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FallujahMedic -FM-

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About FallujahMedic -FM-

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  1. FallujahMedic -FM-

    Dev Diary #225 Ship, boat and giant urchin

    Maybe one day we'll be able to make our own.
  2. FallujahMedic -FM-

    Dev Diary #221 Rebalancing the Future

    We'll never know until they try. Remember, sharks were broken at one point as well. On the other hand, we could also dig underwater and make underwater buildings back then too. The community have been making awesome things that the devs once said were impossible too. Think positive. If they want suggestions, I'm going to give them.
  3. FallujahMedic -FM-

    Dev Diary #221 Rebalancing the Future

    Seeing some GREAT suggestions so far! Game "balancing" is almost always a negative for the player, so lets hope this is not the case for Ylands. So, here are my thoughts on the matter... Potions: Longer durations, more varied, to be used as a shorter duration alternative to Propeller pack or air tank. Crafting: Lower tier recipes (crafting items) should automatically be revealed as progression advances. (for example having Ylandium products, but not knowing how to make bread) Food: Canning (Sardines in tins) Chill box for perishable food Smoking station for meat/fish Dropped food spoils Enable the ability to eat other fish besides sardines Structures: Ability to create underwater buildings (they currently flood even if a blueprint is used). Add templates for the default structures found in game (eg Church, ruined caste, etc.) Misalignment on structures means that users are not able to "repair them". New blocks do not align. Misc: Teleportation (as is found on many servers). Would be useful for exploring very deep water. User would need be at a specific technology level then would need to create a "start portal" and then a "destination portal". Limited range (from boat to deepest part of the ocean for example)
  4. FallujahMedic -FM-

    Dev Diary #222 When the Prints Go Blue

    @zarwil I tried to make it clear by stating: If this isn't clear, I apologise, let me rephrase. Often times, a user built object (lets say a wooden cube) costs fewer resources than if you would have used a blueprint. For simplicity's sake, lets say you created a wooden cube that took 24 logs, the same cube when built from a blueprint would take more than 24 logs. If this has since been resolved, lovely! I started playing Ylands back in 2017 (8 Oct, 2017).
  5. FallujahMedic -FM-

    Dev Diary #222 When the Prints Go Blue

    One problem that I have with this announcement is the lack of details. Its always great news to hear that a feature will be modified based on user input. But, as many of you may have experienced with various games, is that what is suggested is often implemented in a completely different way than was intended. For example, the removal of the protective barriers in favour of the ability to prevent others from modifying your Yland. So, for specifics (or at least aspirational specifics): Is there going to be a maximum size for blueprints? Can multiple blueprints be used to create complex items (a house on a ship for example)? Will it ever be possible to use 2 ship hulls in 1 creation (a sort of catamaran with the steam ship hulls)? Will you make the blueprint creation process more user friendly? Will the resource penalty for blueprints be removed (A blueprint often uses more resources than the same object being created manually)?
  6. Only once so far. But, to be positive, it was good to learn the new ways of crafting items.
  7. Same happened to me (glitch and had to reset).
  8. FallujahMedic -FM-

    Diving in 1.9

    @p4rr Thanks, I found them in relatively shallow water. The bright pink gives them away!
  9. FallujahMedic -FM-

    Diving in 1.9

    So, I've made the jump from bamboo/coconut dive gear to coral. Additionally, I found a Scuba Mask on a statue in a tier 3 island. The only thing is that I'm a bit confused about the progression. To make the upgraded gear, I need the Nautilus bladder. Some are saying that the Nautilus is located in deep water, but if that's the case, how do I reach it with coral gear.. it just won't reach.
  10. FallujahMedic -FM-

    Extra Inventory Containers

    I have to agree on this. Given the amount of resources needed to construct even a reasonably sized house, the standard chests hold far too little. I think I have 10 chests on my starting island, 4 on my Catamaran and at least one at each Yland I explore. Something like the seed box, but for items such was weapons, ore, food, etc., would be a great addition. Even better would be crates that auto sort by type. "Have fish or ore spread through 10 crates, lets auto sort them to put the fish in one crate and the ore in another..."
  11. FallujahMedic -FM-

    You into Fishing?

    @6Cowa6Bunga6 They will show up as a shoal (school) of fish just as you would find with Tuna, Mackerel, etc. They seem to show up randomly as opposed to at a specific depth/location. I reset my progress when 1.9 was released and I only found some sea slugs today. Nautilus can be found in shallow water in the kelp forests, look out for the bright pink.
  12. FallujahMedic -FM-

    RESOLVED Exploration - Lost Ship- Now stuck

    Quasi-related (ish), my ship got stuck upon arrival to an MP Yland. When I say stuck, I mean no forward/backward movement and an inability to turn. As with others, my ship had all of my rare stuff on board. I was able to get it unstuck by putting it into construction mode and building a sail. This allowed my ship to move (engines would still not work) and I immediately turned around and left that Yland. Note, I did see a small warning over the Yland Icon that stated something to the effect of !Risky base... It was very odd.
  13. FallujahMedic -FM-

    A Few new ideas

    Yeah, I once mentioned (this goes back a few years) composite wood. It was a solution to the overabundance of sticks, sap, and bark once the player reaches a certain point. I mean, at some point you end up with massive amounts of each. Imagine being able to build with plywood or MDF?
  14. FallujahMedic -FM-

    Dev Diary #186 Composing Blueprints

    You hit the nail on the head there! For a game that's rated PEGI 7, some aspects (particularly blueprints) are unnecessarily complicated. The average user should not have to spend an inordinate amount of time researching every exception/caveat to a tool that should be as basic as "point and click".
  15. FallujahMedic -FM-

    Dev Diary #186 Composing Blueprints

    I know it's a relatively simplistic answer and one that may or may not be possible, but couldn't we just be given the ability to create something in the editor and then be given an option that says "Save as Blueprint"?
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