-
Content Count
540 -
Joined
-
Last visited
Everything posted by handofthesly
-
@Nikki Severin just a heads-up, the model display doesn't work in the Shop for Emotes, Costumes or Pets when you click on one.
-
Where do I find DIAMONDS? Please help!
handofthesly replied to steam-76561198152586947's topic in General Discussion
You used to be able to find them in the dirt a while ago, maybe they've changed this in the more recent updates? -
Where do I find DIAMONDS? Please help!
handofthesly replied to steam-76561198152586947's topic in Community Tutorials
You need to sail to different Yland types like Far East and Taiga/Tundra to find Geothermal Areas or Crystal Formations in Tropical area, these have heaps of diamond deposits underwater, you will also need a hand drill to mine underwater https://ylands.fandom.com/wiki/Geothermal_Area?so=search -
Only the Wooden & Iron crossbow pistols can be crafted at the moment. I'm not sure why the X crossbow pistol wasn't added back in when the regular X crossbow was with a new recipe using the devil's teeth and kelp fiber. Also the shark trophy was removed when they got rid of sharks ages ago if I remember correctly. There would be no way currently to craft it either as you can't kill the new sharks in the game yet. I can't recall if either of the two are found in any random encounters or not, sorry.
-
This is inaccurate, in-game it is now 3x Any Meat + 5x Any Small Fish, so which one is meant to be correct? Trying to update the Wiki after a very long hiatus! Also I've noticed that the Small Ylandium Power Cell and the regular power cell now have the same recipe needing only 1 of each ingredient which I assume isn't intentional?
-
What an interesting idea! I haven't really played Terraria so I'm sort of comparing your suggestions to how Minecraft had their 1.7.2 update "The Update that Changed the World" which added different biomes and types of trees and each had their corresponding type of wood and then their own unique sets of blocks and items that can be crafted from them. I think it would definitely allow for greater creativity and provide an alternative to just using the Paintgun to recolour items. I like the idea of the different ammunition as well in theory. Currently it is the weapon itself that influences the attack damage but it would be cool to have different ammo that has different effects like stun, frost damage, poison. This could be useful for fighting particular enemies which might have certain weaknesses etc. I do worry that this might over complicate combat though, and remove the need to craft higher end weapons if the ammunition provides the damage stats.
- 1 reply
-
- 1
-
I can see others have posted similar requests but I thought I'd add my suggestions too. Diving down is too slow, it's more like free floating down. If the Heavy diving boots allowed you to sink quicker then that would give more incentive to craft them and use them. Otherwise we need to be able to actually actively swim/paddle downwards using flippers. We can't oxygen boost up or down either. It can take half the tank to reach the sea floor and if you're unlucky and there's no oxygen coral nearby then you have to go straight back up again. Shark repellent flare duration is much too short, they need to last longer. It is cheap to make which is good but it takes way too long to activate them, they should activate instantly. It would also be great if you could perform other tasks like mining, collecting fish/oxygen etc without it canceling the flare, almost need a second hand slot or something that would allow this. Otherwise the ability to drop them while you swim so that they continue to burn whilst you work. The shark repellent beacon is also kind of useless unless you have an underwater base which isn't really possible. I understand it can be attached to boats but the area of effect is too small for that to be of any use when you are 200m underwater. It needs to be equipable and able to be carried around underwater and easily portable, at the moment you need a demolition hammer to break it into it's individual components. I realise this might make it overpowered but it already is quite expensive to make. Death chests ideally should float on the water. It can very tedious and annoying to have to retrieve it. Especially if you died during underwater cave exploring and lost your way. Oxygen harvester should allow you to tether to it with a hose for a continuous oxygen supply so you can swim within a set distance without needing to stop and go back to the harvester. Maybe make the heavy diving helmet into an actual diving bell that hooks up to the oxygenator. Another option would be to allow the swapping of oxygen tanks underwater or the ability to drink potions underwater but the diving bell/oxygenator combo provides an incentive to craft and use those items. Anemone Goo is always half buried and extremely difficult to find. I thoroughly searched a massive Anemone Forest to find only 2 pieces. Maybe an easy fix is to make the model slightly taller so it's not always half buried. It is really difficult to find specific underwater biomes sometimes. Just recently I spent hours sailing around for an Anemone Forest and managed to find only one very small patch of it that didn't even have 1 piece of Anemone Goo. Maybe I was just unlucky with that map but it would be handy for there to be a feature to upgrade the mapping tool to allow for a larger area to be mapped quicker while you're sailing around. Maybe if you've crafted and placed the sonar and depth gauge on your ship then it gives a boost and clears the fog off the map in a larger area.
-
(Suggestion)Improving the underwater exploration
handofthesly replied to TonyPearce's question in Suggestions & Feedback
I was annoyed to find out that you couldn't switch out oxygen tanks or use divers potions underwater. If they added those features in then it would improve things dramatically. Also agree, the heavy dive boots at least should make you sink much quicker, maybe at the expense of swimming around quick but of you could change your boots to flippers while underwater then that would be fine. -
A way to be afk or not lost in underwater caves.
handofthesly replied to JonathanHunt's question in Suggestions & Feedback
Agreed, the hose idea on the oxygen extractors is great. Otherwise I was going to suggest the heavy diving helmet should act as a diving bell that's hooked up to the surface so you can have a constant stream of air. -
This sounds like a lot of fun and could add to the immersion of the game. Even if it is, as you suggest, simple tracks or tunes. Having multiple instruments would be awesome so you can get together with friends and create music!
-
@ocnoglittle It's looking a million times better and way more user friendly. Well done! Now the, not so small, task of fleshing the wiki out more ?
-
The random encounter I constantly see.
handofthesly replied to spiritchaser28's question in Suggestions & Feedback
Yes, I agree. I encounter it on nearly every island on each map too XD- 1 reply
-
- 1
-
RESOLVED Creator Cube inconsistencies
handofthesly replied to handofthesly's question in Bugs & Technical Issues
Ok realising there's a few more: Lab Face Shield Fedora Cap with Spectacles Fez Sombrero -
RESOLVED Creator Cube inconsistencies
handofthesly replied to handofthesly's question in Bugs & Technical Issues
Found another one, Egyptian Cap is missing from both CC and exploration crafting Hat menus -
RESOLVED Creator Cube inconsistencies
handofthesly replied to handofthesly's question in Bugs & Technical Issues
Just noticed the African Kofia is also missing in the Creator Cube Hats category but it is present in regular crafting Hat menu. -
RESOLVED Creator Cube inconsistencies
handofthesly replied to handofthesly's question in Bugs & Technical Issues
Actually, it's the same in the normal crafting menu's too, they don't show under the hats category unless you search bar it -
I'm thinking similar to the Stardew Valley wiki like pictured but it could definitely be simplified. The tiles might be better? Need to play around with it a bit and see first hand I guess.
-
I wish every category could be on the front page to be honest. Change the layout completely so that instead of large tiles, it's a list of categories in a table with maybe a small icon next to it and placed into groups under a header like below for example. That way, nearly everything is one click away. Basics Gameplay Health Hunger Day Cycle Controls Crafting Breaking Building Items Weapons Tools Food Clothing Armour Scuba Diving Gear Resources Ores Materials Workstations Campfire Kiln Spinning Wheel Weaving Loom Tanning Rack Blacksmith Forge ... etc. Containers Chests Inventory Containers Environment Fauna Flora Biomes Transportation Rafts Boats Ships Cars Building Blocks Furniture Decoration Energy Energy Linker Charging Station Ylandium Power Cells Lighting Energy Gates & Switches Alchemy Potions Protective Barrier Generator Blueprints Demo. Hammer Or if it's tiles then do it similar to the Sandbox crafting menu like pictured. Maybe leave out some like the sub categories of clothing and stuff like art, signs, doors, fences, and flags could be left under decoration or building as for tables, chairs etc under furniture. This would be a good way of reorganising how everything is categorised on the wiki so it matches with how its laid out in the game too. But I still think there needs to be tiles for Basics and Biomes and add one for Editor.
-
Finding Pivot Point for creating curved wall
handofthesly replied to handofthesly's topic in Editor Help
Thanks for the tips! This helped somewhat, I did manage to get it looking smoother but there is still a noticeable lip. It looks like the pivot point has to be exactly the same distance away as the structure is long which is annoying because this would make the curved wall have a massive diameter when I'm looking for a tight curve -
Hoping someone will be able to help me figure this out. I've been trying to work out how to create a smooth curved wall by duplicating my blocks and simply changing their Y coordinate so that they spin perfectly on their pivot point. My trouble is finding exactly where to place the pivot point. Here are some pictures of what I'm trying to do. I've managed to create this curved wall just fine, I don't know if I just got lucky with the pivot point placement. But now I'm having trouble creating a "reverse" curve, if that makes sense? The blocks don't line up properly making it look very jagged and I'm guessing it's because my pivot point is not 100%. Any suggestions on how to overcome this issue?
-
RESOLVED [YLD-28218] No cave on Yland?
handofthesly replied to handofthesly's question in Bugs & Technical Issues
Totally didn't even think to do that! doh! -
RESOLVED [YLD-28218] No cave on Yland?
handofthesly replied to handofthesly's question in Bugs & Technical Issues
Yes thank you! Will do this now -
RESOLVED [YLD-28218] No cave on Yland?
handofthesly replied to handofthesly's question in Bugs & Technical Issues
How do I send you the .ylandsgame file as it is not supported here -
RESOLVED [YLD-28218] No cave on Yland?
handofthesly replied to handofthesly's question in Bugs & Technical Issues
Thanks for the tip! I gave it a go and couldn't see any cave systems. I think it's bull**** that mutated animals can still spawn on the surface at night though when there is no caves on that Yland. Doesn't make sense at all like where do they come from if there's no caves? lol -
Is this still being worked on? I can't seem to find any compositions either, only games