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Everything posted by TheSparkPlug
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I have been getting intermittent success loading the forum index. All other pages seem fine, but refreshing the main board index will either load normally, be a blank page, or throw the following error: "Parse error: syntax error, unexpected end of file, expecting variable (T_VARIABLE) or heredoc end (T_END_HEREDOC) or ${ (T_DOLLAR_OPEN_CURLY_BRACES) or {$ (T_CURLY_OPEN) in /home/ylands/data/app_forum/community/datastore/widget_topicFeed_rtgohtpd3_223262ad298d43a5a3a7bf4ba5865d87.b12cf54ad8.php on line 4"
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... and it's broken again!
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No idea, but you shouldn't post strings that contain your password!
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If you start to remove everyday objects just because griefers use them then, sooner or later, you'll have nothing left in the game! Should we remove letters because they were used to graffiti your base? What about rifles because he used one to kill you? Maybe even stone blocks because he used them to produce offensive imagery. I dont mean to sound harsh, it's just that if you start taking something as basic as a sleeping mat out of the game, that means the griefers have won! Any sandbox game which has public servers suffers the same fate. I would hate to be griefed... the way I guarantee that doesn't happen is to never play on public servers!
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Ease and user friendly ideas
TheSparkPlug replied to xXxDemonWolfxXx's question in Suggestions & Feedback
For #1, hold "ctrl" while clicking craft - it will ask you how many. -
Well that's made up! I am sure we were told that it is just the medieval spelling of "islands".
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Ylands is supposed to be pronounced "islands" but, to me, it will always be "y-lands"
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DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
So, why is my world counted as two for the search box? How do I fix that? Is it connected to the fact that the old explore menu used to show a second instance of a world if it had been opened in the editor? Also, out of curiosity, where is the list of explore worlds kept? (I notice from the logs that the game was expecting to find a couple worlds that had long since been deleted). -
Instead of bitching about some things, I wanted to commend you on some things!
TheSparkPlug replied to JMeJ2's topic in General Discussion
I will add to the list: the return of being able to use the charger to recharge nearby ylandium engines. As for the new GUI, I am happy to accept change but... it occupies the full screen; recipes aren't showing up; search is broken; "take all" is gone; items crafted while in an inventory are invisible; moving items between inventory and storage often fails. This was an - untested - massive step backwards. Not so much a carpet with a lump in it, more like a carpet that is the wrong size, the wrong colour and full of holes -
add equal parts triangles that snap to squares
TheSparkPlug replied to Brbrmensch's question in Suggestions & Feedback
You can build structures of 8-16 sides without resorting to free-placing by using various combinations of 1x1 and 1x2 triangles in addition to the normal blocks. I agree that some window/glass options for the angled walls would be nice. If we have to resort to free-placing then so be it, but at least If we could have a few that are the width of, say, two 1x1 triangles that would be a start. -
You've found an anti-bug The charging station was broken a couple of updates ago. It is back to being able to charge nearby ylandium engines again! This wasn't listed in the changelog so I guess the Devs were unaware they had accidentally fixed it
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Is here any respawn system for ore?
TheSparkPlug replied to steam-76561198083329944's topic in General Discussion
You can get anything back using a hammer within your Protection Barrier -
I am a young whippersnapper at just 52
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DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
:eek: Anyone who plays any kind of world for any length of time is going to want to make backups of that world, and if necessary restore them. Also, once enough time is invested into a world, they may want to make a copy to test something major before actually doing it in their 'live' world. Decorations are just that... decorations. So what if someone duplicates them... it's not like they can pick them up or gain any kind of advantage from them, and anyone making a copy of their world is unlikely to keep playing both worlds. Sorry, but anything built into a game which is designed to destroy worlds which players have invested many hours into is madness and badness - that really needs to be reconsidered as a matter of urgency!!! -
Is here any respawn system for ore?
TheSparkPlug replied to steam-76561198083329944's topic in General Discussion
Anyway, back on track to my last post... yes, you can create a pile of clay bricks (i did 100) as a blueprint, then use that blueprint to insta-craft clay into bricks. -
Couldn't see it in the lobby. - i scolled down the whole list.
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DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
Logs attached - though I reiterate that I fixed the issue (see above). I am fairly sure that the order of events that led to the issue were as follows: 1. Create GAME-A in the usual way 2. In windows file manager create a copy of it and rename it to, say, GAME-B 3. Play GAME-B (move, build, chop trees, whatever) so it now differs from GAME-A 4. Delete GAME-A 5. Rename GAME-B back to GAME-A Now, the issue was this: 1. You could play normally without any problems 2. If you attempted to edit that world it resurrected the deleted game. 3. Even if you exited the editor without saving, the current world was replaced with the deleted one. I solved it by creating a new SaveGame folder and copying my worlds to it, but why is it still saying "search 2 worlds" when there is only one? output_log_clean.txt output_log.txt -
Capture blueprints in creative mode
TheSparkPlug replied to Unchained's question in Suggestions & Feedback
I would suggest allowing players to blueprint anything. One thing is for sure, when blueprints were first announced, i suspect most people were thinking of using creative to make builds so they could blueprint then build in explore. When the blueprint is set down it asks for ingredients. Creative only items have no recipe and therefore no ingredients. Once all the ingredients are used up the process is complete, so any 'creative only' items will have been ignored. If it is possible, some sort of message saying "the following items were not placed..." could be displayed but this is not vital - it doesn't take much to realise why an item might be missing from the build. In the meantime, I guess we could set up an explore world with a PB, a creator cube and an annihilator. (I wonder what happens if I do that but use the cube to place a creative only item?)- 10 replies
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Is here any respawn system for ore?
TheSparkPlug replied to steam-76561198083329944's topic in General Discussion
Wait... a clay brick blueprint only requires raw clay... so, i can make a blueprint of a pile of bricks, set the blueprint down in my PB, fill it clay and deconstruct the resultant bricks... no more standing at the kiln for hours. -
DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
I never use the cloud save. While trying to troubleshoot this issue i did turn it on and sync it with my current game. It made no difference, so I turned it back off again. -
DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
It's only ever happened with that world. As per the previous post, I have stopped it happening by creating a new savegame folder. Will the logs still be of use? If so, I will upload them. -
DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
Well, during a sleepless night, I had a thought... is the editor somehow finding an old deleted copy of the world. To test this I renamed the “SaveGames” folder, created a new one and copied my save into it. The explore world still shows “search 2 games” when there is only one, but I was able to edit that world normally As a background to this, “CC Three” was only meant to be a temporary name (I was testing to see if world name affected seed!). So, back in 0.6, I made a copy of the world and renamed it - hoping that renaming the file would rename the world. It didn’t. A short time later I deleted the original (now unused) save and renamed the new one back to its original name. This wasn’t an issue in 0.8, but as of 0.9, the editor is able to find a deleted save as long as there is an active save with the same name!?!? Why the deleted save can be found by the editor is strange, but why it is used in preference to the active save is even stranger. Of course, the biggest mystery is why can we not change the name of worlds -
Something doesn't feel right with movement
TheSparkPlug replied to Bladefury's topic in General Discussion
I think I know what they mean. Before the update there was a subtle difference in movement between running and flying. When running, turning was sharp. When flying, turning was fractionally slower. It felt real. After the update, there is no difference between the two. A few times I thought I was flying when I wasn’t. -
The perfect tree farm.... plant a load of trees, place a “do not cut down these trees” sign, then wait You could even try adding a “under no circumstances replant them” sign
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DEV ANSWER [YLD-10459] Editor destroying explore worlds
TheSparkPlug replied to TheSparkPlug's question in Bugs & Technical Issues
Okay, an update to this... It seems to be reverting my world not to an empty one, but to the world I started - as my ship is there (I pasted my ship into this world when I created it). I have also noticed that in my "explore" menu, it says there are 5 games to search when there are only four. If I temporarily delete my main world it shows the correct number. So it looks like my main save is somehow two worlds in one. When I "explore" it opens up the world with all buildings etc in. When I "edit" it opens up the 'empty island plus ship' world. There is just a single save file. How can a single save contain two worlds? More importantly, how can I fix that? I've attached the save. I hope someone can sort this CC_THREE.zip