FallujahMedic -FM-
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Everything posted by FallujahMedic -FM-
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Dev Diary #225 Ship, boat and giant urchin
FallujahMedic -FM- replied to Aleš Ulm's topic in Dev Diaries
Maybe one day we'll be able to make our own. -
Dev Diary #221 Rebalancing the Future
FallujahMedic -FM- replied to Nikki Severin's topic in Dev Diaries
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. -
Dev Diary #221 Rebalancing the Future
FallujahMedic -FM- replied to Nikki Severin's topic in Dev Diaries
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) -
Dev Diary #222 When the Prints Go Blue
FallujahMedic -FM- replied to Nikki Severin's topic in Dev Diaries
@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). -
Dev Diary #222 When the Prints Go Blue
FallujahMedic -FM- replied to Nikki Severin's topic in Dev Diaries
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)? -
Exploration points won't be given back after reset the mystery island?
FallujahMedic -FM- replied to TonyPearce's topic in General Discussion
Only once so far. But, to be positive, it was good to learn the new ways of crafting items. -
Exploration points won't be given back after reset the mystery island?
FallujahMedic -FM- replied to TonyPearce's topic in General Discussion
Same happened to me (glitch and had to reset). -
@p4rr Thanks, I found them in relatively shallow water. The bright pink gives them away!
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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.
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Extra Inventory Containers
FallujahMedic -FM- replied to Hunter-Over-Fire's question in Suggestions & Feedback
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..." -
@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.
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RESOLVED Exploration - Lost Ship- Now stuck
FallujahMedic -FM- replied to Deadeye_Rob's question in Bugs & Technical Issues
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. -
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?
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Dev Diary #186 Composing Blueprints
FallujahMedic -FM- replied to Nikki Severin's topic in Dev Diaries
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". -
Dev Diary #186 Composing Blueprints
FallujahMedic -FM- replied to Nikki Severin's topic in Dev Diaries
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"? -
A mass pickup feature would definitely be welcomed. It is probably the biggest struggle that myself and my children face (repeatedly clicking). Regarding the mystery Islands, it would be great if they could be made Multiplayer (by the players that found them, via a toggle maybe). As it currently stands, there isn't a good balance between singleplayer and multiplayer (in Exploration). Whilst I'm only addressing the mystery islands at the moment, the same could be applied to "home" safe islands.
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What would you change about survival servers?
FallujahMedic -FM- replied to RedEagle_P1.'s topic in General Discussion
?1) Great idea, but can't this be abused to make plants like Sisal Agave to grow? ?2) 100%, but must be limited to items dropped by a player, also I'd add that it should be limited in scope, what if a player wants to make items for other users? Are these items then considered "trash"? For things like resin and bark, I would wholly agree though. ?4) I found this very useful, especially the seed packet box, maybe add an herb bag? ?6) I work so don't have a lot of time per week to spend playing, but I am typically on at least once per week. Any abandoned/AFK kicking should be subject to a reasonable time limit. ?I support the dinghy and key idea. ??Respawning plants/seeds/ore is probably tops on my wishlist! Also, some ores are under-represented (salt peter, sulphur, coal) Multiple barriers/despawn would be great if possible, but let me clarify why. I like to build things and would love to "move out" once I've built what I wanted (opening it up for someone else to move in), but as the protective barrier is currently configured, it can be turned off, but not moved. -
What would you change about survival servers?
FallujahMedic -FM- replied to RedEagle_P1.'s topic in General Discussion
Some good ideas there, will post comments/feelings later (when I have time). -
P1 Building Competition! #6 - The Server Build
FallujahMedic -FM- replied to RedEagle_P1.'s topic in Community News
I am in! Pub/Bar ? -
As a veteran consumer of all thing Bohemia (OFP, Arma 1, 2 and 3, ToM) I look forward to this new title. I purchased it shortly after receiving Pettka's tweet. I wish the devs all the best and want to say congratulations on your latest release. -FM-
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