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Indomitus

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Everything posted by Indomitus

  1. Indomitus

    how to put thumbnail on scenario?

    You mean inside your own menu in the game? Find a good shot, either in the editor or during play testing, and press Shift+F12. Save the scenario, and that screenshot will be the thumbnail. (edit: by the way... You can change the name by going to the "Game" menu and choosing "Settings")
  2. Indomitus

    Fairytale Tower

  3. Indomitus

    Palacio de Bunkingham

    Wow. Very impressive detail.
  4. Indomitus

    Two buldings added to workshop

    I've been playing a lot lately in the editor. I'm kind of holding off on learning the logic in detail (I have used some) but I've really been having fun with techniques for making curves and odd shapes. Building #1: The Wooden Arch Building This is just a simple-looking arch, good for a basic shelter or as part of a welcome center. There's enough space on the bottom level for a smelting furnace, kiln, and blacksmith forge, and just enough space on the upper level for a spinning wheel, weaving loom, and tanning rack. https://workshop.ylands.com/asset/580 Building #2: The Stone Hexagon This one's bigger, made entirely of stone and marble. 6 pillars, 6 archways, and a very high ceiling. The design wasn't really planned, I just had some fun creating it. https://workshop.ylands.com/asset/582
  5. Indomitus

    Salvaging lost stuff

    There is an option for Unstuck that will move a vehicle. /unstuck 3
  6. Indomitus

    Dev Diary #44

    I'm just eagerly awaiting the big Editor update like a kid waiting for Christmas morning.
  7. Indomitus

    Sneak Peek #55

    I know Jacksepticeye played it some late last year, he might be up for revisiting it once it's farther along. Maybe we can build some maps for them to play, too. Help make it interesting.
  8. Indomitus

    Official server and Corpses

    I believe they did mention they were working on making the game "self-clean" dead Ylanders and general clutter over time. Hopefully that will be ready soon. It will improve things by a lot.
  9. Indomitus

    Floating dirt fragments

    You can press C to change to First Person mode. In this mode you can aim with more accuracy, and should be able to clear most of them with a single hit. Just aim the dot at center of your screen straight at each one and hit it with your pick. When you're done you can press C again to change back to Third Person view, if you like it better.
  10. Indomitus

    Another funny screenshot thread...

    "No, I am not boar. I am woodpecker. Peck peck. See?"
  11. Indomitus

    Sneak Peek #55

    Don't know if it's the one Bojo is asking about, but I am curious about that one. As accustomed as I am getting to lining my up my ship by the voxel lines in the water, a compass would be better. Also a positive because those 3D models tend to turn around backwards after a while, making the preview kind of ineffective.
  12. I am looking at short-term solutions to make this specific build work, but that is not going to be easy since I want it to have a specific theme. Allow me to suggest a long-term solution: Add a field that allows us to force a specific item to be unique and unstackable, no matter what type of object it is. If an item is "unique" for example, it would not behave as the same entity type, even with similar items. Making it unstackable, the effect of that would be obvious. (I understand there are much more important parts of the game that are the focus right now, but please consider this for the future.)
  13. Hard to know if this is even necessary, since we're close to getting a big logic upgrade for the Editor, but this one part of the current system seems a little backwards to me. With "Move Instantly" if we want a smooth slide for an item (such as a large sliding door) it requires lots of extra work to make it work and make it look good. Meanwhile, moving an object instantly, honestly has some uses but not nearly as many. It would make more sense for the logic to default to moving the object over a specified amount of time. It can still be relative or absolute movement (or aim for a waypoint, which could get really interesting if the waypoint is moving too... I used to love doing that in LBP). If it really needs to move instantly, allow for the time setting to be 0. I guess the same could be said about rotation.
  14. I noticed another detail while working on a puzzle design this evening. I have the specific object set up to interact with a piece of logic (to move the stone to a specific location). I can place it with V anywhere in the scenario and the logic will move it back to the location. If I drop it with X, then the logic no longer recognizes the item, as if the ID changed. It no longer responds to the logic or acts as the trigger that I need it to be. This breaks the puzzle. It's in my "Idea Workshop" scenario, a bit farther along with the puzzle design. I can attach the updated version if needed.
  15. I have 2 scenarios included in this ZIP file. "Idea Workshop" is the scenario where I first noticed it happening. My test items are still lying on the ground. (Just go toward the very large teeth. He won't bite. He's not complete yet.) This evening, I created the second one "Custom Name Test" and it contains only the few items that I renamed and placed around (plus a chair and a creator cube). I did some more testing when I got home today, to see if I could give a little more detail. This is what I noticed: 1. It seems to happen only with stackable items. In "Custom Name Test" I placed several swords along with the sticks and the stones. The sticks and stones lose their names. The swords do not. 2. When the items stack, only the first item grabbed will keep its name, and the entire stack will show that name. The rest will lose their names no matter how they are dropped or placed. The one that keeps its name will be the last one dropped. 3. I also tried adding named items to an explore map (I can attach it if you like) and the result was the same when I played in Explore mode. IDEA_WORKSHOP.zip
  16. Indomitus

    icy hamlet

    It looks amazing.
  17. Indomitus

    Ask me your editor questions!

    That's a great video. How about compound logic? A single action (like the opening of a door) that requires more than 1 thing to happen first? Let's say, for the example, that there are 2 levers that must both be turned on before a door unlocks. I've tried a couple different things, but I can't tell if I'm getting it wrong or if the logic component just doesn't work.
  18. Indomitus

    Dark In Game/ Dark In Editor

    The logic won't activate until you switch to a play mode, and doesn't persist when you change back to the Editor. (I've been playing with it. Did you know you can set the sun to 1000% brightness and blind the player?)
  19. Indomitus

    P1 Building Contest #3 - Europe

    Between choosing a very large project and not having enough time to work on it, I'm not going to make the deadline. I still plan on finishing it when I can and then sharing it, I just won't make the contest deadline. Even if you extend it a few days. This is going to take me a while to finish.
  20. You can use an Event Listener to do this. In the top part, choose "Player Interaction with Entity" and for the Entity section, select that switch. Down 2 lines where it says "Interaction" choose "Switch On" In the bottom part, choose "Perform Action with an Entity" and set up the logic you want to happen. If you also want the switch to close it again, add another Event Listener, and set everything the same, except set the interaction to "Switch Off" and set up the logic to close it at the bottom.
  21. Indomitus

    Disable these in editor

    Even more useful if we're able to set them dynamically during play. Example: The player picks up a specific trinket as they are exploring. They place it on a pedestal to solve a puzzle and unlock a door to the next area. At the moment it is placed, the item becomes unpickable. I am really hopeful about the upcoming update, and curious to see what controls they give us access to.
  22. Indomitus

    Another funny screenshot thread...

    The moment I realized my smelting furnace was staring at me...
  23. On the left is what I built and wanted to blueprint. On the right is what it captured. The awnings can be crafted in Explore mode, so I am curious why they did not include with the blueprint. It seems that pickable or free-placed items don't capture in blueprints, which does make sense to a degree, although excluding them entirely doesn't seem like the right answer to me. Another example was a design I had in mind for a small house, and I wanted to decorate the chimney with stones to make it look more rustic. The stones would not capture in the blueprint. Sure they don't have a recipe, but the blueprint could simply ask for the stones directly. And an option to somehow make them not pickable when the blueprint is completed, would also be nice to have. edit: Maybe it's because the awnings require a sewing kit? There must be a way to accommodate that.
  24. Indomitus

    Capture blueprints in creative mode

    Open the game in the editor and add your composition inside the barrier. Go back to Explore and blueprint it.
  25. Indomitus

    Capture blueprints in creative mode

    The full workaround: 1. Start a local SP Explore game. 2. Open it in the Editor. 3. Drop in a Creator Cube, and do any terraforming you might desire. I like my entire workspace nice and level. And probably a good idea to mass delete a lot of objects around the work area. I deleted nearly everything from that entire island. 4. Save and return to that game in Explore mode. 5. Pick up the cube, equip whatever you need, and go to work. You will have the Cube for infinite resources, as well as a Protective Barrier, inside which you can create blueprints. It seems blueprinting already ignores certain items (which is about to become a new topic about in the Suggestions section, because it's ignoring the wrong items). Tip: If you want to maximize the space inside the barrier, stack 26 standard 1x4 logs end-to-end straight up, place your PB on top of them, then remove the logs once the barrier is active. The bottom of the barrier will be just a couple grid squares below your work surface, giving you almost the entire height of the barrier to work inside of, almost the full 90x90x90 meters.
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