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Baz Foobar

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Posts posted by Baz Foobar


  1. Looks like our server has this problem again.  Any update on this?  This is literally game-breaking.  I should clarify that this isn't just players getting stuck at log in - this is literally locking up the entire dedicated server and preventing anyone from doing anything until it is restarted, only to go back into this state if the player attempts to log in again which repeats the whole issue.

    • Upvote 1

  2. 7 minutes ago, stlnegril9 said:

    This is not particularly scientific, but I believe you could use a feature in the Editor to generate a list of the number of ylands generated each time you make a new world and repeat the experiment (if you have patience).

    The feature in the Editor may have been there for some time (I just had not noticed before) and will show a list of ylands with their biome type/biotope, and coords (I think they represent the coordinates/location). Intent seems to be allowing player in Editor to go-to/transport to another yland and I saw many ylands that I had never yet explored in a brand new world.

     

    Steps would be. Create new world (character, name world, etc.) and 'play' - exit to main menu - go into editor - see # islands/ (and biotopes if desired).

    ---->repeat a number of times until you're satisfied you have a statistically valid representation of the ylands generation.

     

    (in the Editor, specifically "Go To" will show the list of Ylands.)e.g.

    YLAND1 Temperate Climate Area [0, 0]

    YLAND2 Tropical Rainforest Area [-1383, 451]

    ....

    YLAND12 Tropical Rainfores Area [-5454, 2320]

     

    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.


  3. 6 minutes ago, Stephenw1992 said:

    The ability to generate and save terrain.
    Being able to use some kind of heat map to choose where islands generate, what biome they are (being able to mix biomes), be able to use the heatmap to affect the surface (such as the elevation, whether its rock/mountainous or hillside) I would love!
    being able to spend time completely customising the size of the map, the shape, elevation, resources etc.

    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?)

    • Upvote 2

  4. 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.

    • Upvote 1

  5. 39 minutes ago, Stephenw1992 said:

    i was about to say you could use logic's to spawn and limit it but then read the last line...

    In which case i can't really think of a permanent solution that would help besides the indestructible structure which i think would be your best bet

    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.


  6. 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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  7. 4 minutes ago, Evilskrod said:

    I believe this was marked resolved in error as it is happening again to players on a server i play on less than twelve hours ago. Its still on the front page though so i expect some traffic to this bug in the days to come, don't give up hope Baz!

    Ouch, hopefully it gets resolved for that server then.  We've since walked away from that map that had the problem, so it's really not something we need anymore, but I wanted to confirm that this issue was fixed just in case it ever happened again (which apparently is the case on the server you play on).  I still have the original map though, so I can spin it back up again and test things out if the devs addressed it, but as I mentioned - nobody has reached out to me regarding this issue which I considered game-breaking.  Fortunately, this wasn't a widespread issue with servers being shutdown constantly.


  8. 1 hour ago, triptaminer_02 said:

    Hi all. i have similar issue, after linking account i have lost old one. after killing it i've get some items but im still missing map and keyring (with submarine key :( ). i've tried editor, but these two items cant be dropped out of inventory. is there some way how to get it? in worst case some kind of editting of savefile or so...

    Nope, the map, key chain, and barrier generator stay on the character.

    All is not lost though - since you can access the save file from the editor, simply look at the properties of the keys on the key chain and make note of the cylinder ID.  Now create a new set of keys and edit them to match the same cylinder ID's.  Place those keys somewhere near your new character and delete your old character.  The new keys will unlock the same locks that the original ones did.

    As for the barrier, you'll need to start a new game, have your new character drop their broken generator, then open that in the editor and select the generator to be saved as a new composition.

    Open your original save file and drop the new broken barrier generator for your new character to pick up.

    As for the map, not much you can do with that I'm afraid.

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  9. 6 minutes ago, Indomitus said:

    Honestly, I've kind of enjoyed it a little.  If I'm alone on a server, I would sleep until noon just to trigger permanent daylight.  (If I'm not alone, I only sleep if someone requests.)  I will miss being able to do that, but I guess I should try playing the game right, lol.

    It definitely had benefits, but not without disadvantages - it not only broke the clock, but it prevented timely healing as well.


  10. Delete or move your current save file.  Edit the dsconfig.json file and set the SessionDataType value to BuiltIn, and the SessionData value to Explore.  Launch the server.

    It should create a new save file in the current working directory with a name of SessionSave.ylandsgame - you're good to go.  Optionally, change the SessionDataType back to YlandFile and the SessionData back to SessionSave.ylandsgame.  This way it doesn't generate a new map if you move that save file out of that directory, or keep it set to BuiltIn/Explore - as long as the save file is there, it won't create a new one.

    • Upvote 1

  11. 6 minutes ago, Aleš Ulm said:

    True - the dead bodies found left and right all over the ylands is something we're already looking into.

    I've been moving corpses to a graveyard close to spawn just to keep the landscape clean and to give the players a chance to come back in without losing their barrier/map/keys if they choose to do so within a set number of days.  If they don't come back after that, I delete them.  If this process could somehow be automated or at least triggered in-game instead of in-editor, that would be a decent compromise.


  12. 1 minute ago, Magnarhd said:

    Is there a definite answer on the max number of Islands that can be generated in explore?

     

    I've seen answers from the devs suggesting 8-15 on reddit and 8-12 on here.

    I've read 15 but I've never seen more than 12.


  13. 5 minutes ago, Onedown said:

    I think you misunderstood the point i was trying to make.  I wasn't wondering why they logged off in front of your door I was wondering why the game Devs decided to keep players inanimate avatars in the game when they log off.  This is the first time in any game that I have heard of where this occurs.  So just to clarify my question is: Why did the Devs decide to leave inanimate logged out avatars in the world?  What is the point of that mechanic and in what way does it enhance gameplay.  I'm just trying to see if i am overlooking some aspect of the game where there is value in this mechanic.

    Only thing I can think of is that they wanted to add additional risk to logging out in an exposed area.  You may be attacked by the animals or other players if you don't log out within a protected structure.


  14. I understand the desire to have the barrier become a respawn point (we've experimented with it actually, and with the right logic in place you can do this in a non-explore map).  I think, however, that risk management is a part of the explorer game and would be diminished by the safety of having a quick respawn to your base.

    As it stands now, respawn is done to the closest island's respawn point but there are some exceptions - I've noticed that you sometimes end up on the respawn for the server itself.  I think this happens when you aren't associated to any island (like falling through the world), or perhaps if the island you're on is not hospitable and has no resources (polar desert perhaps).  I think that's a reasonable setup assuming no bugs and you respawn randomly to an island halfway across the world.  You can still mitigate risk by bringing some backup gear with you, locking it up on a ship, and knowing how to get to it in the event of death on that island.

    That said, if we could have some way of teleporting to a barrier/base but at a cost (maybe gold coins or can only be done once a day or something), I'd be open to exploring that further.

     


  15. Yeah, I've done the ladder challenge, the swimming over the deck, and falling off as I read the map, eat, or try to move while the ship is moving.  But being bounced around on your boat while it is stationary?  That's a new one that I haven't seen.  The closest I've come to that is have a bridge room around my helm with a lockable door.  I'd unlock the door, open it, walk out, close the door, lock it, then walk away.  A second later I'm teleported back through the locked door and back into the bridge.


  16. 56 minutes ago, Sir_Duck said:

    Because the issue wasn't fixed

    Terrain manipulation within a barrier was fixed.  That doesn't mean your griefer didn't find an exploitable way to get through the barrier, but this specific problem was addressed.  If anyone has any new exploits to report, I recommend they create appropriate bug reports so the team can handle them.

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