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Posts posted by Indomitus
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I think it's not just the iron, but the resources in general. I found zirconium before I found copper (both in the caves of the tier-3 island). Maybe there's some on the other islands, but I never saw it.
On top of that, I think it would be best to have an alternate type of explore map specifically for the public servers. These are great, and fun for 1 player or just a few friends, but once we have large numbers logging on to play, the map will be destroyed in no time.
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2 hours ago, KinaUndead said:- As a side question, are sharks gone? There seems to be a lack of sharks so I figure they've been removed.
They're taking a holiday. You know, backpacking across Europe and such. ?
Actually, they're out while they have their AI redesigned. From what I remember BI saying, I would expect them back next year some time, or whenever we get the new water simulation. They will be back and they will be more dangerous.
But will they still fly?
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40 minutes ago, bojo2736 said:NO! I like the autograph seekers.
They block workstations, and pretty much everything else that doesn't involve them.
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The "overly friendly" part happens with both, but at least with a tamed horse you can mount it and ride it to another location, out of the way.
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Yeah, I confirmed for myself as well just a moment ago. Any hammer used with any item or resource still behaves this way when "deconstructed" within a protective barrier.
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I've found that, any time I want to explore an island without having to deal with predators or enemies, I simply get a horse. They won't react to your presense at all, until you dismount.
...and can we PLEASE fix the horse AI so they're not crowding around the player as if it's a celebrity autograph session? That's so irritating I've started killing them.
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Some have been removed. The Repeating Rifle, for example, can no longer be crafted.
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I think this is the same issue I just experienced. As I was adding beams and wooden blocks to my ship, the last item of every stack would simply vanish when I placed it. I was able to build, but I had to make exactly 1 more of each thing than I actually needed each time, to make sure the stack didn't run out.
(It will be near the end of the log files, since I exited out right after, to submit this.)
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On 11/29/2019 at 3:24 AM, Aleš Ulm said:We are discussing possible implementation of some kind of fauna regeneration. If we decide not to do it or it will be planned in distant future, some way of getting wood directly from trees will make it back, but in some limited form.
For the sake of making arrows, at least, sticks do need to be more available somehow.
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I think the Mutated Alpha for each island should drop more than just 2 ylandium dust. That was way more of a fight than the average mutated brute.
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I started a new Explore map, this time allowing damage from other players. Here are the logs from my fight with an NPC (she didn't last long).
And yes, I'm sure the logs will show that I did open it in the editor to remove a few bears that were between my camp and her camp. I wanted the fight to focus on just the NPC. This did reveal another interesting effect, though. I had first tried just moving the bears far away, but they were still triggered to chase me (from all the way across the island) when I entered their original zone. That should be in these logs as well.
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I was able to recreate it. On spawn island, use the stone axe to hit objects. Trees, bushes, tree stumps, and fallen tree tops seem to be affected. I was able to reliably "light up" about a dozen objects around my camp. It kind of looks like the impact "flash" effect is getting stuck. I'm playing through a new game right now, and I'll upload logs in a bit. (I'm actually trying to play through to fight an NPC and test the other bug; two with one stone.)
EDIT: Here are the logs for this one.
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Of course I ran into him again, in the same Explore map. (His camp is very near to mine.) Attaching logs, as well as the game save itself in case that helps.
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I would like to request that when an item is removed, sometimes consider converting the model into a decoration instead of complete removal. The repair kits work well as functional boxes for "tool kit" items that a game might need. Keeping them as non-functioning decoration entities, which we could then add scripts to, would be very useful for a lot of game designs.
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Sounds like the "birds not working" problem all over again.
And I agree. If the editor generates an explore map, it needs to be able to function like a regular explore map in all the main ways (of course we understand the exception for the random encounters). Creating mini-games is interesting and fun, but so is creating larger customized maps for community servers. And in the (current) absence of admin functionality, the added scripts are kind of a necessity if someone wants a public server that's actually manageable and sustainable. It's all worthless, though, if the "explore" part of it simply doesn't work.
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14 hours ago, Adam Snellgrove said:In the future (very near future hopefully, end year definitively) you should also be able to get servers directly from Nitrado (not through our Coyn store) if you need more control over your servers and these will be certified by us, so they'll be able to run monetized maps and have the latest updates always installed.
Personally, I will certainly want that level of control, so I'll be holding out for this option. In the meantime, I think I will suspend my autopay to Nitrado, since the server's not going to be running.
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4 hours ago, Aleš Ulm said:
Repair kits have been removed because tools and armors are not getting damaged anymore. The system behind this wasn't well designed so we removed it before 1.0. We believe this doesn't have that much impact on the gameplay but we will be monitoring players' feedback.Out of curiosity, for all of the items that have been removed from the game (including these repair kits, and a few of the weapon models that I've noticed so far):
1. will the item models still be available through the editor
2. will they eventually be removed completely, and
3. will this affect compatibility for games and compositions that we have used them in
I ask because I have an older game I've been working on sometimes that uses repair kits as generic boxes for deploying cannons by placing them and interacting with them. I'm sure something else could fit that same purpose, but I'm just concerned about compatibility so I don't lose all of that work. A few patches here and there are to be expected (still need to upgrade the UI) but I'd rather not start over completely.
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2 hours ago, Adam Snellgrove said:So we just tried it and all you get when breaking nails in inventory and on the ground with the hammer is pieces of iron. And you need 10 to make an iron ingot and from 1 iron ingot you get 10 nails. How are you destroying the nails?
With a swing of a hammer. In this case, I set it up in a flat map in the editor because I haven't placed a barrier yet in my explore game. I used the war hammer, which might make a difference, because I did not see that available to craft in explore. It did give me ingot, though.
I'll try it out some more later today, after work. We'll see. Maybe it's mostly fixed.
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As of Ylands Yncoming, this bug still exists. I can place 20 nails on the floor inside my barrier and "deconstruct" them to receive 20 iron ingot. I will test other combinations this weekend, but I think this bug is not yet fixed.
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Are we no longer able to collect sticks and wood directly from trees?
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7 hours ago, jajko said:Instead of using pickaxe to mine resources it's better to use shovel what is gamebreaking in my opinion.
I strongly disagree. The spade is just a different tool for the same job. The spade will dig more at one time (perfect for building an underground base) but the pick will reach a greater distance away.
5 hours ago, Indian Chief said:Also how do we break items now that we've picked up?
Select the item in your inventory. Click the "eye" icon to inspect, and one of the buttons on that screen is "Break". It looks like there is no more option to break an entire stack at once.
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Does anybody else think the Rhinos are a little OP? Especially since they are all over the first "tier 1" island I went to. Can't evade them, can't outrun them, and can't outfight them with just the starting stone weapons.
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My encounters so far with enemy NPCs are impossible to win (and impossible to lose). I think it is related to the map option of no damage from other players.
This cannibal and I have been swinging at each other for a very long time, and nobody is losing any health. I even upgraded to an iron mace and an iron sword, and turned on his health bar in the Editor. He can't hurt me and I can't hurt him, but he'll still chase me around.
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Not enough resources for multiplayer
in Suggestions & Feedback
Posted
It's definitely out of balance. With the mutated predators that spawn at night, it's actually easier to farm ylandium on a tier 1 island than to get resources like iron or coal, which are pretty much essential to progressing in the game. Even something like sticks, if you need to craft weapons or arrows, can be relatively hard to find.