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Everything posted by Indomitus
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DEV ANSWER Serious urgent issue with custom maps
Indomitus replied to RedEagle_P1.'s topic in Editor Bugs & Technical Issues
Just out of curiosity, does it matter that the path contains both kinds of slash? -
I agree that crafting right now is kind of a mess. The categories need to be revised. Adding a Workstations category (could be combined with tools) and a Storage Containers category would be good. Those can be hard to find. Having some way to view or search recipes based on ingredients would be helpful. If a recipe requires a workstation, let us click the workstation name to view its recipe, like we can with the other ingredients. Having a way to "pin" recipes would be helpful. We used to be able to mark them as favorites, but that feature went away several UI upgrades past. How about letting us mark them as favorites, and group them under a dynamic Favorites category in the menu? Let it be persistent for the player, across all sessions. The dynamic categories (Recently Crafted and Recently Learned) do not sort correctly. In fact, they do not sort at all.
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Is there any plan/possibility for the chat to include voice?
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Need Help with re-spawning Plants
Indomitus replied to DW's Gaming N Animation's topic in General Discussion
I've noticed that if you select an entity, or a label containing entities, the list of events will automatically filter itself to only the ones that apply to those items. -
I'm enjoying quite a lot of the improvements that were made, especially in the editor and VS. I've not been in MP for a long time, so I can't say much about that part. There are a couple parts of the UI that I don't like, but most of those are just nitpicking. A few are legitimate complaints. One big complaint I have is that we can no longer drag items to other slots within a single container. I can't speak for anyone else, but I like to keep my storage organized. If I have a chest with (for example) iron ingot, copper ingot, and other metal items, I prefer to keep them grouped together visually to make them easier to find. This means I'm dragging items to other slots to make room for items being added. I do this with containers in my inventory as well, like moving around seeds in my seed box so that they're together by type, such as trees, food plants, resource plants, and alchemy plants. And not being able to drag them also prevents us from combining partial stacks without first removing them from the container, which is a minor inconvenience but still annoying. Keeping it all organized becomes a big puzzle requiring extra storage space to juggle all the items we're having to move around.
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I've seen this as well, and I've noticed some sections of coast with half-buried corals and nothing else visible (I assume they were below the terrain). I think the placement algorithm for those items is miscalculating the Y value somehow.
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That makes it difficult to maintain multiple versions of a game. We would have to directly copy the file out of the Scenarios folder to prevent the ID from being altered.
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It sounds like what's needed/wanted is something similar to what we now have for the body slots: being able to equip to a specific hotbar slot, and even to lock/unlock what is equipped in that slot. As a bonus, it would be also be nice to be able to make a specific item/slot the active item, and lock/unlock it (for example, forcing a player to visibly carry a flag in a Capture the Flag game).
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question about Unicode characters in UI and other display text
Indomitus posted a topic in Editor Help
I have a scenario I'm building, and ideas for others, that would use a custom UI to show game information. For some parts, I want to use symbols rather than words to make it more universal. While exploring this I found that some Unicode characters display correctly while others don't. Is this more dependent on the player's system, or the game? And are there any possible guidelines for which ones would work, or will we have to just try them to find out? -
RESOLVED [YLD-16743] On Pick event - problem with target entity properties
Indomitus replied to Oliver Hope's question in Bugs & Technical Issues
I seem to recall before, if the listener was set to trigger after, then it would return strange coordinates once the item was in the player's inventory. Of course, now it doesn't look like it has the trigger before/after option anymore. If your items are plants that the player is harvesting (a garden of flax, for example) then I just tried using ON COLLECTING, and it seemed to return the right coordinates. I just had it play a particle effect for my test, but it was in the right place. It doesn't work for picking up regular items, though. -
If you're equipping them entirely in script, spawn each item into inventory first, capturing it into a variable, then use the variable to equip that item immediately. Pay close attention to the order that you do them, and you can plan exactly which hotbar slot they'll appear in. I put this code into a Lever, and it put the Hammer in #2, the Axe in #3, and the Spade in #4.
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RESOLVED [YLD-15989] Editor Bug - Saving Composition
Indomitus replied to Igor Q.'s question in Bugs & Technical Issues
I encountered this same bug earlier today. I ultimately typed the name in a text editor then copy/pasted it, but at least there is a workaround until they fix it. -
Have not tried that. It would be interesting to see if the map functions when equipped for an NPC. If it works, I could make this go even faster, because I wouldn't be fighting against the game loading and unloading chunks of terrain. edit: I gave it a quick test, and no, I don't think the map is activated when an NPC is carrying it. It specifically has to be in a player's hotbar to function.
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Very cool new additions to the Ylands editor!
Indomitus replied to RedEagle_P1.'s topic in General Discussion
Finding all kinds of interesting little details in the Visual Scripting. For example, the sound effects list now has buttons to preview the sounds. And the tile used to join two pieces of text? Click on it and you can expand it to more than 2 items on a single tile. Very nice. And they've finally given us the ability to change the name of the variable in a FOR EACH loop. No more "Item, Item 1, Item 2, Item 3" garbage. All kinds of neat new toys to play with in the Editor. Is that testing from inside the Editor, or actually exporting it and starting a game with it to try it out? Just curious. -
For X coordinates (East/West) the negative values are Left/West on the map. For Z coordinates (North/South) negative values are Down/South on the map. When I need to map islands in a scenario, I will start a copy of it as a game, with a few specific tools added to help with mapping. That way, the revealed map will always be stored with that game if I need it. A Creator Cube, propeller pack, map (of course) are all useful for this. And for mine I've created a mapping tool that uses code to fly the player around the map based on entered coordinates, mapping entire blocks of the map automatically. It's slow, but not as slow as doing it by hand. I need to optimize it and clean it up so it can be shared.
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RESOLVED [YLD-16203] Cannot destroy items from inventory
Indomitus replied to jchob's question in Bugs & Technical Issues
I see the same thing. I usually use this to get rid of excess bark or items I know I won't need, without cluttering my work area. They have been planning some kind of auto-cleanup for dropped items. Do we know if that is active yet? It might be meant to replace destroying in inventory. -
Just a few quick comments before I have to stop playing and get some sleep... Things I do not like: The crafting menu is not quite sailing smooth: "Recently Crafted," "Recently Learned," and "Suggested" are not sorting correctly. Recipes no longer show the amount you get (such as how much leather you get from the different animal hides). Crafting no longer displays how much is in inventory. (This is very useful for planning on large projects.) No longer shows anywhere what you get if you break or dismantle an item. That information is needed somewhere (especially for newer players). When planting, Ylander will punch right after planting final seed. Can't seem to avoid it. New notifications appear over vicinity, and can block looting (at least visually). Vicinity looting is much slower, but regular looting is very much faster. This is fine except regular looting still does not aim well. I like: Building blocks now show type and dimensions in the crafting menu. This is good. There are some interesting new sounds for actions and workstations. Other things: No longer able to transfer directly from a container in inventory to a chest. This stops the infinite resource bug (I will miss it but it had to go) but could cause other smaller issues. It now requires the item goes through main inventory, but what if my main inventory is full? Can't move the item in or out of the container in that case.
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Since the Editor will not use the random sites/vendors that we see in Explore mode maps, could it be possible to allow us to create our own and define the random placement rules ourselves? (Rules like: In water, on land, in cave... biomes it can be placed in... does it flatten the terrain around it... how many can appear on the map... and so on) We can already place our own manually, but I think it is more interesting for it to be at least a little bit random.
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To be clear, I interpret this as a "yes" for maps created in the Editor (that will be very much like Explore maps) but still a "no" for maps started in Explore mode?
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I'm finding this to be a great place to start, myself, so I agree with this. C++ is a fairly advanced language, not really the best choice if you're just starting out. Unity is relatively easy to learn to use and see some results very fast (that's a good thing to stay encouraged) especially with the enormous number of tutorials available online, and the large community of devs that can help you with it. And I'm trying to learn it, too, so maybe we could trade notes. ?
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RESOLVED Many entities named the same
Indomitus replied to RedEagle_P1.'s question in Bugs & Technical Issues
Wasn't there a plan to add short descriptions of some kind? Or would that not affect this listing in the script? -
Storing player data across play sessions
Indomitus replied to Oliver Hope's topic in Editor Suggestions
"somewhere in the cloud" = on a server. Doing that would require coordinating multiple servers, possibly across multiple hosts, which could be possible but is what my old boss would call a "$20 solution for a $2 problem." If we're talking about making the client's data portable across servers, then the data is most likely going to be carried by the client, even if it's only temporarily. -
Why do I always miss the most obvious answers? lol
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Since we can't tell whether a Ylander is male or female, we need a way to choose whether to use male or female sound effects such as "HURT MALE" or "HURT FEMALE". As it is now, we have to simply choose one to apply to all players. I think that the best way would be to reduce it to "HURT PLAYER" and let the game choose the correct sound.
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Storing player data across play sessions
Indomitus replied to Oliver Hope's topic in Editor Suggestions
For it to be portable between servers, something would have to be stored locally on the player's machine.