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JeremiahKane

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Posts posted by JeremiahKane


  1. If Ylands works similarly to other random world gen games, being able to use a seed would allow one to basically restart a specific world, instead of another random one.

    Bojo, I think one work-around, though it's probably more of a pain to do than anything is back up a world after its initial generation, and if you happen to like it, you have a fresh copy you can insert. Otherwise, you can delete the backup.


  2. 14 hours ago, Igor Q. said:

    I think it's a really neat idea, but it seems a little cliche, a lot of games have this kind of theme such as Minecraft with the nether world.

    How would a dark fantasy world fit with the thematic universe of Ylands? (Ylands is set to be realistic with a small magic touch)

    Yeah, it is a bit cliche, but from what we can surmise, the corrupted creatures have been affected by the Ylandium. But from the way things generally look, there isn't enough Ylandium on most islands to have a major effect. But imagine if amount of Ylandium was greater in the environment, then the amount of corruption could be a lot worse. That's the gist of my thoughts.


  3. This thought just occurred to me, so I thought I'd suggest it. A corrupted biome.

    Picture the scene, if you will. A dark colored island in a state of perpetual darkness due to the shroud of dark mist surrounding it. Teeming with hostile corrupted creatures. Maybe even some mutated horrors. Throw in some dark, maybe corrupted flora and perhaps a dark stone-variant, and you've got yourself a party.

    A deadly party, but still a party.


  4. 3 hours ago, Adam Snellgrove said:

    I will look into this and see, if something like this could be possible, what the obstacles to this would be and how they could be overcome.

    That's great. Thanks, Adam. My thoughts on some of the obstacles, both client and dev side, would be managing the generation of the world so that it won't overdo it on the client's system. Generation and load-times client-side would be the potentially worst part, as it'd most likely take longer.

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  5. On 12/6/2019 at 8:11 AM, Adam Snellgrove said:

    We will see how the servers hold up, but right now you can have up to 6-7 Ylands on an Exploration map but they are all unique and all have things to find and stuff to do. But you can make a custom Explore map in Editor and have as many Ylands as you like ? But it won't contain tiers and Random Encounters, though you can create your own and then have others play it too.

    Now I won't pretend to fully understand the coding side of things, but my suggestion would be to make an option to allow players to choose how large they want their worlds to be. You can restrict this on your server for now, while you're still testing things. But letting players choose anywhere from six to, I don't know, maybe 30 islands to generate would allow those simply playing alone or peer-to-peer with friends to get the most of their games. I'm a little hard-pressed to consider the game much of an exploration game in its current state.

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  6. 23 hours ago, Aleš Ulm said:

    * Map not saving in MP for clients
    This is a known issue - map doesn't work correctly outside of SP. It needs more than one simple fix. We understand, though, that it is a crucial tool and needs to work in MP as well. As soon as it is fixed, we can start working on one of the most requested features - putting notes or symbols on the map.

    While I can't claim to know how Ylands' save system is setup to handle maps, from my time as a former admin of a Minecraft server hub, I can make a suggestion. Setting a system up to give each map, both crafted and generated an ID number and saving map data to said M[ap]ID# should fix this issue. Depending on how the data is handled currently, you might even be able to make this fix by the 0.7 update.


  7. Apologies for the double-post, but I just did some durability testing via crafting.

    First, I loaded myself on stone chunks. Then a chisel. Then I started with the stone hammer and made some of the small stone blocks; the one's that make 20 blocks per craft/chunk.Made all I could, and the stone hammer broke at 20 chunks used. Then I repeated this with the iron hammer and war hammer (separately, of course) and each broke after 60 chunks used. So, now we're at 140 chunks used. Chisel's still going strong. Repaired (with basic repair kits) all three hammers: The stone took 1; the other two took 3 each. I then junked the iron and war hammers. Repeated the crafting, then repairing process until the chisel finally broke. 60 more chunks used. That's a total of 200 chunks/crafts. Repaired it, and it took 10 repair kits.

    So, from this data we can assume that the durability of stone hammer is 20x, whereas x is the amount of durability used during crafting. (Frankly, I don't see the durability being 20, since I've swung the iron hammer at stone blocks for more than 60 swings before it broke.) And the iron and war hammers are 60x. As for the chisel, well, it's 200x. And as for the basic repair kits, we can safely assume that they repair 20x durability each.

    TL;DR The chisel will last 10 times longer than stone tools, and ~3.3 times longer than iron tools in crafting.


  8. Yeah, I have. Numerous times. The more durability something has the more repair kits it'll take. For example, take a stone axe and an iron axe and use them til they're both broken. Pretty sure the stone axe will break much more quickly. Repair them. The stone axe will take only one, whereas the iron axe will take three. If one was able to get exact number values on the durability of items, I'd be willing to wager the chisel has a lot higher durability than any other tool.


  9. It's a known issue. I've had it happen to me when I was playing with a friend, who was hosting. His map would be fine, but mine would reset if I relogged. Admittedly, it really sucks, as it makes it so you are kinda worried about venturing out on your own and completely losing your way if you have to relog.

    While I don't claim to know how the game handles maps and the saving of them, I think they could relatively easily remedy this by making it so that each map, crafted or otherwise spawned, has it's own ID number and the progress of each map is saved to a file with said ID. However, since it seems everything is saved to a singular, bulk file, it's harder to judge how the game handles saved information. As a former admin of a defunct [modded] Minecraft server-cluster, I can vouch for how bad a bulk file for all information can be a bad thing. But I digress. It would probably require a bit of a rework to how save files are handled to hopefully fix this issue.


  10. While I'm not discounting that the game is at fault, one thing you may want to do is to look into the report from the BSOD.

    https://www.reviversoft.com/blog/2013/12/how-to-find-out-the-cause-of-your-bsod/ This will show you how to find the report. It will also help if you look around the time of the last crash. Or an easier method, though most wouldn't recommend it, is to recreate the crash, if you can. It'll give you less to dig through and a better chance to more easily find it. 


  11. One tip I can give you, to cut down on deconstruction time in single player, is that you can open your world in the Editor and delete the offending blocks. Save. Then reload the world. Blocks are gone. Just gotta make sure you load your Exploration save, as the Editor will generate a second file of your world for access to it in Editor. This is helpful, too, since if you mess up again, all you have to do is load the Editor save file this time, instead of reloading Editor first.

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  12. 4 hours ago, Antimidation said:

    1x2 Triangle placement-
    One might think that you could piece together the blocks you have provided in a tight knit manner, the 1x2 triangles are essentially 1x2 rectangles split diagonally and used to make walls or beams at angles, for roof tops, lets say. You cannot complete a rectangle with 2, 1x2 triangles if both sides of the shape are taken up by other blocks....in other words, lets say I have a hole in a floor with the exact shape you provide, a 1x2 triangle, this will not fit, it will say "There is not enough space" I have attached screen shots of what I mean. This should not happen, i should be allowed to place this block into this space. 

    Suggestions:
    Maps - A major quality of life improvement for the map is needed, mainly just all the typical things you see in every single other game out there, way points, marking the map with symbols to mark locations, etc. Also maybe you can somehow share map information with people? Lets say I make a map and the person I give it to will see the things I have uncovered and they can explore from that point? Maybe the ability to hot key it if it's in your inventory but not in your action slots?

    *snip*

    Make the world more alive - It's a great world so far but it needs more danger and action....people who like to make their own games privately won't have much "adventure" if there is no other dangers besides some beasts to contend with, maybe add in some bandits, pirates, or even friendly villages and towns you can discover? 

    That's usually how those block types work in most voxel/block building games. There's nothing wrong with them, in my opinion. Trying to interlock them, unless of course for aesthetic purposes, is a tad redundant, when you can just use the full, uncut block.

     

    A lot of people are suggesting additions to maps. (Myself included. See my "Workstation Suggestion: Cartographer's Desk" topic. [/shameless plug]) I think they're top priority should be to get them fixed for MP first. Being Player 2+ or playing on a server, only to have your map wipe constantly inhibits a bit of free reign.

     

    They have confirmed they are working to get NPCs and NPC bases/ports/villages into the game sometime early 2018. They haven't given any specifics on dates, that I'm aware of, though. 


  13. Love the game so far, even despite the MP bugs. (Let's face it. Those are the worst one's.)

    Now, on with the show. My suggestion is a Cartographer's Desk. It should serve a number of functions, separated by tabs of course.

    First function: Map Marking. I've seen this suggestion in another topic, and while it's a great idea. I think it should be limited to a workstation. Of course, you'd need to have an unbroken writing tool in your inventory to mark key points on a map. Or erase them. This should also allow for a much greater zoom out functionality.

    Second function: Map Copying. This would be a boon, especially on MP with the current map-wiping bug. Or even later, when said bug is fixed, it'll allow for co-op/teamed players to explore independent of each other and then combine maps. (My thoughts on the map wiping bug are that, at least in peer-hosted gameplay, the only map saved is the one(or ones, mayhaps) used by the host player.)

    Third/Fourth function: Creation of a Wall Map. This one may be a bit trickier, given the need for a current map. But never-the-less, I could see this one creating a nice, and semi-functional, wall decoration. First, you'd need four pieces of paper or leather to craft the Wall Map. Then you can take it and your regular map and copy a segment over to it, with the ability to zoom out far enough to (hopefully) capture other Ylands. Of course, the Wall Map should be placeable like paintings or carpets. The block dimensions of it, I would say, should be no greater than 6x6, but no less than 4x4. Given how easy writing tools and paper are to craft, this could also allow, with maybe a bit of pixel perfection, to create large map-murals. (Kinda like in Minecraft, where you could set maps up in the right spots to map out a large-scale area and place them on your wall with item frames.)

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