-
Content Count
199 -
Joined
-
Last visited
Everything posted by Whane The Whip
-
A list of ongoing suggestions & Bugs
Whane The Whip replied to Whane The Whip's question in Suggestions & Feedback
Added new bug: When dropping a miners hat on the ground it will sometimes sink showing just a tiny bit of the upper portion of the hat that is too small to interact with. When placed on blocks, it will pass through the blocks to rest on the terrain below it. Added to MP section: I don't know if this is an editor issue or a DS issue. If I create a trigger in the editor to display a message, it works fine in single player. But when I pull that map into a DS, that message will no longer appear. Other triggers will work, for example: spawn entity. Added new wish: Some new commands for DS admins: /setborder to set a limit on how far players and objects like ships can pass - can help with performance issues. /removeall <item> to quickly remove every type of a discarded (not placed) items, like debri from mining and tree chopping. /removeallhere <item> same as the former but removes all of an item currently loaded within a preset distance from admin. Added editor item: I would love to see a trigger option for "remove entity". Removed MP issue to "Fixed": Limited resources are fine for single player, but in MP, anyone that has not joined a new server early on, will not get clay or cloth unless at the mercy of other players. This is not "fixed" but I removed it from the list because I'm convinced that the Explore map was not designed for MP and this issue can be resolved with a custom world made with the editor. -
The Crow's Nest: [Public Server] [US West Coast] [Dedicated]
Whane The Whip replied to Whane The Whip's topic in General Discussion
The current map for TCN will be wiped when version 0.7 is released. According to BI, this will be towards the beginning of February. I will need at least one full day to generate a new 0.7 world and prep it for publishing as a dedicated server. A few of the improvements planned for TCN2 include: 1. New Temperate biome. This should scale back the weather, no more back to back snow storms followed by a rain storm. 2. Slight changes to the welcome kit that appears in your inventory at start. 3. TCN2 will include random sites of interest (SOI), it could be as simple as a barrel hidden between a bush and rock, or a more enduring puzzle. SOI's will populate over time offering up treasure to players regardless of how late they join, many SOI's will contain non-craftable items. 4. Spawn is improved. It's a little better, but nothing that will rob attention from the builds accomplished by players. The spawn location will be placed near to where I think a community could build near each other, but not so close that new users logging in for the first time will be surrounded by builds or on door steps like it currently is. This should help speed up login times. The island will still be quite large and I'm experimenting with seeds to find something interesting to generate with 0.7. -
Bigger world and Admin creator cube
Whane The Whip replied to Jabba6241's question in Suggestions & Feedback
I think my reply above has lent to the confusion. I have just edited it (the post above yours) and I'll correct myself here so there is less confusion. I believe what you want to do is possible (because I'm doing it). Given that you're renting a server (I am too) then I'm assuming you are running a DS, like I am. Exit Ylands Stop your server Copy the single file game save to your computer and place it into the SaveGames folder Start Ylands Load the Editor and open the game save file that you just saved to the SaveGames folder In the editor, drop a cube next to your character and save FTP your new save to your rented host and overwrite the old save (keep a backup, just in case) Launch your server, enter, and pick up the cube. Note: After you place your cube and save the game, you can optionally load the game as a single player game (hit cancel when it asks if you want to publish) and then pick up the cube... then FTP the game save and launch the server. Just in case you are concerned about someone else getting the jump on that cube. Note 2: I use the same method above to remove the corpses of dead players every couple of days. If you find that the performance of the server seems to be getting worse, then try that, it helps a lot, plus gets rid of all the bodies which is disruptive to building. -
I'm not 100% sure about this, but I think setting up a creative map and a map with the editor is procedural, this is because you can set things like the island size, count, and height, and then enter a seed from which a randomly generated world is built. In Explore mode though, it seems more like a scenario to me, though I imagine that the islands were individually auto generated for use with the Scenario. With the editor and creative, you can generate up to 5 islands and have one biome, but the Explore map has 16? (I've heard so many different counts, I don't really know) islands I think and it appears to have multiple biomes, but I'm starting to wonder if it's not really just one biome with different island types to give the appearance of other biomes. So if I'm right, and the Explore map is a scenario, then all of those Explore islands are the same for everyone, even though the game is seed based with a procedural generated world, from which the Explore Scenario would have been made.
-
Yes, from what I understand, if there are two animals of the same type near enough to each other, they will reproduce on their own. I've been thinking about testing the conditions on a DS to see if it could be a solution to players killing off all the animals on an island. In order for it to work though, I would need to be able to protect the mating pair and yet have the offspring spawn outside of their captivity.
-
I've been doing some tests on what items cause the most lag. I generated an island in the editor, cleared every item, then I would place 5000 items of a type. I decided to revisit grass today because it seemed to be one of the items that caused more lag than others. I was convinced it was because it had motion, it would move with the wind, and it would also move when you ran through it. However, after loading up my "5000 grass" world, it's no longer animated and there is a huge different in the amount of frames that has saved. So, did the grass get changed? [EDIT] In fact no plants are moving now. Are they all static now? I just double checked my settings, dynamic flora is still turned on.
-
The odd part is that now I'm very aware of any items that are animated. I was running through a field of corn yesterday just to observe the movement.
-
RESOLVED [YLD-8084] Host Unreachable
Whane The Whip replied to PostMorris's question in Bugs & Technical Issues
This morning I can login to my server again. It seems so random. -
RESOLVED [YLD-8084] Host Unreachable
Whane The Whip replied to PostMorris's question in Bugs & Technical Issues
It hard to accept that when the issue is intermittent. I've connected to my DS daily for the last 9 days, tonight I'm experiencing the error of this topic. I can see that others are logged in. I was logged in just an hour ago, suddenly I'm met with this message. My AV and my Firewall has not changed, and my ISP is the same. So, why now? If this had been an issue since the beginning then it would be easier to accept an error in my setup, but that is not the case. On the steam forum this was posted: > "Steam networking will be able to establish connection without issues, but sometimes firewall or specific configuration of network environment of the client or server may affect it." Again, this can be the issue for some, but this cannot be the reason for all because some of us have lots of Steam games. I do not experience this issue with any other game, including other early access games. So again it's hard for me to accept that it's a steam issue, when I'm only experiencing this with Ylands. Just to be sure, I just now logged into two other Early access games, no problem at all. If there was ever a time prior to Ylands that I saw "host unreachable" for any Steam game I own, I don't recall it. And again, nothing has changed on my system, my firewall and configuration is the same all week, and tonight I'm getting this error. Not to be argumentative, but those two statements in bold seem to conflict, that tells me that at the very least, it might be too early to entertain absolutes with regard to any issues, especially during early access. [EDIT] I can join other servers, not mine. I can join other servers that use the same host that I'm using, yet I'm still getting the error for mine, even though I could join it earlier today (and all week). It seems there is an issue with some game sessions, and not others... that would bring the issue back to the Ylands. -
@Silwercastle In light of the explanation provided by Ane, you should still be able to share your save file with the community, even if it's not compatible to share on the workshop site. The Community Creations forum might be the best alternative.
-
The plants and trees are animated again. Not sure what happened there. Since the motion stopped on both my server and my test world, I assumed it had been disabled. In hindsight I'm now wondering if they don't move at all if there is no wind, I always thought there was at least a little wind though. But this would mean that there was no wind on two different game saves... at the same time.
-
And you checked the "share" folder for the .ycp right? Not the "SaveGames" folder...?
-
What about the protective barrier (orb)? I'd like to be able to place it in player inventory through roles for my editor generated DS game. The best way to create a world for DS is through the editor, but it does not have an orb, or a broken orb.
-
Do you mean when you save your game in the editor using the "pack for sharing" option? All this does is prepare a save file for sharing through Ylands.net. You still have to go to Ylands.net and upload the file. Or am I misunderstanding your question? Keep in mind the file formats: <name-of-game>.ylandsgame = saved game <name-of-game>.yland = saved scenario <name-of-game>.ycp = packed for sharing So you will have several folders in your Ylands folder, each one for these types of files: So the file that gets uploaded to the workshop is a .ycp file and as far as I know, you should not archive it into a .zip etc... My game saves are usually 20mb or less but I think shared games (as in the .ycp) are smaller, probably compressed, I'm guessing that ycp stands for ylands compressed pack. You said yours was too large?
-
If I had to pick just one, I suppose it would be Asheron's Call. It was an MMO, in fact one of the first 3 graphical MMO's that shared the limelight with UO and EQ BackInTheDay™ (though Meridian was first I believe). The world of AC (called Dereth) was huge (500 square miles) and seamless (no loading zones) which was a big deal. Today lots of games claim to have large worlds but in fact can be traversed on foot in 15 minutes. AC was also the first game I played that had housing, though it didn't come until an update. AC is def old school but the funny part is that it did lots of things that developers these days claim is too hard or too intensive for servers, and they did this back in 1999. AC shut down one year ago this month and I played it off and on for years. Many subsequent MMO's have been influenced to some degree by AC. AC is the standard by which I judge all MMO's, and most of them fall short which is sad because one might think, nearly 20 years later, that MMO's would be better.
-
It just so happens I found a way last night. The world map I'm using on my DS was generated in the pre 0.63 update and this might have something to do with it, perhaps it is not 100% compatible because when I pull the DS save into my games save folder for editing, it does not appear in my list of game saves within the editor. However (and for anyone else that has this problem). If you first launch the DS in single player or as a game hosted MP game instead of DS, then play for a couple of minutes, then exit and save... THEN it will appear as a game save in the editor and dead bodies can be removed. Note that game logics wont appear within the map and access to logics is locked out, but previous game logics such as spawn point and role will remain tied to the save state. This is the process I have to go through when renting a host, this may be different if you are hosting your DS on your own PC. That said, this isn't exactly convienant. I would still like to see corpse despawn on their own within x number of minutes, or be subject by removal with an annihilator. It would be nice if a shove worked too so that others on the server, could just use a shovel on a body to get rid of it.
-
I could use a friend then because I have a ton of dead bodies on my DS.
-
Yes, you will see an option under the save menu iir. [EDIT] Unless you're sharing a composition, and then I believe you just click (or right click) the composition for the option. I can't login to double check atm.
-
The editor still works (I think) but only if you are hosting MP through the game (or you can ask whoever is hosting). If you are using a DS, then you can no longer open the save game in the editor as of version 0.63.
-
Login to Ylands.net > click "My Creations" in the right side panel (https://ylands.net/profile) and then click the "Add Creation" button in the side bar. Follow the prompts. This assumes that you've already packaged a game save or scenario or composition within the game.
-
Are we talking PC games? If so here is my list: http://illumiblocki.com/pcgames I have them listed by year, oldest to newest. Sorry, it's impossible for me to just have one favorite game.
-
is there a creative mode as in no resources used?
Whane The Whip replied to pete913e's topic in General Discussion
In Single Player: then In Multi-Player: then then -
@Baz Foobar In fact, most of what I've seen on other servers, is only destroying a block or two to get access to a chest inside a room, for this the orb is nice and the bad griefers are using the terrain to troll. But on my server no one is really destroying things and the most secure container is player inventory, add to that the seed box, herb bag, soil bag which all go into player inventory, and that's a fair amount of space to keep the best items, then use containers for less valuable stuff that most people wont steal. The biggest disadvantage though, is that without the orb, players don't have access to remove blocks with one click on their bases, unless they do it within that first 2 minutes of placement. It's easy for me because I've given myself the cube, but I feel bad when I see someone chipping away at an entire wall of stone that they decided against.
-
Terrain modifications, energy edits, and painting by outsiders to the claim within the PB area will be disabled in 0.7 and more orb features are planned for 0.8. Source:
-
I have not done a lot of testing with 0.63 yet but in the previous version, the only way to get access to spawn points and roles was to generate a world directly through the editor. Whenever I opened a single player game or mp self-hosted (not DS) game I did not get access to the logics menu items which is where the spawn point and role items are located. In short: If I generate a world using the editor then I get to add custom spawn points and roles. But no orb. If I generate an Explore world then I get an Orb, but no custom spawn or roles, when pulled into the editor, logics are disabled. This has left me glaring at the screen more than once because I want both and the solution is for BI to simply add the broken orb in the editor as a logic item that can be place in the inventory of roles. I don't think it could be added as a placeable item within the editor because the orb has to be tied to a character, that would mean it would have to be present in a players inventory at start, precisely the way an Explore map works. I tried several work-arounds but none worked so I had to go with the best option for what I wanted to do, which meant using the editor to generate a custom world for the DS, and no orb.