch for the heater, the light switch is on the other side.
Currently the lights are non functioning bulbs, because the table lamps are bugged. When they are fixed I will place the table lamps as front lights which can be switched on with the lever. In this screenshot you can see how it should look like in the editor.
Here's the workshop link for it, have fun with it and let me know what you think
Adrie
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45 minutes ago, Achilles77 said:Nice
just noticed one problem, my mouse movement is inverted and i cant seem to change it
I went into the editor, clicked "play", switched on mouse invert in the menu, went back out of the menu, back into the menu, switch mouse invert off. This fixed it for me!
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Has anyone been able to fix this yet? I'm trying to build the smaller model on one of my cars at the moment, but because when placing it tries to place the larger one, I can't fit it on the front of my car.
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When placing a bamboo chest in the editor the chest starts to make weird noises, it sounds like a very strong wind. After about 15 seconds the sounds stop. Deleting the chest before the end of the sound, the sound still continues to play. I've tried different chests, rotations, ways of placing, but it only happens with the bamboo chest. Attached is my output log as usual!
Edit: When testing the map, the same sound starts to play when I open the chests.
Adrie
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Here you go! Do you also need the server monitor one as this is MP? We weren't using dedicated server.
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My friend and I were playing multiplayer (non dedicated) and we encountered a weird glitch/bug. When he tried to harvest wood from a tree, I would get the sound effect as well plus the message "Inventory full", while neither our inventories were actually full. I didn't receive any sticks/wood from it.
Adrie
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1 minute ago, Khanecz said:Sure!
Smaller chassis - 12 x 6 x 9
Larger chassis - 16 x 8 x 9
1 unit is one block of building grid
So we can't build outside the basic chassis boxes? (12x6 and 16x8?) Guess I'm gonna have to revise my car body then
Also, how does it work with blocks that are for example 1x1x2, which are only half within the box?
Adrie
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Just now, Khanecz said:Engines have a set number of generated power, just like generators. Generated power (green lines) and power to propel cars are separate values.
Yes, you can do the whole perpetuum mobile thing with power cells and charging station - this will not be in the game for long, because we're redoing the energy system to make more sense at the moment.
You can use coal and ylandium engines to power anything, even lights in your house etc.

We'll see about the smaller switch, we don't have it yet, but it's definitely a good idea. However you will able to fit a lot of things on the larger car chassis so I wouldn't worry about that

Awesome, I was hoping for an energy redo! One of my suggestions is to drop the splitter, as there are certain lamps/lights already that don't require them. It would make more sense to have the node as an input and output so energy systems are less bulky.
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1 minute ago, John - Ylanders said:I have no clue about a lot of it, however, I seemingly have charged Ylandium power cells, via a charging station, that was attached to a generator. The charging stations takes a while after "charging anything nearby", before it becomes active again to do the same, so I figure a generator on your boat with a charging station should work just fine. I also added two charging stations to the race track I made on the workshop, as I presumed this would be the case! Glad it worked out.

Regarding the switch on the car for the lights, perhaps an even smaller way would be to not have a switch at all? Have a button on the keyboard that turns them on and off, while you are sat in the drivers seat maybe.
Yeah that last one with the switch is a good one, I see that most engines have 2 outputs, maybe put toggle buttons on keyboard 1 and 2? And for the generator I actually meant using an ylandium engine, but the way you say it is also a way to get infinite power. It's gonna be a little bit too big to put on a car but on ships this would be feasible. Which makes me wonder if we should have normal ylandium generators in survival mode since it's quite OP, having an infinite energy source.
Adrie
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45 minutes ago, Ane said:Answering your questions, engines can't be powered by generators, only power cells. And yes, you can place heaters on cars.
Sweet! I'm still trying to find a perpetuum mobile, so in that case: how is power consumption influenced by having heaters/ylandium chargers/lights powered by engines? Could I use an engine on my boat to power a generator, that will charge batteries that will run the engine and so on?
Also, can we use coal engines in our bases/houses to power our light network as generators?
And last but not least, can we get a switch that is just a little bit smaller/more compact? So we can have a switch on the car to turn lights/heaters on/off
Thanks for answering!
Adrie
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Some more cars questions actually! Can Ylandium engines be powered by Ylandium generators, creating cars that can go anywhere without refueling? Also, is it possible to place small (or large) heaters in our cars so we can drive around the arctic areas?
Adrie
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Transmogrifier!
in Suggestions & Feedback
Posted
This actually sounds like a good idea in one way, but makes it kinda easy to just stay on one island. What about you first have to have at least 1 of the item you want to make? Also, coal can be found on a variety of islands, are you sure you've checked everywhere?
Adrie