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Found 78 results

  1. Can't seem to load my own custom game properly that I created in the Editor. It gets stuck at building oceans 44.4% and I have to Alt+Tab out to shut Ylands down and reload the game. The weird thing is that I can hear everything around me as if I'm actually playing. I can punch the ground and hear it. I can hear the waves of the ocean. I can hear myself walking around. But all I see is this loading screen. I can load it up in the Editor but it gets stuck at this screen. It gets stuck by choosing Custom Game in the main menu too. This custom game is pretty much just a basic fresh map that I've added a few small structures and some simple game logic objects to it. UPDATE! After some digging, it appears this is a Play Area game logic issue (see comments below). For some reason, adding a Play Area logic freezes the load screen like this but still loads the game in the background. output_log_clean.txt output_log.txt
  2. Does anyone know if it is possible to change the time or advance plant growth in a game by using game logic objects from the editor? I want to create a scenario where I can plant seeds and they grow super fast and not have to wait 5 game days for them to grow and mature naturally.
  3. I’ve been playing around in the Editor and came across this bug. When using an Event Listener and selecting the Spawn Entity action, it won’t allow you to choose an item. You can’t click or drag and drop an item from the menu into the little box where it should go. This essentially stops you from using this game logic. Unfortunately I’m away from my PC so can’t upload my logs right now. I had a chat with@Stephenw1992 and he can confirm it is broken for him too. EDIT: Added log files output_log.txt output_log_clean.txt
  4. I think it's safe to say the Editor needs a bit of work done to make it really usable. I've only been playing with that mode for about a week or so now (I prefer Creative mode, hmm, wonder why) but there are a few choices and possibilities for improvements that seem fairly clear to me. Okay, more than a few. It's a lot. I'm sure that some have been mentioned before. Separate Water from the Terraformer (in the Editor and in general) ...or at least give water its own dedicated set of controls. As it is, the fluid dynamics are pretty funky, and when we change the ground below the water line (expanding a bay for example) we end up with inevitable air pockets and bubbles that can really glitch out a swimmer. It (kind of) flows on top, but not so much on the bottom, and there's not a good way to fix it when it goes wrong. For the seas, the coastlines, and any spaces that are open to them, the tool should simply set the water level and let the water fill in everything down to the dirt/rock/sand that's below that level. This would include tunnels, if one of us were to dig one from the ocean floor. Be careful not to let it extend into the land itself, or you'll end up with deep caves being flooded. (That's realistic, but not so much fun.) For anything away from the coast, it should set the water level for that space in a similar way. Doing this would allow us to easily create rivers or inland lakes. Might be a cost in performance, but I think it's a worthwhile cost that could be improved upon later. While it edit mode, maybe it can just show as a flat blue plane, then render out to look like water in play mode or when play testing. Editable Topographical Map (with 2 or more modes) Elevation/Topography Mode would be a black-and-white map. Darker shades are lower elevations and brighter shades are higher; I think that's the standard. Allow painting on the map with "up" or "down" to raise or lower parts of the island without affecting the terrain type. Different brush shapes and sizes and varying amounts of blur (smoothing) would be awesome. Bonus points if it shows the main water level somehow (shaded blue if it's below sea level?) **Tricky part: How do you handle structures? Move them up or down? Or let them get buried? Have option settings on the object groups? Terrain Type Mode would show what the ground type is at each location, and you could paint there much the same as you paint directly with the Terraformer. Only faster. Much faster. Flora/Fauna Distribution would let us paint custom patterns for relative density of certain plants or animals (as a subset to what their total spawn amount would be). Be able to paint an entire island of happy little trees. Bob Ross would be proud. (As an extension: Let us dial up or down the spawn values for specific items, including being able to turn them all the way down to 0.) Speaking of Maps: There needs to be one. Give us a full map we can zoom in or zoom out, and set waypoints or spawn points directly on the map itself. (Make them auto-settle to ground level.) Maybe include an optional grid overlay or scale indicator. If there's a way to export a hi-res copy of it for old farts like me who like to scribble on things when we're planning, that would be even better. And speaking of the Terraformer: Give us ways to restrict the movement and the area-of-effect of that tool. As it is now, it's very easy to end up with huge blobs of dirt, or rock, or even water, if you're adding using the tool, or to end up with unwanted chasms if you're using the remove function. We need a way to lock it to a particular height, for example. It could work like the "G" button does when we're building, only it locks/unlocks the direction the cursor can move. The Area of Effect really should not go anywhere outside the cursor itself. (For that, you'd probably need to add a vertical part to the "Flatten"" and "Smooth" functions.) It's infuriating to try to manually cut a cave, only to go back out and find that Flatten has wrecked the overhead landscape from beneath. Another nice feature would be if we could adjust the angle it's moving and affecting (for example, to "flatten" a cliff face). The Terraformer's Smooth function needs an "Unsmooth" option to balance it out. Hey, maybe I want that part of the mountains to be really jagged. Don't judge. We can select an area and mass delete. Now we need the opposite. Give us a way (maybe as part of the map idea up above) to mass repopulate a cleared area based on the island's randomization settings. Would make it easier to redesign the topography and make it look natural again without having to manually place hundreds of trees, bushes, grass, etc. As it is, if we lower the ground level, trees might or might not drop to it, but if we raise it, they end up buried. Extend the Show/Hide functionality to include topographical levels of the ground itself Imagine being able to simply hide the top of a mountain so that it's invisible and can't be edited, then start cutting a large cavern into the middle of it. After you're done, just reset the option and the top of the mountain is back. Would make underground caverns and lairs easier to design and build. Naturally, if this is active, then you would have to restrict any structures from going too far above the visible level, to prevent accidental collisions. (And please fix the Show/Hide options, because if they're set to hide something, and another part of the island has to res in when you move, it doesn't always get it right.) Give us an "Apply Physics" button or menu option It saves performance to let things hover in the air while we're editing, but we really need things to fall where they're going to go before the players show up. It could be a single command that just applies gravity across the map, and fills in water where it needs to be. Framerate would dip for a few seconds, but it's only an on-demand thing, then it can go back to letting things hover. Personally, I would include an option to forcibly remove any mystically floating ground fragments the Terraformer might have missed. Give the option to show structures on the map Pretty simple concept, maybe as part of the map editing above. Let us select all, or none, or if we want to exclude certain ones (like maybe a hidden cave entrance). Extend this to location names if we add any. (Those could be added like a waypoint.) Let us manually set the time of day while we're editing And make it default to the brightest part of the day. If we want to see what it looks like at sunrise or sunset, we can change it. The start time for the play scenario should be completely separate from this (and changeable in the settings). Lava? Because scenarios on volcanic islands could be cool. I'm sure there will be more, but it's late and I have to work in the morning.
  5. Pharaun Mizzrym

    Spawning Natural Caves Editor?

    What do I do to get a cave to spawn when creating a world in the editor? Are caves random spawns or do they appear in every island creation?
  6. I was building a kind of large structure from ice and windows, when the editor crashed. The save is unused apart from this build and it's only been ice/glass windows so far. I'm not sure if it's due to the ice effects or amount of blocks but it's crashed before when building this (without using a composition) and now I can now basically crash the game by adding a composition of the stair segments (ice walls/ceiling with window steps, nothing else) with I made there earlier in the session. If I have options set to hide or show game/water/plants etc it doesn't make a difference, I can still consistently cause the CTD. RAM usage stays lower than I've had it in the past, it just freezes and doesn't recover, I can cause it any time by continuing the build, with or without composition. I've attached 3 zips with output_log and output_log_clean from 3 of the crashes Ylands_EDITOR CRASH 26_2_11_58.zip Ylands_EDITOR CRASH 26_2_10_53.zip Ylands_EDITOR CRASH 26_2_12_05.zip
  7. My suggestion is: Being able to generate a world of desolate sands or wastelands, changing the water by sand, the islands would be oases, and also add massive terrestrial vehicles, such as land ships. Something to have a scenario type mad max or Dune. Inclusive, later to hybridize it, with the regular map with extensive oceanic zones and arid or frozen continents with oases in its interior. I apologize for my bad English, it is not my native language. (original) MI sugerencia es: Poder generar un mundo de arenas o yermos desolados, cambiando el agua por arena las islas serian oasis, también agregar vehículos masivos terrestres, como buques de tierra. Algo para tener un escenario tipo mad max o Duna. Inclusive, más adelante hibridarlo, con el mapa regular con extensas zonas oceánicas y continentes áridos o congelados con oasis en su interior. Me disculpo por mi mal inglés, no es mi lengua nativa.
  8. I was playing around with the editor and it seems far too difficult to create a custom map without using the worldgen tool. If I wanted to create a specific biome, setting or place, it would be so much easier if players/creators could import a predesigned heightmap into the game that could be used to generate a map. [almost exactly the way that cities skylines allows players to import and export heightmaps] These maps could then be easily tweaked, decorated and filled with the rest of the tools available in the default editor.
  9. Hello there! I have returned with another.. suggestion. That I think would be quite interesting. (I'm honestly curious what everyone thinks about it too since I thought it's pretty nifty. IF it can be done) As the title suggests, Tool Compositions. I'll try to keep it brief as I honestly have no idea how to really explain it. The idea behind it is: You place down a Rifle in the editor just as you would normally. Afterwards you place down a knife. beside the rifle. You would then be able to position the knife under the rifle, then link the knife to the rifle. (So the rifle would be the 'usable' tool, and the knife would be decoration on said rifle) What this would do.. basically create a Rifle with a Bayonet. After you'd link the two objects together, you'd then save it as a composition and place it in a world. Then in the world you can pick up the weapon and voila. This could be done on any sort of item that the player can equip. A hat, shirt, boots, pants. Tools and Weapons. (A hat with a feather on it's side. Or a chest piece with axes on the back so the axes would show upon the character whenever worn) Now the objects linked would have no functionality. They'd be there JUST for decoration. Reasoning behind this? I dunno. Creativity? The reason why I'd say to only be able to do this in the Editor and then move said object in the game is for the sole reason of it not being abused. Since with this system you could technically attach a tree or a log to a sword. And you'd basically be fighting with a tree. So doing it in an actual game can be quite.. griefy. So limiting it to be done only in the editor sounds like a nice idea. :3 Cheers.
  10. Pharaun Mizzrym

    [SOLVED] Suggest Editor Move Faster

    Would like to see a faster pan so I can view my island creation quicker. It becomes very hard to create larger maps because it takes so long to slowly glide along to check your entire island. Great work! Love this game! Btw, I have NOT run into any game bugs so far. All play has been manageable. *knock on wood*
  11. AlchemistDagger

    show map in editor

    hi, I have been working in the editor and when flying from island to island, I got lost a few time. Being able to pull up a map like in the live game would really help out in the editor. Plus, it would be even better if the map showed all the islands with out the fog of war (i.e. show all unexplored areas). Another idea for the map in the live game is to have it switch to a map of the tunnels when you go underground.
  12. I've been playing around with the water feature in the editor and created little well for my village I am working on and yesterday started to get a lot of lag and this is what I discovered tonight. If I go into the play scenario feature , the water is not showing up, but the character acts like they are swimming. Some how the little bit of water I put in the ground under the well grew all on it's own. output_log.zip output_log_clean.zip
  13. since update 0.7 we cant take over logics from editor mode to the single player explore files.. this really sucks! since I want to use logics in my server and have more than 8 ylands in the server (creating a terrain in ylands only give the ability to generate 5 ylands..) so I have to use an single player explore file to play on the server with multiple people. but than again I cant use logics in the editor mode before the update you could save a logic as a composition and load it in the explore file and it would work. I need really need those logics for in the server! I want to build teleport to each yland so I can help people who are stuck or don't have resources anymore. so please either bring back those logics or make a command for admins so that we can teleport to people ( e.g: /tp ''yourusername'' ''targetplayer'' )
  14. TL;DR, I have suggestion about auto input variable "Offset" based on where you place the object according to selected primary object/entity. It could work like "entity picker" but instead of selecting object, you could move it and system automatically calculate the coordinate. I know it might be difficult to implement because you need to have system that calculate the coordinate distance between entity you want to select as a base(primary object/entity) and entity you want logic to do something. To make it little bit clear here is picture: Also what are these "Local coordinate" and "move parent" used for? For anyone who know it's function, please let me know.. Note: Primary Object/entity - is an entity that you set as a pointer to move or rotate other entity based on it. FYI I've been playing with Editor for a month and now I'm at game logic stage, still learning lots of stuff about it. I'm getting pretty annoyed when manipulate variables on entity offset coordinates because it's confusing which coordinate block should I set to get it to the position I wanted based on primary object/entity. I know you can copy/paste absolute coordinate. Absolute coordinate is working fine and I don't have trouble with it. As it's call "absolute" means that it will always on exact coordinate even when you change the map, e.g. if you have compositions that have moving/rotate logic that set to "Absolute" coordinate, that composition will always set to exact coordinate you set. If you change map and apply that same composition, then the logic will kinda act weird, because the logic will always act like what you set in "Absolute" coordinate. To handle this problem the devs already implement several options for example "Entity Offset", this setting is used for more flexible coordinate. It act like selected object will always move/rotate based on another object (primary object). "Entity Offset" is useful when you want to use that logic and objects in many places and maps for example, because as long as selected object and primary object is placed together it will works as much as you want. I know that currently game logics isn't common playground for many people, but it's the true power of Editor and it's where the magics come from.. I realized that I have been posting plenty of suggestions lately (3 pure suggestions so far, not that much right? ), I just want to share my ideas to make Ylands better in all aspect since it's still under development. My idea sometime sounds silly (like chickens) and sometime important for the game (I think.. like Zoning). So bear in mind, that's only what in my head..
  15. When working with triggers in the editor to spawn an entity, defining the position for the entity seems a bit tedious. There is a coordinate system that allows me to express the x,y,z position relative to the trigger, or absolute. Perhaps I'm doing this wrong but I've been placing a copy of the entity as a marker at the location(s) I wish for them to spawn and then clicking that item to get the coords, it looks like this: Then I copy each individual coordinate one at a time and paste into the trigger options. Also, this means I'm using absolute positioning and when you are spawning 4 stacks of items at various nearby locations, there is noticable in-game lag compared when the trigger is hit compared to if I spawned the items in relative to the trigger. To do this, I need to not only copy each individual XYZ coord of my marker one at a time, but I also need to do some math to get the offset from the trigger, which is even more time consuming. And looking at the screenshot above, there appears to be a copy/paste icon to the right of the coords which tells me that I should be able to copy all 3 coords at once but nothing I do to interact with that icon seems to do anything. Am I doing this right or did I miss the efficient way? It seems like I should be able to use the default 0,0,0 coord then drag a spawn indicator to the location I want the item to spawn with a line connecting the entity and the trigger point. At the very least it would be nice if I could get those clipboard icons to work somehow. Any help is appreciated.
  16. Since it is possible to group things in the editor it would be nice to be able to change color on the whole group instead of changing color on each separate item in the group, as it is now.
  17. When editing a game in play it would be nice with a tool that reset the terrain as it was when the game was first created. The terraformer should have that option too so it's possible to revert a mistake or adapt to a new idea.
  18. Items in bold are in my opinion, the most critical issues. GENERAL BUGS When destroying a ship, the sails, ladders, anchor switch, and helm control should also destroy. (Currently they float in the air where the ship once was) Sometimes items in inventory will vanish but still occupy the space. So users will see a warning message about there not being enough space, even though there is at least one empty slot. When dropping a miners hat on the ground it will sometimes sink showing just a tiny bit of the upper portion of the hat that is too small to interact with. When placed on blocks, it will pass through the blocks to rest on the terrain below it. EVERYTHING WRONG WITH MULTIPLAYER It takes too long for the server to register that a user has logged off, thus they can be killed long after they have logged off, even behind a BP. Locks for helms are useless outside of a PB, this means any ship can be stolen easily; it only takes a few wacks with a stone hammer against a locked helm to destroy it, then a new helm can be added and the user can run off with the ship. Griefers like to point them away from the island, open the sails, then jump off and swim back to the island letting the ship sail away. Lag gets worse as the server gets older, so any new server has a limited life span, often very short. Unless the server owner spends a lot of time removing trash from the ground that has been left all over the island. Dead bodies from murdered and starving offline players does not help either, esp since they cannot be removed in-game. Junk items should auto despawn after x number of minutes, this includes wood chunks, bark, sticks, unplanted seeds, sap, broken grass, etc... Basically, anything that can be easily regenerated. Limited items such as stones, iron, and clay should not despawn. The size of the save file also seems to contribute to lag, or the size of the file is an indicator of things happening in-game that contribute to lag. Dead bodies cannot be removed if the player never logs in again. So anyone killed within a PB gets to remain a perm structure for the plot owner to stare at. Even the admin remove tool will not get rid of them. Dead bodies are also blamed for excess lag. In short, a corpse should disappear within minutes. Followup: We now know that player data is tied to a player body. So if you delete a corpse using the editor, you delete all player data and when that player returns, s/he has to restart. We need an option to remove a corpse without removing player data AND a choice to remove both the corpse and the data. We need to be able to see the latency to servers when browsing the list of servers. By default, the servers should be ordered according to latency. Currently the default is by game name I think. Ordering the list of servers by the number of players does not seem to work. It's possible that it is ordering by the total number of players that have ever joined the server rather than the current number of players logged in. BUG: In MP, items placed using free-placement-mode on the ship sometimes instantly vanish rather than being placed. BUG: Hitting a bird with a ship results in all kinds of madness, somehow a tiny bird is able to create chaos on a ship. BUG: Maps reset with a relog. This is a non-issue atm because map data gets saved for each user in the game save file and a lot of map data in that file can drastically effect the performance of a DS. Ideally, the issue of map data storage should be addressed before stabilizing the map in MP game. BUG: Ships can sometimes be turned on their side by jumping down on them from a fair distance. This seems related to the seagull bug - essentially, if something hits the ship hard enough, it can be pushed into a position that renders it useless. I don't know if this is an editor issue or a DS issue. If I create a trigger in the editor to display a message, it works fine in single player. But when I pull that map into a DS, that message will no longer appear. Other triggers will work, for example: spawn entity. THE EDITOR Key mapping in the editor should be 100% independent from keymapping in the game. With my custom key mapping I use my mouse buttons for movement but this interferes with the editor so I have to constantly change key mapping when going back and forth between the editor and testing the map in-game. There is an editor section of the keymap, but it alone should be used when in the editor, instead it *and* the other controls are used. In the editor, add the ability to include the broken protection barrier to a player inventory. (This is very important for creating custom MP players) BUG: In the editor, there is an option to edit the HP of items placed in the world. However this does not seem to function in-game. No matter what value I enter for HP, the default HP is registered in-game. You can test this on the lantern which can be broken with just a few bare hands hits, even if you give it 15000 HP which is the same HP as a ship, it will still break right away. I would love to see a trigger option for "remove entity". MY WISH LIST An option to exit a game without saving progress (this can help alot if a bug is encountered during a play session). Custom key mapping should be 100% reflected in the displayed tool tips. So if the tool tip normally showed left click but custom key mapping is left-shift, then the tool tip would correct to show left-shift too. Edit: This seems to work as expected for keys, but it does not work when customizing the mouse. Pots don't work as expected. I should be able to plant a seed *in* the pot. Currently, planted seeds touch a pot but are not *connected* to it mechanically. You can see this if you try to plant a seed on a pot that is on a boat, the boat and the pot will move, but the planted seed will remain there floating. I Would like to see an option to "pin" tool bar items in the top row of my inventory so that my tool bar items are not scattered around my inventory. Please add borderless window option (forever requested, in any game ever made). I'd like to see an option to disable the incredibly annoying screen flashing when freezing. Edit: This has been addressed by the devs, looks like they are planning for a fix I would like to see the water level even out to a default level when editing the stuff below the surface. Any removal of dirt or sand changes the water level locally. If I swim out 30 feet from shore, drop a couple of dirt, then dig the same dirt, there is now a large perimeter around that spot in which you can see that the water level is lower than the rest. In most cases there are multiple layers of water. This makes it difficult to build oceanic bases unless those base builders are okay with things looking odd or make it a point to never remove dirt or sand from the ocean. But in most sandbox games, players want their areas to look nice and the option to dig anywhere. I would like to see two additional support forums on the community site, one for servers and one for editors. Editors can work together to help troubleshoot editor issues and ask/answer questions. The server section can be used for the owners of servers to promote and discuss their public and private servers. The workshop site should allow for textual content by the author when posting a scenario and commenting by scenario subscribers. Some scenarios might need a guide but there is no room for text beyond a tiny 250 character description. Feedback would be nice too, especially for improving the scenario. Rating the scenario is nice but it doesn't offer insight on how to improve it and for this subscribers should be able to comment. I wish we had the option to map our keyboard for emotes. The radial is nice for controllers, but I should be able to map a key to my keyboard too for a one-press function. It takes way too long to pull up the radial and select an emote. Some new commands for DS admins: /setborder to set a limit on how far players and objects like ships can pass - can help with performance issues. /removeall <item> to quickly remove every type of a discarded (not placed) items, like debri from mining and tree chopping. /removeallhere <item> same as the former but removes all of an item currently loaded within a preset distance from admin. FIXED: OPC Starvation. (OPC = offline player character) Issue with players hiding behind fluid names to grief servers. This was fixed by adding the ability to ban a user by Bohemia ID. Ladder teleports users to other random locations. Within a BP, accidentally using a hammer on a container will cause all items in the container to vanish. Items in the container should return to player inventory or drop to the ground. I'm repealing this suggestion because it's the only way to get rid of stuff en-masse. For example, if you have a stack of 1000 sand in your inventory, have fun clicking 1000 times to destroy it, or place it in a basket protected by an orb and then hit it with a hammer. Forced new character when old character is still alive and well. WISH: I wish the helm and anchor switch could be *centered* on ships. - I'm repealing this because this is already possible by going into first person to use absolute positioning. Limited resources are fine for single player, but in MP, anyone that has not joined a new server early on, will not get clay or cloth unless at the mercy of other players. This is not "fixed" but I removed it from the list because I'm convinced that the Explore map was not designed for MP and this issue can be resolved with a custom world made with the editor. Boats cannot be protected with a lock. Finally fixed! Yay! The Protective Barrier (PB) does not prevent editing the land, thus any base can be griefed. A nice looking base that took hours or days to create, can be ruined in a matter of minutes. If the base is on water, or on a shore, the water can also be glitched by simply digging in the water. Fixed in 0.7. In the editor, add an option next to the "pickable" option for "can't be destroyed". This means lanterns can be protected too (An issue with glass items in 0.63). Added in 0.7.
  19. It would be good to be able to set time of day in the editor when editing a game in play. It's hard to se how to build when it's night and it would be good to be able to se where the fire/lamp/lantern light hits when it's dark without having to play the game for the daylight to change. Perhaps there already is an option for this but I have not found it.
  20. hi all, I'd like to have in game the possibility to change flames's colour. For example, now i'm building a Necropolis and i'd like to use torch with green flames instead of red. Ty BI for your great job
  21. Rahburry-a933889cda4dd096

    Ability to change ItemId

    In the Ylands editor it was would be great to have the ability to change and items item ID. I recently moved a bunch of stone chests to another house I built on an island; however, do you still in chest does not work well with the theme of my new house! Having the ability to change the item ID of an item or container would be fantastic! I wish I could change the stone chests into large cabinets without having to manually transfer the items inside the stone chest into a cabinet in my new house. What do you guys think?
  22. Hey Ylanders Got the game a week ago and had some time to playing around with it. Really loving the game and first i want to thanks the full team for the hard work in this unique game and also thanks for the communication with the community (which is not commonplace in the gaming-industry). Thumps up for this! I know am not the first one who is complaining about the water topic and honestly i think there can't be enough talking about it, because it is such an important feature for creative Ylanders which are working on maps. Water should get a own terraform category and/or at least maybe u can make it so, that there is a button like "if this is active water can only be added up to sea level". Alone this future would help us a LOT! Additionally maybe a slider from, lets say as example -100% to +100% or -1000% to +1000% while 0% is at sea level. With that it could be possible to add water lower then sea lvl in caves or higher then sea lvl on mountains! This would make it a LOT easier to work with water because in the current state it is more then frustrating doing this. I really stuck completely with mapping cuz of the current water tool. You also could make it so if u switch from editor mode to character mode u then can edit "live" while everything is animated like if u switch to the editor play mode. Or just "allow" "live editing" in editor play mode and if u switch back to editor mode that everything u edited in play mode gets saved. So far from me. Any opinion is welcome. Heads up Ylanders Chris
  23. I'm trying to make some stuff in the editor and add items inside the containers and BOOM ! game crashed not once but a couple times ...
  24. So recently after browsing I came across the Ylands.ini file located @ C:\Program Files (x86)\Steam\userdata\1**37****\298610\remote. I noticed that I could make some changes inside of it which have been overriding the initial max land size/ ylands available in the editor. I set it to 15 ylands and set the maps up at 6 in size, Then I explored to find more than 5 ylands as I came across 6. I've also changed my Fov to 140 in the ini file and it indeed worked! So this leads me to my question, is there a randomly generated command line that is used for the basic scenarios to make points of interests and caves? If so I would love to know if anyone has it because maybe it might be as easy as adding that string line into the Ylands.ini. If anyone has any ideas I'd greatly appreciate it, also I'm loving the editor there is so much to do inside of it Have only noticed more island than five, height isn't working and land mass seems to default 5, reverts back after I close the game. Maybe it won't work
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