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WijkagentAdrie

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Posts posted by WijkagentAdrie


  1. I'm really looking forward to this patch, it seems that there's a lot more content, especially for this short time in between patches :) A few quesions:

    Will there be any improvements on the dedicated servers?

    And will the Coyns system be introduced along the new item store? Or will it be more like a placeholder/testing kind of store.

    Edit: one more question: can we paint stone in a sandstone color for example? And if so, why wouldn't I make everything out of wood? It's easy and safe to get, renewable and environmentally friendly :D 

    Adrie


  2. Heya! The game is currently not on sale anymore! It will be back on sale after the official steam release, I believe before the end of this year :) There's a few topics around here with some beginner tips, and you can ask specific things in this topic of course. Enjoy the trial!

    Adrie

    • Upvote 1

  3. Hello,

    I've encountered a bug with the rendering of the sandstone ledge in the editor, upside down. When I place it, the block immediately turns into a 1x1x1 cube block as you can see. If I do Ctrl+z (undo), the last block disappears ofcourse, but the other blocks suddenly change into the correct model.

    Another bug that I've encountered is that when I move a small composition consisting of windows, sandstone blocks and decorated sandstone blocks, the sandstone blocks start to become glitched as if there's multiple of them in the same space, and so do the windows. Deleting the blocks and then undoing the deletion turns them back to normal.

    Adrie

    output_log.txt

    Ylands_171102_183130.png


  4. 2 hours ago, AlphaSSB said:

               When I initially started up Ylands I felt as if I was extremely limited by the crafting system. With time I managed to get used to the system but it still confuses me from time-to-time. When you click an item you cant craft there may be an item you havent seen before. On the left side of your screen you see the necessary resources to craft the item. I think it'd be a great idea if you could click on the item and it would lead you to it's recipe.

    As an example: Making glass.

    You click on raw glass and the game brings you to the same interface you get when you open a Glass Forming Stand.

     

    I fail to see how this would take out any survivability of the game, and therefore think that it would only make gameplay more pleasing.

    The devs already confirmed this is gonna be vastly improved! :D Sneak Peak #39 gives you a look into what's gonna happen with it (click the post to go to the topic!):

    Adrie


  5. I think that this is by far the least "controversial" dev diary/sneak peak in a few weeks now :) it sounds very reasonable, balanced for now and the option to have it our way later on is very welcome!


  6. 7 minutes ago, Myrik Greene said:

    I completely agree but I think for now the team is afraid of alienating more casual users and I think it is not so big deal.

    Fair enough as well, I'm looking forward to the next sneak peek to see what's gonna happen with it :) 


  7. 9 hours ago, A3_Melle said:

    Played some DayZ last week and this got me thinking: if you have such a object in your inventory (container with a personal key as example) and I "kill" the other player, all his gear will drop on the ground and makes me able to pick up that container and take out the special key, and if I have his key I will have access to his chest/locked object.

    I'm guessing "non droppable" or "non transferrable" items would fix this, but I honestly believe the best way to fix this is by using code locks on your house :) There's no fun in adventuring if there's no risk right?

    In case code locks are far more expensive than normal locks you could always put your key pouch inside a single code lock protected chest, this way you could store your keys quite cheap and safe.

    Adrie

    • Upvote 1

  8. Heya!

    I've got some suggestions for the game, mainly revolving around the polar biome but also about weather/climate in general:

    In general, there isn't much reason to go to the polar regions, let alone try to live there. I've tried but I constantly had to import stuff from other islands.

    At the moment, there are no ores/resources at all, but a few polar bears and tons of penguins. It would be nice if there was some kind of "reward" of going there, for example vast amounts of ores in the ground. Now there's only dirt and snow.

    Plants grow anywhere, regardless of light, water or temperature. I would like to see this changed. For realism, I've put plants in pots in a cave with heaters and lights next to them, powered by wind turbines. It would be nice to make this necessary, and have plants grow based on the surrounding temperature. Also having a way to water plants would be a nice addition, to make it possible to grow plants in deserts?

    There's currently no way to see the in game temperature but I've got the feeling that the heaters don't do very much at all, both the small and large heater. Having fires is more efficient, which defeats the purpose of the heaters. Plus I don't want to have massive bonfires in my house all the time :D  I've tested the heaters/fires outdoors (maybe heaters work different indoors?) with different sets of clothes. Their range is ultra limited.

    When these things change, this biome could be a nice endgame place or a more hardcore way of life (with the added reward of finding lots of resources/ores). This could lead to more trade and cooperation on multiplayer servers as players have to rely on items from other regions for survival :) 

    Adrie

     

     

    • Upvote 3

  9. 19 hours ago, kimbuck said:

    Ok  there are  suggestions for    more female  clothing...    a compass

    How about...   A harpoon gun for dealing with sharks?

     Gangplank that's  movable  for boarding  / leaving  moored ships

    With the  new  colors,  how about  stained  glass windows?

    Thin iron/steel panels  for  cladding or  building....

    Ability to rotate panels etc 45 degrees?

    curved pathways/roadways   ..that is,  panels that are  shaped like  segments of a circle/annulus  that  can be  rotated to form  curves..

    I am sure to think  up  more  stuff to annoy the  developers with  :ph34r:

    I think that moving panels 45 degrees gives you the problem of not being able to work with the normal grid, because then the blocks won't join correctly anymore! Also combining multiple gridsizes gets really messy! Maybe if we got more sloped blocks/panels we can make 45 degree angles ourselves?

    Edit: I've been thinking about how to make this work, maybe have block to block snapping, instead of snap to grid? With multiple snap points per block.

    • Upvote 1

  10. A week ago I literally thought, what if this game had a radial menu? I've played Star Wars galaxies where this was used everywhere. A good default button would be the ` (tilde) key right between ESC and TAB :) Looking forward to the colors as well, gonna have to recolor everything I made so far which is gonna be a huge task!

    Adrie


  11. When going into caves, mark the tunnels where you came from with a pile of glowing crystals! If you're clever you use blue crystals in desert islands and red crystals in islands with blue crystals :) 

    Also, pick up any huge mushrooms, they are very usable to make staircases and bridges in caves, plus you can pick them up and use them again.


  12. Hey all! Today's build is dedicated to @kimbuck and her fight against the sharks! 

    I wanted to research the issue and study the sharks behavior, so I had to find a way to observe them and follow them underwater, safe and fast!

    Ylands_171010_222600.thumb.png.488a365b30b3c3cc25d4232e7a046374.png

    yellow%20sub.jpg

    This is my yellow submarine! It's built after the submarine on the cover for the Beatles' song "the Yellow Submarine".

    Ylands_171010_222104.thumb.png.3f4e6a66e082a845772907d5f051b7c8.pngYlands_171010_222337.thumb.png.6ca2b8bc122693d41f193d88fbb5f4a5.pngYlands_171010_222340.thumb.png.8f78a6f69f312f25331bf519bd495dd0.png

    Ylands_171010_222355.thumb.png.5b871bc7069609f518334a12058faf71.png

    Let's start off with the technical side! It's actually built on a large car chassis instead of a boat chassis, to be able to get under water and drive over the sea bottom. To prevent the engines from stalling they are located on a huuuuge periscope. This can be done using a technique I discussed in another topic:

    The problem with having such a long mast is that the car wanted to tip over, but the chassis tries to keep it upright. The car kept moving like a pendulum on the bottom of the sea and every time the engines submerge the car loses all it's power. To prevent this, I've added a load of engines in the bottom of the submarine. In every engine you see are 2 more engines to put in more weight! The driving underwater finally becomes doable, sort of. I've tested it with shorter snorkels and driving under water is funny in general, no matter the car's balance.

    Ylands_171010_222416.thumb.png.7c32f1e5b633eccfda338f97ba1e8aec.pngYlands_171010_222413.thumb.png.4622253b290a8a223c5f6050dc6ffa46.png

    The inside of the submarine is very cramped as most space is reserved for the ballast. I could've used a rope ladder and put some more seats in, but I might do that at a later time :)  For now, let's see a short test of how it works and look for some sharks!

    Ylands_171010_222511.thumb.png.f6f4ecc545368ee76073c43172e0a59c.pngYlands_171010_222737.thumb.png.78985d7bf7283342aa0a7e5a67631aaf.pngYlands_171010_222821.thumb.png.eb427b190f7af6e28ea2df31a6acb75f.png

    I've first tried to reach the island, which went perfect! Next was a short depth test:

    Ylands_171010_222935.thumb.png.3ff8cf51ad8e85385ce2610076b2dd05.pngYlands_171010_222947.thumb.png.5c1a55b2e723e5e3bf722cec402ff599.png

    At this depth the periscope still sticks out a lot above the surface, so I can go a lot deeper still! When driving on the surface the car does wiggle, so when you go deeper the engine occasionally drowns for a few seconds. The handbrake stabilizes the car and if on flat terrain, raises the engine above the water again. Now let's investigate some sharks!

    Ylands_171010_223226.thumb.png.9aab685e38affcb95ec9e9f619bcb3fc.pngYlands_171010_223327.thumb.png.2a4484615c21237caeb712a992f81815.pngYlands_171010_223338.thumb.png.81163d5e1461cd242ad37ae6dc82bed9.pngYlands_171010_223346.thumb.png.a79110a805a120787ba9d0686ab01c79.pngYlands_171010_223358.thumb.png.0347db3791c82368ab377481b42eb038.png

    It only took me less than a minute to find a shark! However it seemed to show no interest in me, instead the shark tried to flee! I've tried to throw some bait in the water, keep it in the sub, but to no effect. After chasing it, more and more sharks joined it and they all went in the same direction. Where they taking me somewhere?

    Ylands_171010_223436.thumb.png.e3493316fb52a3c583b03823494b77e6.png

    Unfortunately my chase had to stop early as my submarine got stuck in a ditch :( I managed to get it out a few minutes later but the sharks were gone. Were they playing me or did they want to show me something? This story will be continued!

    Adrie

     

    • Upvote 3

  13. Heya, I've been trying to break test car physics some more and found  a few more "problems" in car behaviour: 

    Ylands_171009_220640.thumb.png.0a19e2fedea4ee024db4a3f5228c32ab.png

     

    After testing cars on boats and horses on boats I thought, why not test cars on cars? But unfortunately before the latest release I couldn't make a car big enough to put my other cars on. But now with the new glitch/mechanic where the drag/move function works again, I could finally do it and make a nice truck :) So I tried it and what you see here is the result :D 

    I used a crappy ramp and drove the car straight onto it, all went perfect! However there are some very weird things going on:

    1 The driving of the van changed quite a bit. It's still drivable/doable to get your payload from A to B :) But this is the same problem as with the boats/horses so I suspect this is being worked on,

    2 When I got into the car and drove around I could actually move both the van and the car by driving the car on the back. Steering was not really good though, but when I went backwards I had loads of control!

    3 Skid marks appear in mid air,

    4 When I drive the van/truck, the car wheels start to rotate with the same speed as the van is moving while the car is not moving relative to the truck bed it is on. I checked how this works, but it doesn't happen when I throw the car in upside down,

    5 Birds fly into the car and get a load of hits really fast and then die,

    Ylands_171009_222718.thumb.png.faa7583bfa81e6d7f117c07309ab9824.png

    Here I'm driving the combination by driving the car! And when pulling the handbrake the skidmarks are in mid air :D 

    Ylands_171009_224549.thumb.png.9ad055a26d908d37faa803c0e86ada30.png

    I checked the wheel behaviour, but in this position the car wheels don't rotate when driving the van!

    Thanks for having a look!

    Adrie

    Ylands_171009_222555.png

    • Upvote 1

  14. 1 hour ago, BigBoss87 said:

    Thank you Adrie!

    Where is this XLVII - XX? I coould not see that sorry :)

    Thanks handofthesly

     

    It is on the top of the blocks in the bottom right of the picture! Sometimes it's buried under the ground so you have to dig it up to find it :) 

    Adrie

    • Upvote 1

  15. Well the sum reads XLVII - XX. I'm not gonna tell you the answer, only how you can calculate it :) All the roman "letters" have values, V for example is 5, I is 1. If the smaller letter is RIGHT from the bigger letter, you add it, if it's on the other side you substract it. For example: VI = 6 (5+1), and IV = 4 (5-1). 

    M = 1000

    D = 500

    C = 100

    L = 50

    X = 10

    V = 5

    I = 1

    Good luck trying to solve it now! :) 

    Adrie

    • Upvote 1

  16. I've been thinking about one more thing: How about cars/boats? Are they standard equipped with protection or is there gonna be a way to protect them? If we can get larger doors we can store our cars safe inside, but ships would need a mobile generator I believe. What would happen if 2 generators overlap, say you sail your ship right next to someones house on the coast? Etc. :) 

    Adrie


  17. 8 hours ago, Ane said:

    Thank you, that's still useful, Adrie! I'm afraid this doesn't have a quick fix though :(

    Thanks for your response! I think this is part of the discussion of "should we even build things this huge". I don't think many people are going to encounter this problem for now. If you do have the problem that you can't delete a block, here's a workaround: for buildings, just drag it allll the way down into the earth as deep as you can. For ships, drag the blocks into the hull :) It's not a nice fix but it gets the job done!

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