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Indomitus

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Everything posted by Indomitus

  1. 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.
  2. 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.)
  3. Indomitus

    Warship Castilla

    Impressive.
  4. Indomitus

    Command Line Mapping Tool

    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.
  5. Indomitus

    I love 0.13, its been awesome, thanks!

    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.
  6. 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.
  7. 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.
  8. Indomitus

    Ability to change crafting recipes

    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.
  9. 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
  10. Indomitus

    Questions About Scripting

    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).
  11. Indomitus

    Dev Diary #81

    I look forward to seeing the improvements. Terrain tool, in Editor especially, can be hard to use.
  12. Indomitus

    Flintlock Manor - Server Spawn Headquarters

    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.
  13. Indomitus

    Questions About Scripting

    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.
  14. Indomitus

    Flintlock Manor - Server Spawn Headquarters

    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.)
  15. Indomitus

    What is on create?

    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.
  16. 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.
  17. Indomitus

    Questions

    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).
  18. Indomitus

    Questions

    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?
  19. Just out of curiosity, does it matter that the path contains both kinds of slash?
  20. Indomitus

    Crafting very unintuitive

    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.
  21. Indomitus

    Dev Diary #75

    Is there any plan/possibility for the chat to include voice?
  22. Indomitus

    Need Help with re-spawning Plants

    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.
  23. Indomitus

    0.12 Update first impressions

    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.
  24. Indomitus

    Sea things in the air

    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.
  25. Indomitus

    New version should have the same GUID?

    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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