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Designated Drinker

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Posts posted by Designated Drinker


  1. 4 hours ago, JeremiahKane said:

    As far as the Chisel is concerned, it seems to have a greater durability than most other things. Probably since it's only real use is crafting. Which is unlike the Saw or other tools that can be used in the world. The rest of it, no idea.

    yea but have you tried to repair a broken chisel? you need like 20 repair kits


  2. just posting a few pictures of a map graphical glitch and a possible chisel bug 

     

    • the map one the two tiny ylands it is showing are not there just ocean, pretty sure this is from some other part of the map and it somehow got glitched there
    • chisel possible bug is it takes 5 repair kits to fix it up from used status, where everything else from broken only take 3 or 4 
    • and the 3rd one when switching to hide all the interface if you go into your bag and select an item it comes up on the screen big and you can't move and get stuck 

    map1.jpg

    chisel.jpg

    stuck.jpg


  3. 46 minutes ago, Ethan Gordon Wilson said:

    Yes, balance is key, though where is there balance in a map where there's one player, versus a map that hosts over a dozen, and Ylandium is scarce all around?  Veins seem large, if you're playing SP, but in an MP environment that vein may barely support the demand of the player population.

    Some maps seem to generate a lot of Ylandium (one writer mentioned having plenty of Ylandium ore to spare after making all the ylandium items) where another mentioned a whole map and only 12 or so dust in total.

    Cavern generation could be worked on some, I think, though I've only played in 3 different maps to-date, so haven't seen the min/max of cavern depths just yet.  I observed one massive cavern system with a few Ylandium crystals, but still a lot more depth available below that cavern system for more caves could have been generated (I used the face-in-wall-McCheaty-vision to glean this).

    Perhaps there could be an Ore Generation section inside the world generation options at the start of a new map.  Allowing the player to select the ore concentrations for each ore, or at least one slider for overall ore richness across the whole map.

    Thanks for sharing. ;2)

    i think the copper on this one yland i have found is enough for 20 people i am only guessing at 10k copper i will mine every drop and not use any to see the real number, what they could also do is have random items you find some old ylandium objects like broken lanterns that you could break down for dust, and make sure every item you can break down for some of the items resources back, to kinda recycle or a recycle workstation that you put objects in you no longer wont for some resources back, broken swords ect give resources, maybe there should be ylandium broken items in the generation also for dust, little things like this would make a difference, added with tiny veins of ylandium ore/crystal deposits that are not in a cave but just deep and random under ground. so when you actually strike ylandium ore/crystals you are like hell yea, instead of the oh there is some copper/iron/clay cool but i have tons. 


  4. finding a balance is key, need to keep them,rare/hard to find, i guess the game needs ylandium ore possible at a very  low depth in the earth and very tiny veins, i would like to see the other veins in this game reduced by 50% in size, i mean i found some copper i dug it all out and i had over 1,000 copper from one vain, so now i don't need to find another one, even with more players this yland i found has like 10 copper veins and they are massive has to be well over 10,000 copper on this single yland, seems way to much  

    • Thanks 1

  5. On 12/26/2017 at 6:35 PM, arkaeldren said:

    Necro time,  how would anyone edit other Ylands with out being able to find them? This should be a "Mandatory feature" in the editor.  Along with "Move to Current Char Location".  Thx guys keep up the good work.

    save locations to quickly zoom to them is also needed, finding a certain location in the editor with max size is near impossible, so for now i use spawn locations as markers and i name them cave 1 ect ,once you are done with the map editor you can sinply remove the spawn locations 


  6. On 12/22/2017 at 5:21 AM, Ethan Gordon Wilson said:

    Request:  Consider revamping ore generation algorithms to allow the following:

    1) Generation of ores in and around cave systems. and less occurrence of surface ores (approx 20-40% less than currently observed).

    • Encourages more cave exploration - more risk/reward
    • Smaller surface veins of ores - larger veins underground!
    • Small samples of ores on ground (more than just flint - allow for occasional iron/copper/gold ores - perhaps near (above) seams generated underneath the surface to hint miners where to mine).

    3) More concentrations of minerals in certain areas:

    • flint near hills/mountains
    • clay near water
    • gold/copper/iron underground and around/in mountains and hills
    • shape deposits in characteristic ways to be unique to each mineral/ore (coal in horizontal seams, gold in vertical, flint in round patches, etc.)

    4) More Ylandium deposits!  I've yet to find one crystal in two maps!

    • need more mutated creatures or more dust drops from each one slain.
    • crystals need to spawn at higher levels than currently seen (by others - not me).
    • higher dust yields from processing crystals.

     

    so about the mutated animals if you leave two alive wont they have babys, you could kinda farm them right? maybe set up some kinda trap/box them in to breed and harvest?

     

    and yea i agree i would like to see surface ore a lot less probably 50% less, maybe that is for a hardcore mode? 

    • Thanks 1
    • Upvote 2

  7. 3 minutes ago, mid endian said:

    Have you considered using the editor to make exploration harder? It cuts both ways. 

    a good idea however it would take you hours and hours to even find and remove stuff from the other ylands, finding them in editor is the biggest pain, so if you have 8 - 15 ylands to find ha lol 

    • Like 1

  8. 26 minutes ago, gbkisses said:

    Hi !

    Yeah what an idea x)

    Well, there should be parade for that, like authorizing fresh joigning members to do things or not,  (ie the guild bank in wow - sorry for that).

    Well I'm frustrated by "accessing things faster than the normal way".

    To me, the Editor should be limitated / syncable with the Creation mod. However, any creation via one of these game could be crafted in the "Exploration mod".

    Authorizing an edit in the "Exploration mod" is an opened door to reversing the "exploration" game, as I can see it now. I see it more Survival game than a "Minecraft" game. This.

    Maybe I'm wrong, but this might come from the day I was playing Diablo offline, then tried online. Everything was fucked and cheated.

    they could just have it so you can only edit the start yland, i don't know how much you have played with the editor, but open your exploration game in editor and try find another yland on it, not a easy thing to do, and if you want to public your game, never wise to build a base on the start yland because you will get robbed.


  9. you can also move the anchor leaver where you like in editor mode, and put blocks into each other to fix the problem of say no 1,2 or 3 square blocks that some items don't have like logs only come in 4 squares, with the editor you can move them into each other easy, is why i was saying i wish we had the editors build mode in play mode, of course needing the items to build the stuff in play mode, but the view and the things the editor building can do is far better than play mode, which adds to the question why would you go through the nightmare of building a big structure or ship in playmode, when you can do it so much easier with free camera angles ect in editor mode.

     

    also i must say it is hard to build symmetry with a 3 squared door, please give us 4 squared doors, and the ability to cut down logs,beams into 1 square 2 square and 3 square.logs/beams with the saw 

    workstation, workbench?

    workstation.jpg

    • Upvote 1

  10. 5 hours ago, gbkisses said:

    The thing is that you can switch between SP and MP as you want.

    It kills the game a little bit to me. I dont get the point of being able to edit your game in exploration mode. Indeed if you don't want you don't do it. But as you can,  it just spoils the game as it should not. 

    I love the game so far, but maybe it's not my type of game..

    At least an edited exploration game should be tagged as edited! 

    so i am with you kinda but lets say some random guy joins your game, he spawns in the same place everyone starts at he is a troll so he digs a massive hole on the spawn and box's it in with stone/ect, you could then once you realize simply go to editor delete the blocks and fill the hole in, currently there is no safe/build free spawn areas on the game, there is many reasons you might want to use the editor other than cheating.


  11. On 12/27/2017 at 8:40 AM, Ane said:

    That's how it works in Creative mode :)

    the reason i think controlling where people spawn is important is because what is to stop say people spawning in and digging a massive hole right on the spawn, that is my fear, i know most people don't do stuff like that but it only takes one guy, so triple metal flooring is what i do, as changing the hp on items does not seem to work in the editor?


  12. 9 hours ago, Ane said:

    It sounds to me that you're playing in Creative mode? In that mode all the ylands have the same biome and you don't sail to other ylands etc.

    So try running an Explore game instead :)

    yes i used the editor to generate a map but when doing so i did not get to pick which mode i wanted, if i do a explore mode i cant pick the number of ylands,size and add in spawn points ect, so i like the creation modes options control how many ylands and the size, but i like explore modes biome diversity,distance between ylands , and random caves, i can live without the caves in creation mode as i could create my own, but why not add biome diversity to create mode, or a tool to create a new biome, i tried to add snow on an island i made on creation mode and polar bears but the biome i picked for the entire map was arid so it wasn't cold on that yland.


  13. i don't like to cheat so what i do is gather resources for a ship write down what i have then i exit the game and build the ship in the editor, the editor building is so much easier, i kinda think it might be the camera view in game that is the issue, tall structures are very hard also, so you kinda need to build a temp ladder system on the side while building to get a better view of what you are doing (then delete the ladder system in the editor). 


  14. so i picked a seed at random and selected five max sized  ylands but it seems to me that it is just one giant map? i have sailed all over and can't find anymore ylands, is it possible to view my seeds full map to see what is going on?  if there is five then they are so close they look like one to me (there are a few tiny ylands off the main giant one, but hell i can swim to them and they are tiny), if the case is they are so close would be nice to have an option to spread them out far from each other, with the addition of having each yland a different biome so we can build everything in the game,if we go far out and explore other ylands(making you need to go out and explore), at this point it seems the five ylands generator just gives us one giant yland with 4 tiny ones instead of kinda sharing the land between the 5 with abit more distance between them unless i am missing something?

     

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