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Stephenw1992

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Posts posted by Stephenw1992


  1. Hey guys! love the game and can't wait to see what is released in the future!

    1: I know someone already asked about flying vehicles but i was curious about ground vehicles. Is there any kind of train or mine cart planned?

    2: With the mine cart in mind, do you plan to spawn resources deeper down? right now theres no limit to how deep you can dig (or at least seems that way). Do you plan to generate ores, crystals etc randomly/in pockets below the surface?

    3: I spend all of my time in editor but when playing in game i remember finding diamonds.
    At present they have no recipe that uses them but i was curious what is planned for them in the future and what other minerals etc you plan to add? When actively playing, i Spend most of my time mining.

    4: Going back to editor, as i said, i spend all of my time in there. I love trying to create challenges for player and i was curious about what additions are planned? maybe some sound blocks where the pitch and length can be controlled?

    A side note: the ability to flick a switch back when using logic before its completed one action would be useful for a few things (ie being able to string multiple uses together in a quick rhythm).

    Thanks again!

    Secret mole man


  2. 2 minutes ago, mid endian said:

    If you can set up a night time zombie (mummy, mutant) spawn, let us know. 

    yes you can, one of the changes in the update was you can make time triggers start at a certain time of day. you would be able to use them, labels as points to spawn at, or even link them together to create waves. by assigning spawned enemies a label you can despawn/kill/disintegrate using a time trigger set to start at a time (eg 6am,) and "perform action with entity">"labelled entity">assigned label>"disintegrate"

    if you dont want them to despawn however, make sure you have an event listener programmed to listen for a set limit on said labelled entities to disable spawning or you may end up with more than a full server could cope with 

    • Like 1
    • Thanks 1

  3. 3 minutes ago, mid endian said:

    I haven't tried to despond someone's inventory, but I'm not even sure how to check that it is empty.

    I know the standard vendor NPC is spawned in at a certain time. It just needs to be assigned a label for Logic to interact with it. An action sequencer populates the inventory for the vendor. This may be less laggy overall. 

    Are you trying to preserve the inventory for each vendor, when a player interacts with it?

    hey man,

    no i've tried all kinds of things. assigning labels to items, assigning to vendors... 

    the only way i have been able to so far is by using "check inventory" and having "remove" checked. the idea is to empty the inventory of a specific group of NPCs but without despawning and spawning new, the only way so far seems to be what i mentioned above. at this rate i may just kill and respawn them since there going to be thousands of items to check for and that is not going to be healthy on the server


  4. hey everyone (and @Ane if nobody else knows)

    Right now I'm programming a whole load of npcs for trading, has anyone found a way to empty an npcs inventory without either despawning them or doing what i'm currently risking and setting up logics to check their inventory for every individual item? this is going to drive me (and my server) insane at this rate lol


  5. hey everyone,

    I was just curious, you can see the average ratings and number of subscribers on your own and other peoples creation but i was wondering if there was a way to see the number of downloads on your own creation?

    Thanks in advance


  6. 3 hours ago, Eujen said:

    Aye, all good then.

    Ya I'm planning to generate a world via creative or custom or whatever the such. Since for now you can only see the map when doing that. With Preview.
    So I'll keep generating until I find one that I am satisfied with.

    After doing so, it's all a matter of adding land via the terrain land in the editor. I had some fun with it last night and it's not so hard, and actually fun. A bit glitchy/buggy at times but hey. Better than none.

    And yah, for now/starters I think I'll just create the different buildings and such that I want in said world. That way I'll be able to create a mental image of what things are where and such. Which is good since 0.7 will hit by the time I'm done with all the buildings most likely, so I'll be able to see what new stuff will be added. And then mess around with NPC's in the editor and see if I can make em behave in different ways. Allies, Neutrals, Enemies, have em drive cars or ships etcetera.

    But aye, thanks for the reply. That's some helpful info :3
    Cheers.

    from what i know, they'll be non combatants. the most use i can see so far is for trade. they want to fix combat before adding NPC combatants


  7. 19 minutes ago, Eujen said:

    Hey there!

    So I have finally got the game.. earlier than I said I would in the Suggestion thread I made. (Couldn't wait.. what can I do)
    Anyhow.. I've seen the latest sneak peek.. which says the 0.7 update will come next week. (Hopefully)

    Now this is an idea I had and also something I want to ask about.

    I am planning on creating.. a world. (Duh) (It would be mostly a 'Roleplay' world. as I am a huge RP nerd.. and I think RP in Ylands could be quite amazing with all the content we have)
    The thing I had in mind (after playing with the editor quite a bit last night) Was basically the following:

    Continent on a corner of the map with 2 or 3 cities connected by dirt roads or brick. (Quite a big chunk of land so that the players can travel by car and such)
    And it'd also contain 3-4 smaller villages. (Of course some easter eggs and other stuff would also appear, like mines or quarries and such)

    Besides that continent, of course. I plan on adding in a few other islands that would contain like again, quarries or villages or treasure etc.
    I wanna add some 'Dungeons' as well populated by bandits that players can explore. Also Ships travelling from one island to another.

    In a nutshell. Craft a world that will be populated by NPC's. For immersion and rp purposes.

    TL;DR
    Now.. what I actually wanted to ask.
    If I start creating the world now, before the 0.7 update.. Can I still add NPC's afterwards. Or will NPC's populate said world after 0.7? Or do they spawn in only after generating a new world after the update.
    Now I don't mind if NPC's generate only on worlds created after 0.7, but I'd like to know if I can actually populate an already created world with NPC's.

    Also I plan on creating different compositions like
    Log House 1, Log House 2, Log House with Cobblestone 1 etc. Different variations of houses, Furnished and Unfurnished that I can place in the workshop to be used by me, and other people in their worlds.
    So.. if anyone would like to 'contribute' to this future world I have in mind. With any composition or ideas. Let me know.
    I'll make a 'quick' draft of the world in a wee while. To give you guys and gals an idea of what the map would be like.

     

    Cheers,
    Gene

    Hey man,

    You have big dreams! it might be worth getting to know editor a bit better before jumping into something like that. 
    In editor you can't choose where the islands are when generated though you can alter them (and i guess even build islands lol) but doing what you want to accomplish would be incredibly time consuming and very monotonous to build. 

    Once you've generated the world in editor you shouldn't have an issue adding the NPCs and no, it won't spawn them randomly (unless it bugs out and breaks editor). when generating a world, it generates the island(s), ores, flora and fauna for that biome but no caves or POIs so generating a world would mean placing everything since a lot of things get missed out in its current state.

    I wish you the best of luck with it though!


  8. Hey there Ylanders!

    I've been working on a custom map for my dedicated (24/7) server for a while and its coming along well! so far this map hasn't been used since i'm saving it for the 0.7 update. Find out how you can transfer you progress over to 0.7 (and in the future) at discord.gg/w2eYWTJ

    Bank Vaults to transfer items and resources, transfer your entire home or simply enjoy the stores I've been building or the pvp justice system I've set up!

    That's right, no more "please don't kill each other". Now on TGL Primary, a player damaging another player will serve a jail sentence once the map is updated to 0.7!

    Maybe you just want to enjoy something new?

    Check out https://ylands.net/asset/211 to see the single player scenario I spent 2 weeks working on!

    • Like 2

  9. Part 1 going live Friday 6pm GMT.

    Fight to the death or outsmart each other in a "hunger games" style Arena... 1 Island, 1 Rule: Survive!

    Respawning resources, 1 Island, 1 Rule: Survive!

    How will you survive?

    I hope to see you in the arena soon!

    Discord.gg/w2eYWTJ


  10. I've just read the monetization post and i love the idea, I've always believed that if players spend their own money to allow others to play they should have the right to at least ask for donations towards running costs, maintenance etc. Introduce the aspect of the vast amount of content will be focused on player made content i think that coyns are a fantastic idea to support those who can build bigger and better creations.

    A few of my own thoughts i think would be a great addition for creators:

    *Adding a zone that can connect a player to another server instance when crossing. This could be a small single person teleportation... thing-ma-jig (without access to extra storage) going to a specified destination or a world boundary option (sailing over a world boundary connects you to the next server, allowing for transportation of storage and items contained). The ability to connect instances in this way would open up a whole new level to Ylands. Allowing for almost seamless travel across countless servers for a potentially limitless exploration experience. whether a host then chooses to keep all servers under their own control or give them the option to connect to fellow hosts or communities and allowing for travel between. Then potentially opening each server to the whole world. coyns would change hands, real trading can happen, taxes could be set on transactions in a region to help with server costs. I believe that one (albeit complicated) addition could take Ylands to a whole new place...

    Optional taxes hosts can set on Coyn and trade within their servers,
    Optional "crossing fee" when passing into another instance or another hosts region
    Enable contracts for services that could span several servers ie. "transport supplies to x destination" 

    ok so i did have more ideas when i started this thread but i got caught up in the endless possibilities that could bring and now i have no idea what else i was thinking about...

    I will be back!

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