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Indomitus

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Everything posted by Indomitus

  1. Indomitus

    0.9: Comfortable Cooperation (08/06/2018)

    On a more positive note, I love the expanded Protective Barrier size. It's huge. It's big enough for a large base plus docks for several large ships.
  2. I've also been seeing this with the Large Ship, in online MP.
  3. Indomitus

    New Ylands GUI

    You can still drag them to drop, and even CTRL+drag to drop stacks. It's just less obvious where to let go of them.
  4. Indomitus

    New Ylands GUI

    1) Or better yet, make the background outside of the box fully transparent. Make it a true HUD. 1.1) I am able to exit the inventory/crafting GUI by pressing ESC. The only time I was not able to do it was when trading with an NPC. And for that, I agree with this one. Should be able to ESC back to the main view in the game. 2) Yes, please. I miss the "Take All" button. With all the clicking there already is, we're going to end up with carpal tunnel. Need at least a few ways to cut down the number of clicks.
  5. Indomitus

    Too many locked games on top of the server list

    I had a really hard time getting that search to work last night. As I scrolled down, the list seemed like it was repeating, and I'm not even really sure how I got to the list of official Explore servers. Couldn't find it for a few minutes then suddenly it was there, looking the same as it had before. The new GUI has a few bugs, for sure..
  6. Indomitus

    0.9: Comfortable Cooperation (08/06/2018)

    When taking control of the helm of my large ship, there is no animation of him taking the wheel, and the compass widget (upper right) is completely missing. I tried logging out and back in, but the result is the same. I have no compass to guide my ship! I tried in Creative mode, and it does the exact same thing. This is a big problem.
  7. Indomitus

    0.9: Comfortable Cooperation (08/06/2018)

    Tall Conifers apparently now give enough logs from one tree to make an entire Tall Mast. Nice. The ship builders will love that one.
  8. Indomitus

    0.9: Comfortable Cooperation (08/06/2018)

    While moving items around inside a container (seed box in this case) the items do not change position until I close and reopen the container. (What can I say? I like my things organized.) I'm in MP, on Explore NA 10. Have not tried it in SP. EDIT: Exited and rejoined the server, and the problem stopped. Strange. If anyone is curious, by the way... It looks like the public servers have been wiped and restarted. Explore NA 10 has been, at least.
  9. Indomitus

    One Key, Many Doors/Chests

    Even with the ability to load your key ring with a few dozen keys, there is a very practical use for being able to associate a key with more than one item. When I build a base online, I tend to put up temporary walls and doors to secure parts of it at a time, as it comes together. Problem is, if I assign a key to a door, then deconstruct that door, I now have a wasted hunk of iron in my key ring. I could "break" it and create a new key, but it would be so much less hassle and less wasted iron to simply reassign the orphaned key to the new door. Especially if all my workstations are deconstructed "in storage" as I tend to do while my base is under construction. To simplify the feature request, it would be this: If you have a lockable item that does not have a lock code assigned to it yet, applying a key would assign it that key's code, regardless of how many other items also share that code.
  10. I've seen this as well. It's frustrating.
  11. Indomitus

    New Ylands GUI

    I agree with this. In Creative mode with the Creator Cube, you can mark favorites items, and even groups of items. It makes it very easy to find them and use them again. The basic crafting interface needs groups and favorites. I would also like to see the ability to search by ingredients (like searching for any recipes that use Ylandium Dust).
  12. Indomitus

    Question to the boat-crafters

    The way water currently behaves, I don't think building materials are really "waterproof". I tried building a small glass box off the side of one of my ships a couple months ago to test exactly that. I was in Creative mode, and assembled the entire ship in the air before dropping it. As soon as it hit the water, the glass box filled up. I had a glass-bottom pool. The water simulation at the moment doesn't do real displacement. I'm not sure if there are any plans to change the way water behaves in some future update. It would be really nice to be able to create glass-bottom ships, or even just small extended areas over the sides.
  13. Indomitus

    This guy...

    Just calling something a "joke" does not automatically excuse it. Even a funny and perfectly valid joke can still be inappropriate for the forum. The fact that the person went on a downvoting rampage in retaliation reveals a lot about the character of the person.
  14. Indomitus

    One Key, Many Doors/Chests

    In the Editor, this is easy to do. In SP or MP, it is not. It would be nice to be able to match a single key to multiple items in regular play, like having a single key to unlock every chest in your base.
  15. Just wanted a place to list small things in the game that aren't really big enough to need to upload logs or drive full investigations by the devs, but that can get a little annoying or might not be intended. Online PB deconstruct exploits? I've noticed that the "deconstruct" ability inside a PB has created a few really minor exploits. First, if you light a campfire and let it burn out, you can still deconstruct it and get the stick back, not burned. Second, if you want bamboo without growing it, you can use sticks to make wicker baskets, then deconstruct them. It will give you bamboo every time. There's nothing game-breaking there, just odd side-effects of the feature. There are probably others as well, that I haven't found yet. (Not related: If you deconstruct something but don't have enough inventory space, the extra materials just vanish from existence. Can we have the extras fall on the floor or something please?) Stones spawn under feet when digging I am a tunneler. Most of my bases are caverns that I dig out myself, so I spend a lot of time with my pick, or drill if I can get it, and I end up with a lot of stone chunks. I've worked out how to aim at the voxels to get a nice straight wall every time. But often, while digging, stone chunks and other things will spawn right under my feet, pushing my Ylander up into the low ceiling, and wrecking my aim. It's a little jarring, especially in First Person view, which I'm usually in when I'm digging. to be continued / open for others to add
  16. Indomitus

    Very minor notes and tiny irritations

    Just remembered another one: When you activate an item directly from one of the storage containers (like seeds from the seed box) the count will not go down as you use them. It does not do this if you move them out to the main inventory before activating them. They do get used up, but the count stays static until you enter your inventory and select something else. (When it gets to the end, it simply says "FAILED")
  17. Indomitus

    Architect mode

    If you read through the some of the Dev Diaries, you'll see they have "blueprints" planned for some time in the future. It's not quite what you're asking for here, but it would allow you to design a building (maybe in Creative Mode or Editor) then turn it into a blueprint that you can place down and feed materials into it to auto-build the design.
  18. Indomitus

    Sneak Peek #51

    Dude. Secure your account. It doesn't take much to outsmart a hacker. My Steam ID is Indomitus1973. Bring it, hackers. (If your fear were true, the Steam forums would be the worst possible place to post anything. Spoiler: It's not.)
  19. Indomitus

    Another funny screenshot thread...

    Selfie with my flying shark buddy
  20. Indomitus

    Sneak Peek #51

    I would be fine with the screen name defaulting to Steam ID, maybe allow changing from there. At the moment I'm using my real first name (Eric) but there are lots of Erics in the world.
  21. Indomitus

    Sneak Peek #51

    One question about plans for the NPCs: If we're building in Editor, will we (some day) be able to give NPC characters simple dialog trees? The existing NPC traders have a selection of things to say under different conditions, but an actual dialog tree would be different. I guess what I'm really asking is how sophisticated are you planning to make their A.I.?
  22. Indomitus

    Abandoning NA 15 ..moving on..

    NA 22 is in need of some TLC, if anybody's game. It's still largely untouched, but some griefer dug a pit right at spawn. I only made it out because I know how to spam jump to climb walls. I built a "floor" over the pit, and less than an hour later I ran into a violent griefer. Unlucky for him, I already had iron armor and weapons. He kept respawning and kept dying at the hands of me and another player who was there. (He might have knocked out the floor since I left.) I'm already setting up base on another island, but I'd be happy to come back with some resources like sisal if anyone's interested. (Not using my PB; that's already in use.) I'll be there on and off through the weekend; I do have RL errands to do.
  23. I would like to see more levels to ship speed for ships with multiple masts or engines. As it is now, we have 2 speeds, and both are affected by the number of masts or engines. This can get a little out of control for those of us who like to build them with 6 or more. We can get from on yland to the other really fast, but slow maneuvering becomes a problem. Instead, could we get speed levels, essentially 2 per mast on the ship. Like this: A ship with 1 large mast would have 2 speeds: 0.5x and 1x A ship with 2 large masts would have 4: 0.5x, 1x, 1.5x, and 2x (press "W" 4 times to get to full speed, and press "S" 4 times to get back to stop.) 3 large masts would have 6 different speeds between 0.5x and 3x. A ship with 1 large and 1 small would also have 4, but different values because the smaller mast doesn't add as much speed. And so on, up to the maximum speed a ship can reach.
  24. The way I understand, you'd like a variation where instead of 3 or 4 desert ylands, there would be 1 larger desert land mass, and similar possibilities for other biomes. I kind of like the idea, depending on how it's implemented. Larger lands would increase the need for a good horse or car. And I would extend the idea by suggesting if we had much larger ylands, they could be mixed biomes. (Sensible mixes, not desert and arctic.) Given the way hot/cold areas are managed in the game right now, I don't think it would be very difficult. One downside is that larger ylands means more objects clustered together in the game, which is one of the issues affecting performance right now. Maybe it could be more possible after some improvements. I would like to see lava added to the game. Active exploding volcanoes might be hard to do, but lava lakes and such could be fun.
  25. Except that in real life, lights don't use more energy if they're on during the day than they do at night. It's the same amount of power at any time of day. Making a distinction is unrealistic and unnecessary. In the game, lanterns stay on constantly, crystals give off light constantly, and a flashlight never requires any recharge. Then there's the unbelievable cost of building a charging station (30 Ylandium plus a power source) that would basically make them not worth it if we had to constantly recharge them. This is not a hardcore survival game. There's no point in making things difficult purely for the sake of making them difficult. A simple on/off switch is enough.
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