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WijkagentAdrie

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Posts posted by WijkagentAdrie


  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:

    20180609152855_1.thumb.jpg.ac9599912f7253533f24a84ab5c169be.jpg

    Adrie


  2. I am in!

    My first bug I've found, which is already making this near impossible:

    20180609143421_1.thumb.jpg.5931856fe18841c1f5219d6cbadd9b3f.jpg

    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


  3. 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:

    On 10-10-2017 at 11:04 PM, WijkagentAdrie said:

    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

     

     

    • Haha 2

  4. 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.


  5. 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

    • Like 1
    • Upvote 2

  6. 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

    • Like 1
    • Upvote 1

  7. On 1-3-2018 at 10:51 PM, handofthesly said:

    This is not my creation, it is a randomly generated structure in one of my explore games but it is EPIC. It has loads of coal and even quite a bit of ylandium dust! I love finding these mega structures, I'm kind of hoping that one day the devs will take community creations/builds and start adding them in as these randomly generated structures in the explore games because there are some seriously cool builds out there!

    Ruined Ship.png

     

    Haven't seen that one yet, but that does look like a massive hint towards airships to me :D 


  8. 18 hours ago, kimbuck said:

    @WijkagentAdrie..... perhaps modify the  barrier so instead of "fixing"  .. you need a  iron ingot to craft a key to switch it on ...and  am meter counts  down the   actual ( not iw) days. Every RL week you  get an alert  and the  barrier light  turned  orange ...as a warning ...and you have  2 days to use that  key to re set the  times, and then it  goes back to glowing   blue. if the barrier is  not attended to  after the two days  it goes red ..and  2 days later  despawn  with the  build.

    Another thing  would be able to name your ship  and link that name to your avatar to stop thieves  and  link the ships  name to  your base...     so that if the base despawns, with  inactivity,  so does the ship. Same with rafts  so  they don't  float around after being  discarded

    also   how about    introducing  new ores /minerals ... ie   chalk ..  for   making white  bricks,  pigments ...and potion crafting?  ....... and perhaps   silver? ...  for  crafting silverware, plates decorations , or even personalized name plates  ..( to attach to ships..or  house doors) ??

    :D

    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 :)

    • Upvote 1

  9. 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

    • Upvote 3

  10. 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


  11. 2 hours ago, A3_Melle said:

    Welkom ;) same here with the shooters, i'm coming from the ARMA community (Bohemia Interactive games fan for many years now!). 

    I guess this applies to a lot of us, I've got a few k hours in Arma 2 (mainly dayz mod) and DayZ standalone :) 


  12. On 1-4-2018 at 12:26 AM, kimbuck said:

    oh  dear  aparently   at spawn place  some  a...hat has   run around   stripped all the flint  stones and grass of the island  so   starters   are stuck there... despite the  server admin   replacing  stuff last night.

    really,    what a  twerp!   

    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.


  13. 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

    • Upvote 1

  14. 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


  15. 2 hours ago, Ane said:

    There you go ;)

     

    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


  16. 1 hour ago, Onedown said:

    I agree 100% they aren't going to get a lot of feedback from players who stop playing because of the lagging.  I've stopped playing completely and all I can offer is suggestions for future additions.  I cannot report bugs if I am not playing.  The only suggestion I have for devs is to make the game more playable for as many players as possible regardless of if it's SP or MP.

    ^ 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.

    • Like 1

  17. I like building in deserts, it's viable to do so :) I'd wish that the polar biome would be more viable as well, maybe by placing loads of ores or other resources so it's worth at least establishing some form of outpost? Due to the nature of these biomes using cars is very easy on both :) 


  18. 1 hour ago, Aleš Ulm said:

    Hi guys,

    I'm sorry, but I will answer your questions about the cloud save tomorrow - we have more work on our hands than expected.

    Also I have some bad news - we won't be releasing the update today :( . This morning we finally got logs that we can use to fix one more very nasty MP issue (related to players getting disconnected). We've just had a discussion about whether we should release the update now (especially since we already postponed it once) and release the fix later as a patch - and after talking about it a bit decided against it.

    Obviously there has to be a moment where the update needs to be released regardless of how close we are to fixing more stuff...

    ...but releasing it while it still contains a critical issue that leads to players getting disconnected that we know we can now fix feels wrong. Also it we want to have this present in the update since bug fixing (especially with issues related to MP) is something that the community is most unhappy about (and we know that some players return to the game with every new update to see if it got better and so later patches do nothing for them).  And lastly - creating a patch always generates some unnecessary overhead.

    The update will definitely be released this week - but I won't do the same mistake of announcing the exact day again. Let's just say that we think it won't take long.

    Please accept my apology, we should have known better :( 
      

    Like most other players I don't see any problem with this, any MP fix should be prio #1 :) 

    • Like 1

  19. I'd much rather like to see hollow hulls, and lower hull edges. This gives us the possibility to make 1,5 extra floors, so either a sleeker ship with an extra floor below the waterline or a taller ship with 2 extra floors. This would greatly increase available space. Also some more modern hull shapes would be cool, think catamaran, something more square/barge like, some longer/narrower, etc.

    Best solution for me would be modular ship hulls, with multiple different bows, sterns, and middle sections so you can mix and match, and also create the ship length you need. Like the Lego parts.

    • Upvote 2
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