Jump to content

Whane The Whip

Registered User
  • Content Count

    199
  • Joined

  • Last visited

Posts posted by Whane The Whip


  1. I encounter lag when moving around and I believe it is a result of new items being loaded as I enter new areas, even if I've already been there. In MP lag is very bad and out of roughly 12 servers I've tried I found that 10 were unplayable (and I filter for my region). The two that I find playable have their own issues though, one of them (ylands99) gets reset every day so any progress you've made is lost and the other one (Ylandia) is not dedicated which is a shame because because that server performs very well, almost as good as in single player mode.

    One thing I have noticed with lag and MP is when logging in, anytime it took a very long time to login and I was patient enough to wait, there turned out to be a lot of players at the spawn location. Most of them gave up and aborted logging in but the system still registered them and since the same system takes a long time to show them logged out, half will be standing (logged in) while the other half will show has logged out (laying down or sitting - still not sure which one). But a high count of them at spawn can mean very long wait times. The last one I experienced this with was on the Naked and Afraid server.

    I wish we could see the latency when browser for servers. I also wish we had a forum for servers because in most cases, there is no way to communicate with the owner and I think chat is local only so people have to be near to see your chat.


  2. I didn't even know there was a free version, I thought everyone had paid. But my account also will not connect so I gave up. On the ylands.net it works but my user name includes a long string of characters and when I click my profile to see if I can fix it I'm then directed to Bohemia which then informs me that my email is already in use. So between steam, ylands.com, ylands.net, and bohemia.net it's no wonder there are issues. It seems to me that in addition to steam, one other site could handle the needs of these other three.

    http://steamcommunity.com/id/whanethewhip


  3. 5 minutes ago, 6Cowa6Bunga6 said:

    has anyone put a protective barrier on a boat yet? i though about doing it but havent gotten around to having a good enough boat to put one on it

    im not sure if its even possible. but having a main base on a boat can be risky if you end up loosing the hull

    It's not possible. I tried it already. You can in fact "place" the PB, but you cannot activate it.


  4. 3 hours ago, John - NEXFER said:

    Additionally - It has been a well established tactic for new websites (especially forums, blogs and article hubs), to effectively plagiarise the majority of their initial starting content. I have watched it happen time and time again, and it actually works pretty well for them.

    Yup, that and the fact that there are only so many ways to say the same thing without invoking similar phrasing. I use copyscape and get a lot of matches simply due to one or two phrases that could have  both been independently articulated without any intentional copying. This is so common that Google search algo's are used to cope with the use of the same phrases. But there is a big difference between using a source of information to author a different version, and a direct word for word data scrape of content that essentially duplicates a web page. One can be used to expand and improve upon an idea, concept, or presentation while the other is just pure laziness. Most people don't post content and yell "this is all mine", but when someone copies it all verbatim, it can become bothersome, and in some cases, costly.


  5. 15 hours ago, Velocifer said:

    I wish we have 1 yland in explore mode that as big as 1 yland generated in creative mode. Or even better if we can somehow place or copy/paste yland to exploration mode from editor.

    That would be nice. I generated a map using the editor that was huge with lots of interconnecting islands that were nearly touching each each other. They were so large that without a map I was getting lost. I think that the "Survival" game is not a randomly generated world but a scenario pre-made and that the only random factor is the island you start out on.  If this is correct then that island that @6Cowa6Bunga6 started with would be one of those islands (that's a decent size for the starter island). I think I read there were 16 of them. Look at the option we have to generate in the editor or with creative (the same options) yet with survival we don't get any of those options. I think we need to be able to generate survival worlds with options that we have to generate creative world. If they included the protective barrier in the editor, then we would be able to do just that... with the exception of having multiple biomes as mentioned by  @mid endian.

    Just adding the PB to the editor would open so many doors for both survival and multiplayer dedicated. And I may be wrong but I think that the only thing that makes the creative worlds "creative" is that you start with those in-game tools. Destroy those items and you would have a survival world with your specs, except that you also don't get a PB with the creative world. It's the lack of PB in both creative and the editor that is holding me back from what I want to do.


  6. 6 hours ago, mid endian said:

    Might be limits to the island generation without making them clip into each other. 

    Hmm, maybe. I did notice that a size 2 island generated in the editor is roughly twice as large as the survival starting island depending on the island count. I wish they would add the protective barrier to the editor then I could just generate the size I want and play it as a survival map.

     


  7. @LunaPlaysOne thing that I have done in the past, when sending a take down notice, is to include a bill. Anyone that has disregarded your protection or usage rights is financially liable to you. Removing your works from their site will not absolve them from their financial obligation, they still owe you for the period of time that they were publishing your works. But sometimes offering to waive your usage fee if they remove your stuff now (14 days is way too generous imo), helps with the push. However, in order to do this, you must set a reasonable fee and if it comes down to challenging your fee, you must be able to show that your fee is reasonable.

    @DesignatedDrinker the public status of intellectual property has no bearing on it's protection. All original works are automatically protected for... I think 80 years now after the death of the author (In the U.S.) or something like that. I know that modern day copyright law has extended the older protection. For example, if you take a photo of a cloud, no one can use that image unless they get your permission and there are several ways that you can grant that permission. But the default position it that you will own any and all of your own original creative works, regardless of how they are presented, or regardless of how visible those works are.

     


  8. I've noticed that the starter islands in the Survival Scenario all seem to be quite small when compared to what is possible In creative or in the editor. I'm wondering if anyone has managed to get themselves a large starting island in Survival. While using the prop pack, I can circumvent most of my starter islands within 4 to 4.5 minutes. The largest island took me 5.25 minutes. The screenshots below show the difference on the map between the 4.5 island and the 5.25 island. Do you have a larger starter island? And would you be willing to share the .ylandsgame save file?

     

    largest.png

    standard.png


  9. I Added two new suggestions to my list:

    15. In the editor, add the ability to include the broken protection barrier to a player inventory.
    16. In the editor, add an option next to the "pickable" option for "can't be destroyed".

    Atm, multiplayer survival games are limited to the randomly generated survival mode map. This is due to the fact that there is no option to add the protection barrier to a role inventory using the editor. The fact that the spawn point option is also not available when editing a survival based game state, further makes it more difficult to set up a nice server. For example, I found a great seed that places two large islands right next to each other with tons of interesting spots for users in MP to build. I can set the spawn point and even make a decent little spawn site for that and then use the game state for MP. However this is completely pointless with a public server since there is no option to include the broken PB too.

    To further facilitate a custom server, an option to lock items so that they can't be destroyed would be nice too. This will allow me to build a spawn that cannot be griefed by other players. There is already a tick for each item to disable making it pickable or not and adding another tick right next to it to disable "destroy" would be idea.

    These two things, would greatly enhance the ability for server owners to customize maps for multiplayer. I'm a little surprised that the broken PB isn't already in the editor since it's already an item and mechanic built into the game.

    • Thanks 1

  10. 11 hours ago, Scaffle said:

    If you having trobble placing water in the editor place a terraforming tool in the world. Load up the wold in singelplayer fix the water in real time whit the tool. sorry for the work around but that did the trick for me, btw if you fill water in the editor above sea level it will disappear when you load the world up in singelplayer .

    That work-around is fine when working with small terraforming projects using the in-game tool. However, when working with larger edits this is way too time consuming and impractical. In the editor, it's true that water placed above sea level dissapears in-game but this also results in an uneven sea level. It just looks bad and also causes visual glitches. In one case, I removed an island and replaced it with water that I painstakingly worked hard to make as level as possible and there are still places where the water is too high. There are several water anomalies as a result of using the editor to work with water:

    1. There are visible changes in the water levels. You can even get this by digging under water while playing survival.
    2. Water that lays above the level that boats sail on. This means that if you enter that area in a boat, you will be under water, sailing along an invisible level of water that is under the visible water level.
    3. Areas that appear to have no water and looks like dry land, but that you can sail across in a boat floating above the land because the game is convinced that there is water there, even though you can't see it.
    4. Areas that appear to have no water like in #3, but in this case, the invisible water is not deep enough to accommodate the boat. If you jump off the boat, you can run on the land but you will see and hear splashing as if you were running through invisible water. In some cases you can swim on this invisible water making it look like you are swimming on land.

    All issues above are from using the editor water tool. In the editor I would expect a fill tool for water that will fill to the ocean level with a single click when selecting an empty area.


  11. This is probably obvious but I can't find a way to delete a scenario that I've created. I can remove a scenario from my list of games, but when I go back into the editor to work on a new project there is still a list of all of the other scenario's that I've created, how do I delete those?


  12. 21 hours ago, 6Cowa6Bunga6 said:

    what was the player that killed you??
     

    I don't think it was you, the name was Nax, or something like that.

    After thinking more about this instance, it might be related to the bug of persistence in terms of being logged in. The PB only protects from damage while the user is offline, but if that bug is present, then the server thinks the user is logged in when they are not hence making them an easy target, one that does not fight back.

    I have also noticed that sometimes there is a huge delay between the time a user logs out, and the time the server sees them as logged out.

    Reference the steam post:

    I'm okay with PvP, though for PvP I'll play a game more tailored to it whereas with a game like YLands, I'm more interested in building. But next to a TK, what is described in that Steam post (spawn killing) is considered by many to be one of the most despicable forms of PvP and often exploited in newer games that have not yet developed a method to deal with it; because it is done only to troll. In this game specifically, it seems to take a long time to login to a multi-player server so spawn killing ruins the experience for the user since they have to wait twice as long (it's already long enough just once) to login since they login dead, and have to start a new character again. The message you send when spawn killing is "I don't want you here, don't even try to play". Logging in is so long that I often see people standing around at the spawn location in their tighty whites that gave up and quit thinking that their login session failed.

    For the PB to work, the login session bug needs to be fixed and the time it takes for the server to realize that the user has logged out needs to be as instantaneous as possible. For spawn killing, make it so that a user cannot be attacked until s/he moves after logging in would solve that problem.

     

    • Upvote 1

  13. This just happened to me too so it's definitely not fixed and is a major deterrent from putting in any real effort into a multi-player server unless it's made clear by a server owner that the server is reset at least once a day, which I'm assuming will then convince the server that a player is no longer connected.


  14. And... if you decide to play multi-player then anyone can bug the water near your base and from what I can see, everyone likes to build on the shoreline. Regarding #6. I'm removing it because it just occurred to me that the reason we get the note again, is because I'm not respawning, but because I'm restarting with a "new character".


  15. Items in bold are in my opinion, the most critical issues.

    GENERAL BUGS

    1. When destroying a ship, the sails, ladders, anchor switch, and helm control should also destroy. (Currently they float in the air where the ship once was)
    2. Sometimes items in inventory will vanish but still occupy the space. So users will see a warning message about there not being enough space, even though there is at least one empty slot.
    3. 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.

    EVERYTHING WRONG WITH MULTIPLAYER

    1. It takes too long for the server to register that a user has logged off, thus they can be killed long after they have logged off, even behind a BP.
    2. Locks for helms are useless outside of a PB, this means any ship can be stolen easily; it only takes a few wacks with a stone hammer against a locked helm to destroy it, then a new helm can be added and the user can run off with the ship. Griefers like to point them away from the island, open the sails, then jump off and swim back to the island letting the ship sail away.
    3. Lag gets worse as the server gets older, so any new server has a limited life span, often very short. Unless the server owner spends a lot of time removing trash from the ground that has been left all over the island. Dead bodies from murdered and starving offline players does not help either, esp since they cannot be removed in-game. Junk items should auto despawn after x number of minutes, this includes wood chunks, bark, sticks, unplanted seeds, sap, broken grass, etc... Basically, anything that can be easily regenerated. Limited items such as stones, iron, and clay should not despawn. The size of the save file also seems to contribute to lag, or the size of the file is an indicator of things happening in-game that contribute to lag.
    4. Dead bodies cannot be removed if the player never logs in again. So anyone killed within a PB gets to remain a perm structure for the plot owner to stare at. Even the admin remove tool will not get rid of them. Dead bodies are also blamed for excess lag. In short, a corpse should disappear within minutes. Followup: We now know that player data is tied to a player body. So if you delete a corpse using the editor, you delete all player data and when that player returns, s/he has to restart. We need an option to remove a corpse without removing player data AND a choice to remove both the corpse and the data.
    5. We need to be able to see the latency to servers when browsing the list of servers. By default, the servers should be ordered according to latency. Currently the default is by game name I think.
    6. Ordering the list of servers by the number of players does not seem to work. It's possible that it is ordering by the total number of players that have ever joined the server rather than the current number of players logged in.
    7. BUG: In MP, items placed using free-placement-mode on the ship sometimes instantly vanish rather than being placed.
    8. BUG: Hitting a bird with a ship results in all kinds of madness, somehow a tiny bird is able to create chaos on a ship.
    9. BUG: Maps reset with a relog. This is a non-issue atm because map data gets saved for each user in the game save file and a lot of map data in that file can drastically effect the performance of a DS. Ideally, the issue of map data storage should be addressed before stabilizing the map in MP game.
    10. BUG: Ships can sometimes be turned on their side by jumping down on them from a fair distance. This seems related to the seagull bug - essentially, if something hits the ship hard enough, it can be pushed into a position that renders it useless.
    11. 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.

    THE EDITOR

    1. Key mapping in the editor should be 100% independent from keymapping in the game. With my custom key mapping I use my mouse buttons for movement but this interferes with the editor so I have to constantly change key mapping when going back and forth between the editor and testing the map in-game. There is an editor section of the keymap, but it alone should be used when in the editor, instead it *and* the other controls are used.
    2. In the editor, add the ability to include the broken protection barrier to a player inventory. (This is very important for creating custom MP players)
    3. BUG: In the editor, there is an option to edit the HP of items placed in the world. However this does not seem to function in-game. No matter what value I enter for HP, the default HP is registered in-game. You can test this on the lantern which can be broken with just a few bare hands hits, even if you give it 15000 HP which is the same HP as a ship, it will still break right away.
    4. I would love to see a trigger option for "remove entity".

    MY WISH LIST

    1. An option to exit a game without saving progress (this can help alot if a bug is encountered during a play session).
    2. Custom key mapping should be 100% reflected in the displayed tool tips. So if the tool tip normally showed left click but custom key mapping is left-shift, then the tool tip would correct to show left-shift too. Edit: This seems to work as expected for keys, but it does not work when customizing the mouse.
    3. Pots don't work as expected. I should be able to plant a seed *in* the pot. Currently, planted seeds touch a pot but are not *connected* to it mechanically. You can see this if you try to plant a seed on a pot that is on a boat, the boat and the pot will move, but the planted seed will remain there floating.
    4. I Would like to see an option to "pin" tool bar items in the top row of my inventory so that my tool bar items are not scattered around my inventory.
    5. Please add borderless window option (forever requested, in any game ever made).
    6. I'd like to see an option to disable the incredibly annoying screen flashing when freezing. Edit: This has been addressed by the devs, looks like they are planning for a fix
    7. I would like to see the water level even out to a default level when editing the stuff below the surface. Any removal of dirt or sand changes the water level locally. If I swim out 30 feet from shore, drop a couple of dirt, then dig the same dirt, there is now a large perimeter around that spot in which you can see that the water level is lower than the rest. In most cases there are multiple layers of water. This makes it difficult to build oceanic bases unless those base builders are okay with things looking odd or  make it a point to never remove dirt or sand from the ocean. But in most sandbox games, players want their areas to look nice and the option to dig anywhere.
    8. I would like to see two additional support forums on the community site, one for servers and one for editors. Editors can work together to help troubleshoot editor issues and ask/answer questions. The server section can be used for the owners of servers to promote and discuss their public and private servers.
    9. The workshop site should allow for textual content by the author when posting a scenario and commenting by scenario subscribers. Some scenarios might need a guide but there is no room for text beyond a tiny 250 character description. Feedback would be nice too, especially for improving the scenario. Rating the scenario is nice but it doesn't offer insight on how to improve it and for this subscribers should be able to comment.
    10. I wish we had the option to map our keyboard for emotes. The radial is nice for controllers, but I should be able to map a key to my keyboard too for a one-press function. It takes way too long to pull up the radial and select an emote.
    11. 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.

    FIXED:

    1. OPC Starvation. (OPC = offline player character)
    2. Issue with players hiding behind fluid names to grief servers. This was fixed by adding the ability to ban a user by Bohemia ID.
    3. Ladder teleports users to other random locations.
    4. Within a BP, accidentally using a hammer on a container will cause all items in the container to vanish. Items in the container should return to player inventory or drop to the ground. I'm repealing this suggestion because it's the only way to get rid of stuff en-masse. For example, if you have a stack of 1000 sand in your inventory, have fun clicking 1000 times to destroy it, or place it in a basket protected by an orb and then hit it with a hammer.
    5. Forced new character when old character is still alive and well.
    6. WISH: I wish the helm and anchor switch could be *centered* on ships. - I'm repealing this because this is already possible by going into first person to use absolute positioning.
    7. 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.
    8. Boats cannot be protected with a lock.
    9. Finally fixed! Yay! The Protective Barrier (PB) does not prevent editing the land, thus any base can be griefed. A nice looking base that took hours or days to create, can be ruined in a matter of minutes. If the base is on water, or on a shore, the water can also be glitched by simply digging in the water. Fixed in 0.7.
    10. In the editor, add an option next to the "pickable" option for "can't be destroyed". This means lanterns can be protected too (An issue with glass items in 0.63). Added in 0.7.

     

     

    • Thanks 1
    • Upvote 3

  16. Thanks @WijkagentAdrie, I used the editor because I had to remove an island as there doesn't seem to be an option to generate a world without at least one island. However I have also built the same boat in my survival world. The one main difference is that on my player world, I can't include the corn because planting a seed in a pot does not work when the pot is on a boat (the seed will not stick to the pot).

    On that note, there is an area in the scenario that has some water anomalies because I had to destroy an island and then cover the area with water and working with water in the editor is difficult. In the future I might update it to simply leave one island on the map but have the player start far removed from it then add some lore about "one remaining island left". A player could start a water base and make a map and then look for that island. But imo the fun is in building your own island, in my case I'm trying to build something similar to that trade hub in the movie Water World.

    If anyone has feedback about the starting supplies, or anything else, let me know. I've not played the game long enough yet to be familiar with what is needed to build from scratch. I know this can be improved though and as I do my own play-through I'm hoping to find ways of improving the scenario.


  17. These are screenshots from my scenario called "Water World" available at the Ylands workshop. This is the MK III version of a Catamaran that I completed as part of the scenario in which there are no islands and you have to find a way to build an island. Technically it's a Trimaran but most people are familiar with the "Catamaran" so that's what I called it. There is no noticeable decrease in speed and plenty of room to store stuff, I'm only using a fraction of the space available. Give it a test drive or better yet, see if you can build a nice sustainable home made island with what little you have in the boat:   https://ylands.net/asset/142 

    I know everyone is focused on the ships, but I see a lot of potential for this boat. What do you think?

    LNprdM9hRJqShZwAsgRarw.png

    MjHGSncaSdmkqKTd1mVBxQ.png

    Wpr4M8-TQg2XGpLvug8BBw.png

    ww-thumb-main.png

    zj-uwHsfQWG5Kj99Pz3O6Q.png

    download.jpg

    I__labcsRguJjtnqjfWERQ.png

    • Like 4
    • Upvote 4

  18. I have the same issue with editing water. Editing large chunks of an island to fill it in with water does not really work well. You can actually see levels of water when I try. Only some of the removed land gets filled in from the ocean and adding water with the terraform tool is real tricky. In one case there is water over the water level and if you're in a boat, the boat is completely submerged as your boat moves along another level of water under the upper level... almost like a submarine. If there is a trick with working with water, I hope someone will chime in.

×