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Found 72 results

  1. Hi, I am having a bit of problem with all my script modules wiped after the recent update. It seems any script modules in scenario or in composition files lost scripts attached to them. I am wondering; a. if this is a known/registered common bug to be fixed, or something I should action/amend on my end, b. if there is any procedure to follow to retrieve/save old scripts. Thank you for your time. (* don't think any log/file would be relevant with this bug, but let me know if something to be provided. thanks) GENERATESPIRALSTAIR.zip
  2. gametype: singleplayer, editor when i delete something in the editor it sometimes breaks the game. i cannot quit to main menu all buttons do not respond anymore i cannot move/delete object. i can still move around with the camera and press ctrl + s to save but that's about all i can do. output_log_clean.txt output_log_game.txt
  3. ============================================================== This feature would really helpful for any Builder to make something symmetrical. ==============================================================
  4. Keep the layout design in Editor.
  5. I've pasted an unlisted YouTube Video I made fairly quick to give a visual reference to the issue I believe myself and others might be having with the new Terrain Editor. Might also be caused by the Water update as well. Apologies for my camera overlapping the tool lol. I felt as though it would be easier to explain if the issue could be seen upfront. Please let me know if I may be using the tool wrong or if this was intentional.
  6. Fapi24


    Hey Ylanders, Is there any Map-Overview in Editor? Can't find one and it would be easier to have an actual Map in Editor-Mode to jump from object to object and have an overview of your whole world. Best Greetings Fapi24
  7. I've created an open world exploration map ion editor and I've wanted to be able to truly test it other than through the editor. How do I place this world in my local games in order for me to play it?
  8. OneDeage

    Can candles be permanently lit?

    I've been using the editor for 2 weeks now and I've noticed when you place a burning candle into the world it will only stay lit for a few minutes of playing that world. Is there a way to make "burning candles" permanently burning unless put out by a player maybe?
  9. Hey I'd like to share some bugs and general concerns about the editor. I have played around with it for maybe 20 hours+ and have encountered some annoying bugs and lack of necessary features that would make the editor a complete tool. * First of all the copy and paste function is broken. When copying several items, like different slopes, they often don't keep their original orientation. Copy and paste needs some aditional functionality as well. Most glaring is the ability to flip/mirror the copied section and perhaps ability to manipulate it in other ways before pasting. There needs to be a way to drag and copy several objects in one mouse movement. At the moment the ctrl+left click is not good enough if you have a larger structure and objects you can't reach. This is pretty critical imo. * When generating terrain you can't undo the action with ctrl+z and the game saves automatically without telling you. This could potentially result in some very sad accidents. There is no way (as far as I know) to generate an infinite sea or an infinite grass surface (although this is default, there is no way to create it yourself if you have removed all terrain). It would be a great addition. * The coloring feature is broken. When you color something and save it, the colors will sometimes not be saved. In fact, for me it rarely has. * Something I'd like to see is the possibility to open an exploration or creative save in the editor to be able to place compositions and do other edits. Hopefully you're not concerned with players cheating their singleplayer maps since the only players affected are themselves. * I have experienced a bug where I would save my creation, exit to menu, then load the save and find several duplicated parts of the build from an earlier save -as if the two latest saves had been merged into one. That's it for the moment. There is probably some stuff I missed but that's that. This game has some quirks but it has infinite potential! GL.
  10. Arktic_P1

    Creating Custom clothing

    I need helping finding a work around for the moment, but the problem I have is the armor available in the game doesn't fit the look I want, which is a modern soldier garb, so what I've tried already to do is group clothing and other items together and placing it over the npc. The problem with this is that the npc standing animation clips through the helmet and armor. I want to be able to apply modified armor onto an npc to solve the problem.Would this be possible? or at least add more modern clothing sets. Any other ideas on how to solve the problem?
  11. In the editor Have Fun =) Do not hesitate to give a little thanks, like, up if you found this useful.
  12. Piximan05

    Ylands gameshare

    So I created a server for me and my friends, a gameshare in explorer mode, so if I am not on the server one of my friends can host. And I want to edit it, but I cant find it in the editor. So where is it? The server is called BIZARRE PENSIONERREALM. It is not in the games file and not in the scenarios, there it is just empty. And wtf is this black font background ahhaha
  13. When placing compositions in the editor the game will freeze and crash. I have noticed that the freeze and crash only occurs when placing compositions of larger buildings. The buildings themselves are not massive structures. Roughly 25 blocks wide 50 blocks long and 30-40 blocks high. No furniture just normal doors windows and roofs. As a test I copied the lighthouse that is randomly generated in the games explore modes. When trying to place it as a saved composition the game freezes and crashes too.
  14. greyfoxzb@gmail.com

    Script Editor Bugs - Please fix!

    First off Great job on adding the script editor and expanding the possibilities for Ylands! This is not personal its about making this game the best it can be! That said please fix these issues ASAP! - There is no Copy/Paste, Duplicate, Cut/Paste, Select All, Shift Select Hotkeys/Options in the Script Editor. This is .. Annoying to say the least. Currently any Event that has an Argument does not work as you cannot add an argument. This means, On Kill[Entity] Does not work as does Triggers like OnExit[Trigger Entity] you cannot set the trigger entity etc. When Spawning an entity you cannot access it via script. For Example If I wanted to Spawn lets say a Wolf and then set its Label or colors etc I do not see a way to do it using only the script editor. I also do not see any object properties for re-spawning an entity after it has been picked up, destroyed, moved, killed, etc in Short: There are no There is no Copy/Paste, Duplicate, Cut/Paste, Select All, Shift Select Hotkeys/Options in the Script Editor. Cannot use Events with Arguments Cannot access Spawned entities within the script editor Cannot Re-spawn Entities using only the script editor Object Properties need to be fleshed out
  15. I am playing around with the editor and it seems a fair bit difficult to create a map without using the worldgen tool. If players want to create a specific place, it would be so much more streamlined if we could head into the game with a predesigned map that we could then tweak and fill in the editor.
  16. Hi! I'm working on a big castle and I'd like to make a working porticullis. I know you an change object position using logic, so it shouldn't be hard to make it slide up and down. The problem is How do I trigger this action with a lever? I understand how to use a trigger zone, but how does the lever work? Thanks in advance for your attention!
  17. Just like the title said, the visual of the color palette won't change when I click the page (button inside blue square) in color picker , take a look at picture below, In previous version, it will change color palette to other page. I can't do that now, the visual is still like first page, but when I click the colors in the palette it will change my brush. I tried to restart the game, create new map, and the same problem is still there. Take a look at the .gif, sorry I still can't record video.. Here is my last log files: output_log.txt output_log_clean.txt
  18. There have been several times now where I have wished I could choose if a particular item could be eaten by a player or not. For example, turning a normally inedible item such as a shoe into an edible shoe. Why? Because it would be funny and it would open up a lot of opportunities for creating hilarious scenarios. It would also be good to turn off the edibility of a normal food item in some scenarios. Especially if it is a quest item and you can't afford the player accidentally eating it and not being able to get another, essentially breaking the scenario and preventing progress. The Indestructible option is a good start but it doesn't prevent you from eating it and destroying it that way.
  19. As far as i know, it was possible to make items unpickable in editor by simply double-clicking them, is the option completely removed or boud to another key?
  20. 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
  21. 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.
  22. 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
  23. 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.
  24. 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?
  25. 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