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Everything posted by Baz Foobar
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Good job all! Everyone who participates is a winner, in my book!
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Looks like a scene from the Titanic!
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How long does your server last in Multiplayer?
Baz Foobar replied to Indian Chief's topic in General Discussion
What kind of resources are you guys giving your server? Mine's a VM with 6 dedicated Xeon 3.2ghz cores and 32GB of memory. I have a total of 144GB on the physical but I've never allocated more than 32GB to the Ylands server (running Windows Server 2016 on the VM with a Proxmox hypervisor on the host). -
How long does your server last in Multiplayer?
Baz Foobar replied to Indian Chief's topic in General Discussion
We made it up to 52MB on 0.7 before we refreshed with 0.8. Our current map is presently at 42MB. We'll see how long it manages to stay afloat. -
Ylands Building Competition I - Spyler.1989
Baz Foobar replied to Spyler.X's topic in Community News
Holy crap, the fangs on those spiders...as if I needed yet another reason to be afraid of spiders... Great job! -
How long does your server last in Multiplayer?
Baz Foobar replied to Indian Chief's topic in General Discussion
My map has been running since 0.8 as well. I restart it twice a day and perform cleanup of corpses and other junk every day. Inevitably, we end up with lag, can’t reach errors, and eventual hangs if we don’t perform a restart after peak use. it just isn’t stable enough to run without constant babysitting. Honestly at this point I’m probably not going to keep it up once it crashes hard again. There are open issues that have to be fixed like players logging in that hard crash the server instance. -
Not a complete solution, but you can turn off the protection barrier so that others can help build on your lot, chests and doors can likewise be shared by duplicating the keys associated to their locks and giving the keys to your friends.
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Ylands Building Competition I - Tiny Monkey
Baz Foobar replied to TinyMonkey's topic in Community News
I think I saw one of those human pods vacant with your name on it... -
Ouch, it's like a venus fly trap for dinghies!
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Ylands Building Competition I - Tiny Monkey
Baz Foobar replied to TinyMonkey's topic in Community News
Very unique interpretation of the given theme! -
The barrier only protects your person while you are offline. If you are online, you are still susceptible to attack. Items you build in the barrier are always protected, whether you are online or not. Build a house, lock the door, stay safe within.
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- barrier
- protective
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Just confirmed - the spawn were a different color than the parents.
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No idea, but one of my own experiments resulted in a spawn today - just dropped two mutated hyenas in a cave, enclosed each within their own indestructible cage (I don't want any players to kill them) and separated them about 10 feet apart from each other. After allowing the server to run on its own without watching them, one of the players on my server reported that they spawned one inside of the cage with the original, and another outside of the cage.
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I don't think they need to be spread out to the extent of one animal per barrier coverage zone - it was just coincidence that the horses I referred to were all fenced in to an area confined to that size. I've had a spawn of 6 goats in a much smaller area, barely enough for them to stand in and have some space between them.
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Sounds cool - I hope we'll be able to compose these blueprints and reintroduce them into other maps. I have several regular players on the DS I host that would love to bring over their creations whenever we wipe the map. Compositions of large structures don't always work (you end up missing portions of it) but perhaps this would work better, and it would still require them to work for it by collecting more resources to build it again. Also, I asked this on the DS feedback forum but it didn't get any traction: Any update on when we might see the 8-player limit cap raised? Last bit of communication I was able to find on this topic mentioned "early 2018" as when this would be explored. Any movement in that area? Any thoughts on what kind of resource utilization we're looking at per user in terms of CPU, RAM, and Bandwidth on the server?
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This hasn't been documented anywhere that I've been able to see. There are caps - we've had animals enclosed in a fenced in area the size of a barrier and once they got to 5 or so (horses) they didn't spawn any more. Not sure if it's specific to species, but it was definitely within that area as other animals continued to spawn elsewhere on the island. If you kill all the animals of one type then yes, they will never respawn again until you re-introduce them to the area. The islands on the dedicated server I host eventually all become peaceful unless I keep adding more via the editor (which isn't something I want to get used to doing as I know Bohemia's intention is to eventually remove the ability to add anything via the editor to an active Explore game once this leaves early access. I know that a lot of things that happen overnight weren't working when you forced it via sleeping, but I think that's been addressed. We'd have to test to see whether that applies to animal spawning or not. Also - wasn't asked, but since we're on the topic - I've determined that animals eventually make their way below the ground. Not sure what causes it, but they keep getting progressively lower until they fall through certain spots and end up in the caverns below (if they exist) and then eventually fall through the world and end up floating at various levels below the world. If enough remain above, they''ll keep respawning. If not, you'll eventually run out of animals on the islands.
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To confirm, this is exactly the method I've employed to determine that 12 is the effective cap. I have never seen more than 12 islands in that list.
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[Suggestion] Editor tools that would help considerably!
Baz Foobar replied to Stephenw1992's question in Suggestions & Feedback
Would love to be have all of this and the ability to copy/paste terrain. Also, large-scale terraformer functionality that would allow us to find a spot out at sea, and raise the terrain to create a new island above water, or to quickly terraform mountains out of the existing terrain, or dig out rivers/lakes without all the weirdness of water's behavior today. Extra points if we can add a water source and have it flow down (waterfalls anyone?) -
ship hull improvements an easy fix/addition?
Baz Foobar replied to kimbuck's question in Suggestions & Feedback
would love it if there were basic "raft" type platforms of various sizes, and the various sizes that we could then mount these pre-made shapes/cabins/parts on to. Alternatively, just build right around the raft platform to shape the boat into exactly what you want. Could be as simple as a large raft with 6 masts on it, or a small raft that only takes an oar. This would also give us the flexibility to have a single-engine personal craft (think existing boat with a single engine instead of the small sail). For this to truly work, we'd need a dry-dock type of setup so we can build below the raft and have a proper custom hull. Anyway, food for thought. -
Interesting... not sure that explains the trees falling after getting chopped down thoug. Also, did the trees/boar fall into the void space or did they just keep dropping into the world?
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Anyone have any tricks on how to keep mutated beasts around? With their Ylandium Dust drops, they are always a scarce resource. Sure, we can keep repopulating the caves but I'd rather let things happen naturally as I don't really want to have too much of a hand in manipulating resources in the world beyond replenishing stuff at the starter island for new players. I tried placing some mutated beasts in the caverns but above the space so that they were in the world standing on the ceilings of the caverns. This worked temporarily but then they eventually fell through and didn't last long after that. Yes, I know - shame on the world inhabitants for not keeping their hunting in check, but it's not always feasible to keep track of it, they may need to defend themselves in a situation they can't get out of, and not everyone on a server will necessarily care about the environment. I might try placing them in some unbreakable structure in various parts of the cave to see if they can spawn new ones outside of the structure, but I don't know if that'll be any different than above. Yeah, custom logic can do things for this, but this is an existing explore map - can't bring logic in now.
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You could, but that would be evil
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Yeah, I've seen your crazy logics and am convinced anything is possible with them I'll give the indestructible structure a go and see what happens. In the meantime, as a backup plan, I'll start designing a new map with logics from the get go so that we have a solution in place when it comes time to start over again with a wipe.
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[Suggestion] Generate random structures on world grid
Baz Foobar replied to Stoeptegel24's question in Suggestions & Feedback
You can go in the editor and select the whole structure and snap it to the world grid. It’s a manual step but it works.- 1 reply
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- structures
- random
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RESOLVED [YLD-9435] Healing Wounds Not Working
Baz Foobar replied to NIKKI_M's question in Bugs & Technical Issues
So it's fixed with the patch today?