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bojo2736

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    2006
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Posts posted by bojo2736


  1. I found a bit of weirdness.   If you place a candle and make it unpickable, when it's lit it is pickable.  If you place a lit candle and make it unpickable, it is pickable as soon as the flame goes out. I assume this is because "candle" and "lighted candle" are two different items in the editor.

    Either way, you can't have unpickable candles.


  2. I want to put some NPC traders in my game.  So many questions.

    How do  I limit what my NPCs will buy?  For example, I'd like them to only buy crafted items.  The goal is to not just "give" items to players.  I want there to be some effort.

    How do I make it so the NPC doesn't get full of purchased items in their inventory?

    How do I make it so the NPC doesn't run out of gold pebbles to buy things?

    How do I make an NPC only accept gold pebbles as payment for purchased items?  How do I set the price?


  3. I realize we hit full release and the holidays all at the same time.   But I am trying to plan here.  Is Nitrado going to be a viable alternative?  Can someone tell us what the hold up is?  I could run the game on Nitrado until Beta dropped. 

    Now I can't.   I paid for a month with the promise that it was coming "soon."   What is really happening?   I can use BI.  The problem being 1) it is more expensive 2) I have less control 3) I can't share admin access 4) I don't like being forced into a single option. 

    I am trying to build a community here guys.  Difficult when access becomes limited.  Please kick Nitrado in the nuggets or find a company who will work with you. 


  4. Make a sandbox inside editor, when you are done with the scenario and are ready to play, (don't forget to save) hit enter then type /exportlocal.

    Then go to all games, use the tabs to sort for your local games, then click on the game you want.  It will open and you can create a game from the scenario. After you have played it, and you want to get back in to play at a later date, you will find it in recent games.

     

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  5. So, example.  I was on a world generated by someone else. I liked it, so I checked the seed. It was a sandbox world, so regeneration wasn't a problem.  It wasn't my file but I can make it in sandbox now.  I would love this option in exploration. 


  6. Does it work? I built much less onto the catamaran and that thing is a beast to sail. Forget about turning.

    ETA: I just noticed you have boxes for planting. Have you actually planted them? It used to sink a ship if you planted things on it. Has this been fixed?


  7. When I find a map I like, I can use the console command /showseed which I can use only in sandbox to generate a similar map.   Is there a way to use it in exploration or explore editor to generate the island?  If not, what is the purpose of it?

    @TomasGestinger

     


  8. Unless something has changed, you can delete table but not the ghost. In that case, I would jump in with a cube, finish the construction,  then pull it into editor to delete.

    One of my other games identifies who built a structure. It would be great if Ylands had this. Even if just as an admin function.

    We need more in game admin tools to deal with trolls.

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