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Everything posted by Indomitus
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This looks fantastic. How much of it will be dynamic/changeable in script? Text? Add, remove, or move elements like buttons?
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I was able to delete my ship in the Editor (after clearing out the chests, of course). It looks like it also deleted the parts of the ship that had teleported several hundred meters away, and I was able to start over on a new ship. I don't envy the clean-up for those with public servers that have been affected.
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For local SP, the answer to that question looks like it is "no" they won't auto-fix. Any ships already damaged will probably have to be repaired or deleted in the Editor, or dismantled inside a protective barrier.
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I am curious: Will the hotfix repair ships that have already experienced this bug? Or will we have to scrap them and start new ships?
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If you die on a Polar island (snow and polar bears) it will not respawn you on that island, but back at the very first spawn. Other kinds of islands should respawn you somewhere on that same island. If you are seeing something different, that could be a bug.
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Inventory Containers, broken tools and UI while repairing these
Indomitus replied to forestwa's question in Suggestions & Feedback
I would like to see the return of item conditions (pristine, used, worn, broken) and the ability to repair it even if it's not fully broken. (Hey, they're my repair kits, I'll waste them if I want to.) It can be kind of dangerous if you've been building something, but then you have to fight a predator, and can't even tell that your hammer is only 1 hit away from breaking. As far as break or dismantle, I would at least like to see some kind of listing of what the action will give me. For plants, it would show grass and the seeds. But what do I get if I break an iron hammer? Or if I break a stone chunk? Most of us have been playing a while and have some idea, but new players will have no clue what those buttons do. (And if the button breaks the entire stack it should say "Break All" not just "Break". If it does something different, it should say something different.) I think it's been mentioned a few times before, but yes the crafting menus are not sorting correctly at all right now, which is very annoying. -
Well, so much for my plans to melt down all the ice cream.
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Enthusiasm to play Ylands diminishes 3 days after each update.
Indomitus replied to kimbuck's topic in General Discussion
I did something similar in one of my Explore games. I planted a tall tree, then placed a blue crystal on top of it. When the tree grew, the crystal was inside of it, and the tree had a faint blue glow. It was pretty neat. -
Enthusiasm to play Ylands diminishes 3 days after each update.
Indomitus replied to kimbuck's topic in General Discussion
Yes, we're still enduring the difficult growth process. Eventually there will be more custom game modes, public and private servers of various kinds, and lots more to do in the game. I keep myself engaged for now by giving myself a challenge every time I start a new Explore map. Recently it has included doing as much as I can without leaving the starting island, and building my base at the spawn. One from a few months ago was to build an underground base that was almost invisible from above ground. (The only sign of the base was the protective barrier and a ladder going down into a hole. And that base was large enough to grow tall conifers inside of it.) -
Impressive.
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Working on an update for this tool: 1. Fixing "m" command which was accidentally not implemented in the code. (oops) 2. Adding a "here" option that can be used in place of X and Z coordinates for "map" and "m" commands. The option would use the player's location as the coordinates. 3. Moving command information window to right side of screen so it does not conflict with the new chat window. Any suggestions or requests would be welcome. edit: I'm also curious about translating it to other languages, to make it a little easier for non English speakers to use.
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I love 0.13, its been awesome, thanks!
Indomitus replied to RedEagle_P1.'s topic in General Discussion
The caves are much better, I think. I'm not liking all the small islands, and I really liked seeing jagged rocky shores sometimes. Hopefully the new algorithms still allow for them, and it's just not fine-tuned yet. The cliff faces right next to the water are really nice (I'm a digger, love to tunnel into a cliff face to make my base) but I kind of feel it shifted from always having a mountain right in the center to always having them at the shore instead. -
DEV ANSWER Serious urgent issue with custom maps
Indomitus replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
I think the YGT file is more important for games where the server would reset each time. It's a template. Certain competitive games like Gold Rush, or some of the game modes that P1 has been working on, would need a fresh map to restart from. For a map that's just a custom Explore world, it might work just to create the ylandsgame file and upload that, since it wouldn't need to reset every time. I only used an explore map because I wanted something quickly to work with and try to learn how to run my server. -
DEV ANSWER Serious urgent issue with custom maps
Indomitus replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
I did notice that their web form to edit that file is out of date, only allowing Explore and Creative as session types. As a result of that, I was forced to edit the file directly. This might be an issue for us to discuss with the hosting service. -
Neat idea. I wonder if they could implement it almost like the Entity Template, but extended to be able to specify ingredients and needed tools, and make it show up in the crafting screen, maybe under a custom crafting group. Kind of a Crafting Template.
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DEV ANSWER Serious urgent issue with custom maps
Indomitus replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
Is either Nitrado or the game itself overwriting DsConfig.json? I followed these instructions precisely, using a simple test map, just an Explore map generated in the Editor then exported. For the path to my ygt file I used the PrivilegeFilePath, since it is the same location. For this export, there was only the ygt file. I joined my server (with a password of course) and instead of loading me into the map I uploaded, it has started a new Creative map. The map it loads is 1 completely flat island, Arid biome, in Creative mode. I logged out, and turned off the server. The DsConfig.json file was changed somehow. Before starting my server: After starting my server (before I stopped it again): I am attaching logs from the server. This includes the "old_1_log_clean.txt" and a few others from previous attempts today. I've also attached the game files, if that would help. session_logs.zip game_files.zip -
It is possible to populate an array with a mix of Logic Objects and Game Entities. I have a game mode that I'm testing that does that to generate a list of item spawn locations (reference points and container objects).
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I look forward to seeing the improvements. Terrain tool, in Editor especially, can be hard to use.
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Flintlock Manor - Server Spawn Headquarters
Indomitus replied to Deadeye_Rob's topic in Community News
The main thing is that it works. Your script looks great, and I love the design of the buttons and the building. That's awesome. -
There's definite pattern there. Do those array items correspond to entities in the scene? If so it might be possible to use labels to mark which they should be, and either use those labels to load values into the array, or use the labels to handle the logic where these arrays are used (instead of the arrays). That would also make it easier to expand or modify the list, even while the game is active.
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Flintlock Manor - Server Spawn Headquarters
Indomitus replied to Deadeye_Rob's topic in Community News
In the Interaction script for a single object, you could include an "IF/ELSE" statement that checks whether the door is locked or unlocked. Based on that decision, it can then perform the correct action. (It can include changing the text that shows up for the player when they interact with it.) -
Easy way to find that out: Place a few items across an empty scenario, some of them outside of the starting chunk. Have them write to the log on that event, along with a time value from a timer. Load it and starting running back and forth between the chunks, see when and how many times it creates a log entry.
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Would it be possible to get the ability to generate maps that are 100% water (no islands)? It would also be nice to able to generate 100% land (randomized, not flat) but I'm not sure if that would work with the way the game currently handles ungenerated "out of bounds" terrain. Maybe there could be a way to give it a definite boundary (such a steep cliff dropping into nothing). With the way boats work, though, players would still be able to sail away through the sky.
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Did a bit of testing with the idea tonight, and I've noticed that ON DAMAGE does not capture a player's action if they are using the Iron Saw. There is an ON SAW event, but it does not trigger until the sawing is complete (which would be too late).
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Would it work to use an event listener checking for damage for entity class Tree, and reset the tree's HP if the player doesn't meet the criteria?