-
Content Count
262 -
Joined
-
Last visited
Everything posted by TheSparkPlug
-
Agreed. It's just a workaround in the absense of the ability to save palettes. i haven't tried it but presumably you could save the coloured block selection as a blueprint to bring that palette into a different world.
-
With the paint gun, you can switch between 3 modes: paint, restore original colour, and store colour. 'Store colour' lets you set the paint colour by targeting something in world that is already the colour you want.
-
I do it via the paintgun... i paint 16 1x1 stone blocks with each of my palette colours, then later use the 'store colour' function of the gun to get them back.
-
I think the request is to be able to save/load whole palettes, not change individual colours in the palette.
-
[SUGGESTION] Placementsystem [QoL]
TheSparkPlug replied to Raccoon-d673154438c9b428's question in Suggestions & Feedback
We already have it... Ctrl-WASD works like Q and Z but for the other two axis.- 3 replies
-
- Suggestion
- Creativity
-
(and 1 more)
Tagged with:
-
[Feedback] 20 Hour Playtime
TheSparkPlug replied to Raccoon-d673154438c9b428's question in Suggestions & Feedback
"Endgame" is a common term meaning, amongst other things, that the player has the best armour in the game, the best tools and weapons, and access to all the types of resources that are available. it is not the same as "end of the game". -
The "Perfect Privacy" update: - ability to play in offline mode; - list of savegames maintained (only) locally; - world saves no longer being uploaded to BI servers without our knowledge or consent... wait... I'm early... that hasn't happened yet.
-
Linking accounts is currently disabled. it's going to become unnecessary anyway, so don't worry about it
-
@V-Alfred is just trying to break it to you gently... 0.10 is also 0.100000000000
-
RESOLVED I can eat forever
TheSparkPlug replied to jirka.danek's question in Bugs & Technical Issues
Roasted meat lasts 15 minutes... that's 4 per hour. So 200 of them would last just 200/4 = 50 hours. Your calculation works out the minutes but then divides by 4 - instead of 60 - to get the hours. Doing it your way: (200*15)/60 = 50 -
I am okay with the default ones.
-
I never use that... I just press 'Esc'.
-
It's good to see a pro-active stance being taken. However, in light of a recent post, I am curious as to whether such a ban is just for the official servers or all servers, including those paid for and hosted by the person banned?
-
I doubt that mobile devices featured in any part of it's design. Premium content however... @Miguel Preguisa makes a good point in #3. This applies to the top menu too - the most used features (inventory and crafting) should be nearer the centre to avoid excessive mouse travel.
-
I know... my question was "why"
-
I agree with most/all of these well made points. The only thing I would add is that I don't get why, in the invenotry screen, the decorations and blueprints tabs come before the two fundamental tabs of inventory and crafting.
-
The term "simple" was referring to the implementation, not the coding. It's simplicity comes from the minimal effect it would have on everyday gameplay whilst still thwarting it's use by griefers.
-
DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug posted a question in Bugs & Technical Issues
Firstly, a complaint! We were assured by Ales that we could continue to edit explore worlds while the game remained in early access (and so still contained many bugs requiring the editor to fix). I turns out that this is NOT the case. [it may be still the case - see next post] Now, here is the CRITICAL issue: any attempt to edit an explore world results in a NEW WORLD using the same seed. Moreover, when one discovers this so exits WITHOUT SAVING, the existing world is still replaced with the empty one. Fortunately I had a backup... or that would have been just under 500 hours of building one world WIPED. I have seen quite a few posts from angry people claiming their worlds had gone - though, to be fair, none of them actually explained how/why. I suspect this may be the cause. That needs to be fixed as a matter of urgency, but we also need the ability to edit existing worlds back... I regularly have to put all the sunken animals back on the surface, move my ship back into the water (it still moves on every load) and I know server owners need it for maintenance. -
DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
@Houp, but the log file includes these... [EX] [00:00:26.55] System.IO.FileNotFoundException: Could not find file "c:\program files (x86)\steam\userdata\272142252\298610\remote\SaveGames\YLANDS_TWO.ylandsgame". ... [EX] [00:00:26.60] System.IO.FileNotFoundException: Could not find file "c:\program files (x86)\steam\userdata\272142252\298610\remote\SaveGames\NEWGAME1.ylandsgame". Two games deleted (in file manager) long ago. Why does the log file show the game trying to load them. They do not exist.. so it must have got those save names from somewhere? -
Create a blueprint of one brick so that the ghost image is hardly visible?
-
DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
@Houp, thank you for that explanation, but that shows how I should have done it. As I have already done it the wrong way, my the game now thinks my save is two worlds (I have three worlds showing but the screen says "search 4"). How do I fix that? ... and the mystery of where the active saves list is kept? -
DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
Confused! Apparently, it is doing just that which caused my issues in the first place... as advised by @Ane above "You're not supposed to manipulate games in file manager". Also, how does either option stop my game thinking that one world is actually two? Clearly the issue lies with the list of saves the game is expecting to see. That is why the logs show it looking for saves that were deleted using file manager, and probably why it thinks there are two instances of my single "cc three" world. Normally games rely solely on the content of the savegames folder, or they maintain a LOCAL text file list of the saves that it thinks exists. Neither seems to be the case for Ylands. Where is that list kept? -
DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
-
I had an idea for a simple fix for the sleeping pad, which I think should work... and maybe even improve normal gameplay: After a person wakes/stands up again, just put them right back where they were when they clicked on the sleeping pad/bed.