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Ships, despite being one of the most essential aspects of Ylands Adventure Mode, are seriously lacking, even after the amount of updates they have gone through. This post contains some of the suggestions I have for making sailing better in Ylands. ( 1 : More sails ) I know that there are already tons of different sail options, but there could still be more. The sails would most likely be cosmetic and wouldn't attribute much outside of what any other sail would provide, but the cooler the ship, the happier the sailor. I recommend adding Jib, Spinnaker, Genoa, Gennake, Code zero, and Windseeker sail variants. ( 2 : Steam Ship Animations ) Currently, the Steam Ship Hull is unanimated apart from the rudder. The propellers don't spin even when using the Steam Engines and it looks weird. I'd like to see this changed about the Steam Ship Hull. ( 3 : Boarding Planks ) Boarding Planks would be either a placeable article, or something that's already attached to the hull by default, or both. The Boarding Plank would extend/retract when the player interacts with it, providing decent means to disembark without falling between the ship and whatever solid body you're parked against. ( 4 : HUD Improvements ) Currently, the Ship Devices aren't displayed on the HUD, making them difficult to work with when piloting a ship. It would be helpful if the values of the Ship Devices that've been placed were displayed on the HUD when piloting the Helm. ( 5 : Increase Maximum Sailing Speed With Engines ) Of course, when using sails, the ship is bound to be slow, but it's the same speed when using Engines. Engines currently offer the convenience of propelling any one's ship up to the maximum current sailing speed cap without the need for full sail, but I believe they should offer a greater speed cap when being used. It'd make Engine's even more worth it to have on a ship. ( 6 : Fuel Reserves ) Currently, Engines can only hold a very limited amount of fuel, and must be refueled individually. I recommend adding some sort of placeable building that Engines automatically draw fuel from without the express need for the player to manually refuel the engines. ( 7 : Ship Hull Additions ) We already have respectable variants of ship afts and fores, but I want something that I can place that will match the exterior of the ship whilst reserving space in the middle. I would like to see some sort of Hull Extension that allows for the player to raise the walls, aft, and fore of a ship, allowing for a simple way to add multiple decks without ruining the generic aesthetic of a ship. There could even be variants with portholes in them. ( 8 : Centered Helm variants ) Currently, every Helm variant is an odd number of tiles wide while every Ship Hull variant is an even number of tiles wide. I would like to see Helm variants that are evenly wide, enabling them to be easily centered on any ship. ( 9 : Hull Reinforcement ) I would like to see some way for a Ship Hull to be upgraded in order to increase its maximum integrity. ( 10 : Engine Cosmetic Parts ) I would like a block that reacts to the Engines on a ship being on, specifically an exhaust port so that I can make working exhaust stacks and be cool. These are all of the recomendations I have for now. I'll surely return soon with more weird ideas.
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[SUGGESTION] Placementsystem [QoL]
Raccoon-d673154438c9b428 posted a question in Suggestions & Feedback
Hello there! I would suggest to add a function to the current placement system. We already can define the Z-Axis on the placement via Q & Z and i want to get Keybindings for the X-Axis Since a bunch of players want to build realistically you need to build in the Voxel-World which do not have a pattern and the placement cant go into the dirt, because you will always hit the surface, in the Height you can choose the Z Position via Keybinds. My Suggestion Add the function with the Z-Axis for the X-Axis too, so we can easily place blocks, even when they are hidden behind the surface. Makes life easier. best wishes. PS: Should i make a Thread for every suggestion?- 3 replies
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Next QoL update should fix the map in multiplayer where the player can keep his/her map updated all the time. Also ladders in the lighthouse are kind of bugged when trying to climb down them. In multiplayer, it is kind of difficult to accumulate ylandium. What I would suggest for that is either scale the mutated monster drops to the number of players are online or make the mutated monsters respawn or give us a possibility to farm ylandium. A grouping system could also be good if you are playing with your friends so you won't get lost if you are a new player. Those are all of the bugs and/or suggestions i have in mind at the moment. This game has much potential, keep up the good work! Edit: There's also a huge amount of unused space in the lighthouse. It would be cool to be able to build in it.