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stlnegril9

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Everything posted by stlnegril9

  1. stlnegril9

    Do mutated Animals respawn?

    mutated animals appear to avoid stairs. In continuing to play with Mutated Animal (wolf, in my case) spawning, I expanded a platform area with walls and built stairs up to it. (so that I can check how often they spawn, and potential spawn cap, in a regular "play" SP game, more easily in a confined area) But, they won't follow me up the stairs!! Have gotten better at learning their AI, so I can get them to follow me pied-piper-like up walls and over hills, etc. Anyone know if they avoid ALL player-made/crafted materials? I may just have to drop some dirt to make a ramp. This could have been a completely new thread, but I 'll out it here as the whole point is to learn more about mutated animals (and regular) spawning/re-spawn.
  2. stlnegril9

    Do mutated Animals respawn?

    ty bb_cakes, for confirming that regardless of the mutated animal color, players should run at the same speed - fast!!
  3. stlnegril9

    Do mutated Animals respawn?

    I can't get this to work in a test world started from Explore then played in a regular play (that may make a difference - I'm also trying a regular "play" world which is then edited to remove all animals but for a few mutated, but that takes some work). Have slept about 25 nights, altering the wake up point to see if that matters. Also tried just letting the clock go for about 3 full days and still no spawns. In this case I have 2 mutated wolves in one fenced-in pen, and another one in a much smaller pen further away. I have yet to get any new spawn in this test. Does anyone have any data on the "average" number of "overnights" it might take for a single new spawn?
  4. stlnegril9

    Do mutated Animals respawn?

    OK, I may have assumed a spawn area because many times see 4 to 6 horses all in the same spot. They don't seem to "disperse" on their own as much as other animals, until my player comes near. I may run a test, editing a new world (starting with an "explore" world, b/c not sure if there may be a difference otherwise), and then remove all animals on starting yland other than a particular type and run scenarios to see if spawning differs based on the survivor's location. If/when I get to it. (or maybe Ane/Ylands Team/someone will just tell us how it works).
  5. stlnegril9

    Do mutated Animals respawn?

    Thanks for the info/reply (and others as well). Does this mean we are able to "farm" mutated animals, if we separate them by enough distance (giving more spawn chances w/ no cap on that individual animal)? I did separate 2 mutated wolves (using your barrier size as a reference) and did get 1 of them to "multiply". They are rather difficult to manipulate (flying via propeller pack in my case, but I think fight potions would work as well). Their AI is not as aggressive as I'd thought. They don't always follow right away. but eventually I could lead a lone animal away. The bigger issue was getting them up walls/etc. (if not obvious, the idea is to separate each newly spawned animal far enough away from other animals of same type, so that it has its own spawn area/cap and repeat until there are plenty of 'spawn' animals). Also, this means I should cull animals more often than I have, for performance reasons? I'd not paid that much attention to hordes of goats, for example, but now see huge groups of them and am guessing at some point that slows the game down?
  6. stlnegril9

    Sneak Peek #50

    Interesting idea, blueprints. Really like the idea of expanding the barrier size (really, more so, allowing blueprints of ships/cars). On this part: " A special workstation appears in front of it that you can fill with ingredients needed to build the structure (anyone can add those even when it’s not their workstation) ", I suppose my slave labor could be in demand soon. If I ever get back to MP.
  7. stlnegril9

    Do mutated Animals respawn?

    What is the actual procedure/algorithm for animal spawning (mutated or otherwise). If I could be pointed to a topic please, but I can't find it. I did see Baz_Foobar's "Endangered Species Protection" topic, which I think is an idea for keeping one mutated animal protected to act as a "seed" for re-population. But are there caps/limits on animal spawn? If so is it an overall animal cap? or a cap by "type" (hostile/non-hostile, bird, etc.?). We already know from the attack behavior of hostile and the flee of some animals the game treats them differently (plus the new music for hostiles). Or a cap by specific animal (e.g. boar). If it is an overall animal cap, does killing off 'regular' animals allows you to have many more mutated animals (assuming one exists on that yland). If you kill all the existing animals of one type on a particular ylands do they never spawn again? meaning you can make your yland "peaceful". If this is doable, I'm sure experienced players do it all the time, I just never bothered. Does "chance to reproduce overnight" mean if the player sleeps through the night again and again they can generate as many animals as desired. Do people use this? (there was a thread about a an island with TOO many animals some months ago, I think it was a bug, though... spawning gone wild).
  8. stlnegril9

    Max number of islands.

    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]
  9. stlnegril9

    trees falling through the ground

    So there can be sinkholes?!? synkholes? syncholes? kimbuck, I'm curious how you " back filled the opening". did you just drop dirt/similar across the opening? I'm guessing that if your digging and exploring found the excavated cave below, the boar was in there. So you could make a natural trap. Similar to what happens to most rabbits if I dig a trench/hole.
  10. stlnegril9

    Dev Diary #32

    In the Bohemia office review portion, someone (I think Ales) has a Ylands T-shirt on. I want one of those!
  11. stlnegril9

    Sleeping SP problem...

    I agree with a few points of this thread, as far as the SP sleeping changes in the 0.7 update. I'm not sure sleeping in SP has to be different from MP, but the 4 pre-defined times to wake (06, 12, 18, 24 hrs) is problematic for these reasons (mostly stated above): 1) rise at 3AM for max daylight sailing time 2) short sleep through a storm 3) short sleep to accelerate cooking/smelting/plant growth, etc. Summary - the ability to sleep in SP and see the clock to wake when the player wishes should be re-implemented. Side note - I've never noticed the sunrise time change for different biomes (always around 03 hrs) but was probably doing it more in Temperate/Rainforest/Desert biomes.
  12. stlnegril9

    I got bird flu.

    Have read about the birds-in-sails bug but never experienced (to this extent, anyway, only a slight rocking of ship in my case). If one could fly up to that ship (propeller pack or fly potion), and kill the offending bird, what happens? does the ship drop? Is the helm operable?
  13. stlnegril9

    no mutated animals

    I usually notice them when they all jump (fall??) from the ceiling to attack me! I assumed this was programmed behavior.
  14. stlnegril9

    no mutated animals

    5 different ylands and no mutated animals seems extremely poor luck. Have you tried 1st person "x-ray" exploit to make sure there are not other portions of the cave system? (may be considered a bit cheaty by some, but in this case could be helpful in verifying the extent of the caves). I've found some cave systems have portions that are barely connected to each other (for example, a very narrow nearly vertical shaft), so it can be easy to miss those portions. Others seem to go on forever and some extend out far into the ocean (according to my map), which makes me wonder about the cave generation code - where does an yland "begin/end"? or maybe cave generation just starts under an yland and ignore yland boundaries for its generation.
  15. found a structure/treasure generated embedded in stone. Player stuck sitting in chair in stone. In a cavern I found a table/checkered platform with items completely embedded in stone. (It has chairs, hat, book, tea cups, etc. - one of Alice In Wonderland theme, I believe) Used 1st person view/occlusion exploit to verify no access to it other than digging in. Also mined the whole area out to verify. A possible bug in that a player would likely never find something embedded like this, but more importantly, sitting in a chair embedded in stone gets the player stuck - can't mine anything and leaving chair doesn't put player back in "air" (player is stuck standing in stone instead). In this case, was able to use command "/unstuck 0" to get player to a beach. Workable, but frustrating. build 0.6.3.43890 (countless colors) , single player.
  16. stlnegril9

    Sneak Peek #46

    What would the death message be? Mercilessly pummeled by penguin wings?
  17. I've seen the above message several times when I know there is a previously discovered Yland just ahead. Has happened in several different areas. I cant discern a pattern of what causes it. All in the same single player game. I haven't notice the (possibly related) issue with birds.
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