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RESOLVED [YLD-8123] Non Hosting Players Can't Save Map/ Updates To Map.
RoxyHopps posted a question in Bugs & Technical Issues
The second player on a Hosted World cannot save the Updates to their Map. They are always reset when then player disconnects. The Host of the world's map always saves. I'm always the second player and it's annoying having to remember which islands are N, NNE, NE, NEE, E, SEE, SE, SSE S, SSW, SW, SWW W, NWW, NW, NNW and back to N. Makes navigating very rough and a bit annoying.- 5 replies
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(I failed to notice the recipe that lets you craft 1 cloth for 2 wool. Which amounts to 9 cotton/flax mix saved, oops. Please disregard the following haha) Currently, it takes approx sub 2 seconds to plant and harvest cotton/flax (without travel time). It can be done en masse, which means returns are nearly exponential. It takes about 3ish seconds to harvest a single wool from sheep. This doesn't account for actually going to the sheep and attempting to connect in order to line up the tool tip with the shears, which are needed to craft beforehand. Once that is all said and done, you only get a single wool from a sheep. It takes two cotton/flax/wool in order to spool a single yarn. Which means, inherently, you're putting in tons more effort into wool for significant, almost unbelievably poor gains in comparison to the plant options. I propose an increase in order to balance out this. A 1-10 wool/yarn would be a great starting point. Considering how many sheep you'll likely have, maybe a herd of 10ish, that means at the end of a days work, you'd end up with 100 yarn, or 33 cloth. Which is about what you'd get from a day planting and harvesting. Cost for time and effort would be balanced. Thoughts?
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RESOLVED [YLD-29956] Exploration Island Hopping Bug
Hunter-Over-Fire posted a question in Bugs & Technical Issues
I don't know how it happened, but I do know when. for some reason, a bug occurred when I was hopping between worlds in Exploration Mode that caused all the placed blocks on my ship to disappear. It also made it impossible to disassemble the ship for re-construction. Before: After: -
The following image shows the symbol I mean. My only guess is something underground as on the location there was nothing I could see Hopefully you know what it means...
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How do I get my exploration world on to a dedicated server
Peedvo posted a topic in General Discussion
So I recently got Ylands and started a Exploration game. I set it up as a sharedgame and we started exploring. Soon we realized none of us had the best internet so everyone kept timing out. So we decided to get a dedicated server. I purchased the 3000 coyn server, but I had trouble getting the already existing savegame on to the dedicated server. So would someone be able to tell me how I get a already started game on to the dedicated server. -
Ummm... I seem to be missing something in my Exploration Map.:. SPOILER ALERT : BE AWARE As myself and my comrade are hammering through our exploration map, we have managed to get to a particular puzzle. As it has been enjoyable to play through... we find ourselves rather... well... frustrated and confused. We. Are. Stuck? We have taken the steps to get where we need to and then... Nothing. It would seem that the Sphere for the Submarine is not there, despite the key being... where it should have been. This has me rather concerned. Was this puzzle removed from game play from exploration after the updates? It seems the older version of the game had more to interact with. There were sharks and birds which I understand will be coming back in future updates? But... what about this puzzle? At this point it seems we can not move forward with it despite all of the hard work we have put into it. If The Dev team could hone in on this, Gggawwwd! Would it be helpful and welcomed! Overall, we love this game to bits. Challenging ourselves daily and running around (and under) the Ylands and Ocean with fervor, but... some attention to The crowd for the Exploration Group would be loved! Though Workshop is lovely, we need some love too ? If ANYONE has had this issue, or any suggestions on this, join in on this discussion! Keep up the awesome work, DEVS! ? Sitting at the bottom of the ocean hopefully, ? Nahni ?
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[Suggestion] Additional Game Options for Exploration
Horemvore posted a question in Suggestions & Feedback
Aggressive Wildlife - Hostile Animals are harder and do not warn of Attack. Passive Animals attack back if attacked. Extreme Weather - More Storms, Blizzards, Heatwaves and Fog. Colder nights. Aggressive Natives - NPC's are harder and do not warn of attack. Moon Phases - Moon has Phases, Full, 3/4, 1/2 and 1/4 with varied levels of Lightness/Darkness. No Moon - Seed - Carried over from Open Play Length of Day - Integer in Minutes(10-100) Sixe of Islands - Carried over from Open Play. Player Health - Integer no. Hearts (2-5)- 1 reply
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This entry is based off of my experience with Exploration mode - as of Late December 2019. Short Version: - Add harvesting vehicle attachments or individual vehicles such as "wheel Truck, Harvester, Combine, Excavator, lawnmower. Planting seeds takes Way too long and is fitting for early game yield. End game needs work with farming. - Add a price to using the flying pack - asap - Slow down how much you obtain from mining drill and mining in general - increasing value and allowing space for Endgame interests. - Add conveyor system blocks such as push, pull, eject, storage and the tubing itself - Allow construction mode to anchor a vehicle to a ship. (Transportation) - Add respawn to grass and a few various plants and Wildlife. (Once everything is dead, there is literally nothing to do.) - Increase Island Size, even if it means less islands. I shouldn't be able to cover the entire Island on foot in 3 - 4 minutes. If so, these should be cartilage islands that sit near larger ones. - Invest in logic for the need for vehicles. They are extremely fun to drive, but I'm finding myself making up reasons to use them. They are basically useless outside of light sources. - Add global events. Hurricane (Destroys Crop) , plague, Undead... something, anything. Random Encounters are good. Pvp can't be the only thing all the base defense is for. - Why are we building storage unless we're playing on a server with thieves. Its so much easier to place things in stacks out in the open so you don't have to find them. - Add tool belt for basic tools, Axe, Hammer, Screwdriver, Pick axe, small spade, etc. pouch for nails. - Add backpack items. additional storage when wearing, reduces movement speed. - Rivers through larger items would be really awesome. I love this game, but it lacks win/loss logic and something is off about it when it comes to the items you make. Long Version: Before I go over all these ideas - I want to justify my inquiry. This is not a negative rant, or at least not intended to be. I sincerely enjoy this game. Inventory is just flat out an issue in this game. Not as far as functionality, but as far as clutter, inconvenience and something is a miss about it, but I think we're on the right track. Having to have 12 to 15 tools and parts in your inventory to build simple things is difficult and awful sometimes, but I really like the idea of organization and process being a part of your gameplay. I GET IT. really. But, maybe if we are looking to make this a part of the game, it should give us some options in late game functionality, that prolong our endgame interest. While, I know the goal isn't to make "farm simulator", "Quarry Simulator" or "Landscaping Simulator", I just feel it's necessary to make the end game process a little different. Once I make a few Ylandium tools, the only friction is deciding what i want to make, and why. "Why" is usually the main one, because how many bases or ships do you need. My proposition is to make mass collection and consumption a late game option only. Allowing you to trade mass production for other goods from NPC's or even players. Harvesters, Seed Drill / Cultivator, Wheel Truck I currently use corn to produce flour, then to dough to make bread. The issue i run into, is that I can only collect a few stacks of corn at a time, having to run back and forth. It would be great to have a large wheeled, slow chassis to attach a Harvester to. (Large Spindle to attach to the front with a energy receiver. Or, maybe implement the vehicle all by itself. (Combine Harvester) This could raise the question, how does it know what to harvest. well, this could work the same way blank keys work. add the same inventory as the "Creator menu" and select the items you want it to pickup. Obviously you can then separate this is into sub categories like Excavators for trees, Wheel Trucks for stone and similar nodes. These can be used to collect grass, rock, stone, sand, whatever. Just a cool way of getting material and slowing down how much you can do on foot, making this worth the time. (instead of the Mining drill ) - Bringing the yield down on the drill. It's pretty ridiculous. It's way too fast. If you are in a mine, you can literally just collect everything you want, then when you are done, just look up and walk out and you will surface in 10 seconds. Conveyor System Blocks Now, I understand that this is a lot all at once, but the harvesting items can open the door to other things like Conveyor systems. Much like the energy system that is currently operational, conveyors can be implemented as tubing, much like Space Engineers" system for collecting and distributing resources. Tubing, sending, Ejecting and a number of storage blocks that attach. These blocks can be powered by any energy sources that match the required amount. Engines, Generators, etc. I'm aware that several other games do this, and it's not to request this game be more like them... this is simply to add more End Game functionality. "Keep your enemies close" Combat has come a long way, and I have very little issues with it currently. However, once everything has been killed, there is little reason to have weapons or armor on your base island. That's fine, but it didn't take long to kill the dangerous spawns on my island, meaning it would only take 5 to 10 minutes to clean out another island with the right weapon (repeater rifle). Let's maybe do something about how little effort it takes to sustain on an island once you've obtained a few coal, iron and copper. Not enough friction as of now. (Combat Danger wise) "I'm on a boat" I've been playing the game for a few years now and it's still raining inside my ship. why. Also, can we implement a way to transfer a vehicle using the "construction mode" function? (i'm sure this is in the process. I see this on the forums all the time.) "Make Storage Great Again" It is almost a no brainer when it comes to inventory on a vehicle, or in a confined space. It is much more viable to place 50 stone on the ground instead of putting it in a container when you can only have 6 or more slots. I really like placing most of my items where i can see them instead of having to dig through 57 wicker baskets full of resin, feathers and bark. I've noticed in some cases, If you place 1 item of each thing on a table, you can easily walk up press tab, then drop the items over to the "vicinity" stacking it with what you already have. This is nice, because It's out in the open and I can grab what I need without having to find it. What are some things we can do to make storage a more purposeful thing to build. (other than locking it away from other players) This can correlate with my ideas on the harvesting, conveyors and similar items. "Globale Events" I feel like a lot of what I've discussed so can be consoled with a few world events. Something like Hurricanes, Flooding, Plagues, whatever is easiest. Roaming packs of wolves. something to force defensive posture other than Enemy players. The problem with revolving all of your content around having to have more than one player is that you cripple the core gameplay. You would probably much rather have a strong game on its own, and work the pvp into that, instead of the opposite. "Sharknado" Obviously, there is a reason the sharks are no longer in the game. I'm sure they will surface once again, but get those suckers back in there as they were a really good stress generator for those traveling at sea. They should be able to attack you on a raft as well. Most people are scared of sharks, even if they look like gray hotdogs. You need the sharks. If a movie can successfully combine sharks with something so implausible as a tornado, it should indicate that sharks are one of the best enemies / antagonist to have. BRING BACK THE SHARKS. lol "Exploring" Finding a new island is good for one thing. Going down in that mine and getting the Ylandium, Copper or Coal. The occasional Raider camp is COOL, keep doing that and make it better. But currently, It takes me like 5 minutes to walk around the island on foot. That's incredibly small. Exploring an island should be an investment and dangerous. Let's see what we can do about that, considering that is the entire purpose and premise of the game. to explore islands and build. I had one experience while playing this game that made me really interested. I was exploring this cave and found a statue. I dug around it, found a sword, picked it up, and a mummy or some kind of undead thing came out of the ground and tried to kill me. That was incredibly interesting and fun. Let's see more of that prefabricated trigger events, but more clever and not predictable. Harder, faster, more dangerous. By the way, that has never happened again. "ROADS" I would assume some sort of land "Smoothing" tool is being implemented. However, I would like to see the ability to make pavement. Using a Nurb modelling system similar to the one in 3DS Max to achieve a surface between two points at whatever angle. The system would be best used with making waypoints on the ground. There could be 3 to 4 sized in width. So placing size 1 and then placing a size 2, the road would widen between the two points and adjust to whatever angle the player has indicated. If you wanted to make a road that contoured the ground, you would just simple place it on the ground, then adjust the bar to best sit flush on the ground. Or, if you wanted to elevate it like a bridge or raised highway, you can build frames up and place our waypoints along the structures. Lots of information here, but I convinced a friend to play, and it's rapidly becoming uninteresting. Starting over is the only thing that keeps us interested for the time being, but how long can that last. Keep up the good work! Hope to see some interesting patch notes soon.
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Since we've been able to create exploration custom maps through the editor, I've been wondering how weather is handled by the game. Does it automatically progress on each biome independent of one another, and will it stop working if I use a weather script command for a custom weather pattern I want to set up? Does custom weather stop the default weather patterns from operate once I use them? My worry is I would have to set up a weather pattern for every single Island, even if I affect one of them locally. I've looked and couldn't find a command that forces weather back to a default state.
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Improve exploration with more land more cars and more goals
Marco Oliveira posted a question in Suggestions & Feedback
Here's a list of tips to delve into the Ylands (all these my suggestions could also create a new game mode like "Adventure") Continents / or an option before generating the world more land: Instead of an archipelago of islands, the world of Ylands is composed of continents, Continents divided by the ocean, the world being made up of more land would be more interesting for players to build automobiles to move between points on the continent(even because even if you create the car, it is restricted to that island .. could even make a ship that could carry you but .. would not be practical). It would encourage the creation of ports in each continent that it can have varied and unique biomes. (if you can also create roads or even dirt roads, something that generates the world to remember a way to facilitate the transit of cars, something like the roads of the game "Kenshi" paths that refer to what was once a road). New beome: biome with volcanoes. Motivation for exploration: Create small goals to motivate the exploration and even the solo game as you search for islands that have ancient ruins with traps and unique rewards and even achievements on Steam. Give a very cliché example: we have 3 ruins; Jungle, Desert and Tundra. In order to be able to explore the ruin of the desert, you first need some artifact or item that manages to ruin the jungle, and the tundra an item of desert ruin ... and so on. Well, I hope I contributed something. Thank you =)- 4 replies
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How do i open these, is there a password?
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So i have the full Cyclops Armor with a propeller pack, a big ylandium generator with a charger and a mining drill. I have already tried the creative mode so i know that there is a power armor in the game, but is it possible to obtain the armor in exploration mode and are there more things to discover? If you know the answer please just say yes or no and not the way how to get everything.
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RESOLVED Large Ship Capsized during building...
Kathryn Davidson posted a question in Bugs & Technical Issues
I love this game and love the exploration side of it most. But this last time I was in the process of building up a large ship. I was about 2/3 finished when I was launched into the air. I was walking up stairs, wanted to jump one, and was launched into the air. When I came back down onto the ship I had lost three hearts and the ship leaned and shimmied to the side. I hit something else and died, plunging to the bottom of the water. That wasn't the awful part. My ship was completely turned onto its side. There is no way I can think of to fix this. I don't mind dying because I have become a pro at recovering from it. But I can't rebuild yet another ship. Can you please help me? Can you at least tell me what the heck happened that makes sense? My character has never been launched like that before today. Attached are the files requested output_log.txt output_log_clean.txt -
It would be nice to have a fast travel option for returning to home base once we have explored a new Yland. It takes forever to sail back. I don't have engines yet, or making the ship faster (with sails) would also help.
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This popped into my head and I really like it. So imagine the further you go south the hotter it gets exponentially. Players would expect something similar but I'm saying it gets so hot you end up with shallow water, stretches of barren seabed, lava lakes which would require special ships to sail. While if you head north it eventually just turns to solid ice requiring ice breakers or eventually vechicles that drive on the ice to go further north where you would maybe run into a solid ice wall (you could possibly bore a tunnel through with a vehicle with a front mounted drill) There could be rare resources in both places requiring visits to both for endgame tech. I was sitting back mulling over the idea but I kept expanding on it. I imagine driving a truck over the solid ice carrying a full load of rare ore we've mined to our ship that is waiting where the ice begins. -Or sailing on seas of lava in an obsidian plated ship fighting the temperatures. I would have these north and south lands start very very very far out in each direction, nobody should accidentally find it, you'd have to really journey north or south. This obviously isn't entirely realistic, but I think it'd be a mind blow and fit the game nice while giving more use for some of the tech available and providing more potential machinery. ---- Edit: Islands and animals surviving on them would be terrifying, but once you reach the "end" there would only be ash or ice mounds scattered around showing that nothing survives that far out. Progressing further than that would lead to just a wall of extremely hard ice (not sure what the lava equivalent could be.) Inside the ice could be veins of rare ores that possibly don't stack requiring you to haul it back on a large vehicle. ..Or maybe even the ore needs to be forged on the side with the lava, it'd go from lava lakes to strips of obsidian land with tunnels leading to the planets core where you'd forge the ore. You'd be required to make both trips to reap the rewards. I've been fleshing this idea out as I'm writing it so I apologize for jumping all over the place.
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Is there any way to start in exploration mode that's not a tropical biome? I have tried starting many times and I always end up in a tropical rainforest type setting. It rains all the time and its harder to see in the jungle.
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I dont know about you guys, but I feel like the ship/boat speed on the ocean is a bit low. I feel like it could have been uped a little bit. Or maybe its just something wrong with my ship that makes it go slower than it should be, idk.
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I will try to make this a short post even tough i feel i need to explain the attachments i have posted with it abit so it might not, you have been warned First off ty for fixing the boat sleep bug! It was really good stuff and made me able to go on a journey with the savegame i played the most on. I struggled ALONG time to find copper and gold in this save. Only copper i found was in some barrels on a island nothing in the ground anywere. Gold i only found 2 bars of, in some random skeleton loot in a small cave. Today I decided to do something about that and went out looking for a big cave. Little did i know i found the biggest cave in the world, Hang son Doong After sailing past 3-4 islands i finnaly found found a new island i did not explore yet, and it was on this island i found a massive cave. Im talking a cave with rooms the size of Donald Trumps ego, multiple rooms this size! With tunnels going up and down and all around. First i was super excited because i went deep deep into this cave and tought i struck gold. I did not It was sand, then dirt, then sulpur. But after quite some time i look up and i see something that looks like sulpur but i go and check it.. IT WAS GOLD!! Super happy at this point... The problem started after i mined this huge ammount of gold (300-400 gold ores) and wanted to get out from the cave. I had zero idea off were i came from. I started looking for the exit all over the place, then all of a sudden there was FOG, i could litteraly see nothing and i got even more lost. Also worth mentioning many of the animals down there was stuck inside walls and on rocks etc. I got a picture of 4 that was stuck in 1 spot but you will have to take my word for it since they went too sleep before i decided to start to screenshot my little adventure down here. This kinda sucks since i finnaly got a playable savegame again and now im back to ground zero it feels like (i will NEVER find my way out of this mess im 99.9% sure) Currently spendt 2 day cycles trying to find the exit and at this point i kinda have given up So yeah some suggestions for cave exploration: Make caves more easy to exit. (teleport potion or some device for teleport home? ) Maybe look into the max size of caves? I have yet to find what i would call medium sized caves, only this one and a bunch of small ones. Look into the AI off these animals, i just stayed flying close enough to hit them and they did not aggro, seems not intented) + the stuck in the wall\rock issue. Fog in a cave seems kinda overkill atleast when you make caves this big (Im gonna starve to death down here! ) Look into the textures off the diffrent materials. Maybe make smaller gold veins but more of them? Seems weird to not find gold on 10+ islands then suddently strike 300-400 ores in 1 cluster. Also worth mentioning i got a random gunpowder keg from the gold cluster seems not intented also. Posted pictures of what i talked about + my save so you can see for yourself how massive this cave is and that im not really over exaggerating this whole ordeal Keep up the good work devs! (and sorry for the long post) Ylands.zip
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Just got a friend to buy the game only to find out that i can't host a multiplayer game on the exploration map. Whats up with that...