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Everything posted by Indomitus
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(Related to bojo's point... I'd started typing a while ago and got pulled away...) One thing that frustrates me often is how the anchor/pivot point affects objects aligning with each other. This is especially noticeable with larger pieces, where the anchor point is at one corner, but we want to align a different part of the object. The manual movement controls help in most cases, but sometimes can make the alignment even more difficult, especially when working at the very edge of a structure (like a platform on a ship). In those cases, as stated above, the object moves suddenly into the distance and we either have to try to compensate or just abort and try again. Building near water... When the object goes under the water (before placement) it can't be seen at all, even if it's right under the surface. Makes it near impossible to position or rotate it right when building something like a dock or offshore platform. edit: This is when the object is below water and the player is above, usually with shallow water where you can't swim below the surface.
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Some people never learn.
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I have something in mind. RL permitting, I am in.
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It's easier than that. Collect wood. Light your kiln. Make charcoal.
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Maybe instead of putting horses on ships, we can put the ships on horses?
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This is a work in progress, but I wanted to share my progress as it happens... The basic shape of the building is kind of inspired by Union Terminal, an old art deco landmark in my hometown of Cincinnati. I've spent a few evenings this week building the front facade. Took 1 day just to figure out the geometry for the large arch. It is obviously not a direct copy. At this point, the building is almost 60 grid squares in height, or about 6 stories tall. The openings at the bottom are tall enough for an Ylander to easily walk through. I have not decided yet what the interior will look like, but I do want to add a bit on the sides, kind of like the building that is inspiring it. I expect this one will be too big to share on a public server when it's done. Here's to hoping I have the patience to finish it and don't get distracted.
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A bit more progress last night and today. I've decided to extend the arch all the way to the back. Haven't even start decorating it yet.
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Are we still confusing version numbers? 0.1 is not 0.10. These are not decimals.
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In Explore mode, you can "deconstruct" things much easier if you are inside your own Protective Barrier (which I think is only available in Online Multiplayer). Otherwise, there's not really an easy way other than just keep hitting them. (Stone blocks take a LOT of hits to destroy.) Many of us use Creative Mode to build our fancy buildings. Then we have access to a tool called the Annihilator, which can destroy a block with one shot. Plus we can fly, and we have infinite resources. The challenge of doing it in Explore mode can be fun too, though. As for getting to the roof, you can place logs, which are easier to destroy after you're done. They don't have to be pretty if they're not a permanent part of the house. They just need to be spaced so you can jump up on them.
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So soon after the previous episode. Out of curiosity, if a player switches to a different computer, does the ID number remain the same? If they can do that, they can probably get around a ban.
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You can fabricate a bunk using pier supports and wooden beds. That one looks much nicer, though.
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I had been wondering about that. I've had a thought for the past few days about setting up a dedicated server for blueprint creation. No exploration, just an open flat area like in the Editor. Each person has their PB and a Creator Cube. Invite only, of course, to keep the rabble out. Just place the PB and establish a work area, build away, blueprint it, test the blueprint, knock it down and start a new one.
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This one:
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That's the one that drew my attention to it. There's at least one other (going just by YLD number) that's not in this list, though: Search not working for online games. It's possible that one rolled up under another item in the list. I was only being curious. As for the missing compass, I'm getting used to lining up my ship with the water itself. The lines in the geometry are clear enough.
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Sounds great. Are the other fixes (items marked "Resolved" in the Bugs section) scheduled for a later update?
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RL things... check. Wanting to just relax and explore a few ylands... check. lol. Still, it's moving forward a little at a time.
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SUGGESTION: Edible/Inedible option in Editor
Indomitus replied to handofthesly's question in Suggestions & Feedback
A feature like this would be helpful if we choose to build a structure using chocolate blocks or cheese blocks. They have interesting patterns and can look like other materials if painted the right color. Or perhaps we just want a "Candyland" building made of chocolate and don't want to accidentally eat it. -
Warning..MP PV E public servers Not safe! Go to a moderated pvte server
Indomitus replied to kimbuck's topic in General Discussion
@Ane Can we close and lock this topic please? It has run its course and become toxic. -
It sounds simple, but if the code is not set up to persist those coordinates, even if the player logs out and back in, it could get a little complicated to deploy. I'm sure they'll find an answer.
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Standard direction controls, WASD. Always relative to the direction the ship itself is facing. A is port (left), D is starboard (right) Many things default to facing away from you when you place them. I've just gotten used to either facing the back of the ship when placing (the masts do the same thing) or pressing K twice to rotate them 180.
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What Is Considered The Standard Ceiling Height?
Indomitus replied to vonVile's topic in General Discussion
Mine usually are 8 (referring to the open space, not the placement of the ceiling, which would be at block # 9 in height). -
trading while offline/not present? (suggestion)
Indomitus posted a question in Suggestions & Feedback
I had a thought a bit ago, with the talk about true cooperative modes and somewhat "large" scale trading/buying economies set up on some servers... Wouldn't it be interesting to have a sort of "bazaar" functionality, where a player could place items kind of like placing them in storage, set trade values for them, and allow any other players to trade with that little storefront at any time, even if the owner is not there. Visually, it could be a small table, with the offered items displayed on top (but not pickable). Fancy versions could have a colorful awning. The number of offered items would probably have to be limited. Storage for offered items and received items could be separate (or just virtually separate) and accessible by use of keys or combination locks. -
A server where PVP is totally removed!
Indomitus replied to RedEagle_P1.'s topic in General Discussion
Sounds amazing, like Ylands PvE is supposed to be. I might wander in at some point. Playing with some Creative mode builds at the moment, though, things that would be too big for a MP server. -
That is very impressive, and beautiful. Great work.
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I would only disagree with making ladders part of the ship hull. Once I have my propeller pack, I normally remove them for aesthetic reasons and to combat griefing. Can't do that if they're part of it. Anything that would be a barrier to the player, such as a wall or a door, should also be a barrier to any item interaction, including placing, picking up, sitting on, lying on, attacking, etc.