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Last night my ship became stuck on sand. I started to dig underneath to free the ship (worked), I accidentally hit the ship ladder which it fell to the ground. I accidentally clicked the right mouse button while looking at the ladder which then caused me to climb down into Earth and kept falling until i frozen to death.
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This thought just occurred to me, so I thought I'd suggest it. A corrupted biome. Picture the scene, if you will. A dark colored island in a state of perpetual darkness due to the shroud of dark mist surrounding it. Teeming with hostile corrupted creatures. Maybe even some mutated horrors. Throw in some dark, maybe corrupted flora and perhaps a dark stone-variant, and you've got yourself a party. A deadly party, but still a party.
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World wrapping, sequences of worlds and bioms nice to have
ComR posted a question in Suggestions & Feedback
Hello There, I wrote very long list of improvements and suggestions to make Ylands best open world, sandbox game of all times, but because I do not want you to die of boredom, I cut is to pieces. This is piece one: 1) Wold It all should be optional for sinlge player and server admins, I talk about my favorite mode; exploring. -To make it nicer and more funny, in my opinion, you should makde worlds wrapped, around. Ex.: If you move all the way Notrh, you will eventually appear South. Etc. -Worlds are very small now (I guess it's our memory limits and that most of the world is under water and invisible, I understand it). Also, there is mostly no more than 8, not very big islands. If you built base – it already means you saw everything: every island, every place. That's sad. Maybe you could make world afer world, like tiles? If you leave one world, it's saved like regular savegame, but you can move back every moment having with you everything you took with you. So, you could appear in new world completely ready for new adventure. It's really easy to do, in fact everyone can do this right now using editor, but... it's not very exciting to load, edit, reload and so on. In 1.x-ish Yland, there should be an option: “Select universe size/globe size”, for example: -One world (wrapped or not wrapped, because not all people may like it), 2x2, 3x3,9x9, infinite worlds, or specific size XxY worlds (wrapped or not). Also, it would be great if we could cutomise whole our world: -min-max of islands -min-max average island size -bioms we do not want at all (just check the box) -mountains higher or lower (some islands can be with mountans, some without these) -water level (in general or random in every “world” in specific game with more worlds) -resources (trees, plants, grass, sulfur, salpeter, coal, gold etc. - more of them or less of them) -animals (fewer, normal, massive load etc.) And above all: -caves – do you want these or not at all – I hate caves! (It would be nice to have few, small, random caves, as most mountains have these. Additionally, could be made in mods, but It would be fun if we could turn off certain technologies, for exaple: Stone Age ony, Iron Age only, no Ylandium, no steel, no gunpowder. era.. etc. 2) Bioms But, I miss biomes like these: -Swamps (hot, wet, crocodiles, mosquitos, stinky water, problems with moving around without rafts - Louisiana type ) -Jungle, with big old trees and lianas (classic movie jungle) -African plains (almost no plants at all, red soil, rare withered trees and shrubs – but in fact not dead ones – Dogons land type, maybe with elements of Dogon people buildings and masks?) -Real desert biom (super hot at day, no plants, only sometimes cactus, shrubs, sand, sand, sand and dunes of sand, sand stormes, super cold at night, sometimes nice oasis) And maybe: -Steppes, grasslands... flat boring bioms with many animals -Mixed bioms... just for fun, if easy and possible to do (regular biom, but with some plants/animals/terrain structure from over biom). All the best, ComR P.S. As I said, I'm ready to help you full time. I have plenty of time and I have time to think. -
Hey there, So a bit of time before I actually start working.. and on my way to work.. I was thinking.. "Ylands is such an amazing game.. but what would make it more interesting?" See Ylands, right now, is probably.. well definitely my favorite game so far. Why? It has over 50% of the things I would LOVE in a game. -Survival mechanics (Hunger, scavenging for resources etc) -Pletora of weapons and tools (from clubs to stone swords to revolvers) -Vehicles (Cars, ships.. and even that propeler pack) -Crafting (an amazing, and immersive crafting system.. since you need to have the tool on you to craft items.. I find that to be quite interesting) -Building (Build on the car frame? On the ship frame? Yea sure. Knock yourself out. Want to make a classical american car or an RV to explore the world? Sure) -Decoration (PLACE ANYWHERE, I love this. nothing more to say) etc etc But I was thinking.. The game already has an amazing amount of content in the game already and we dont even have NPC's or anything of the sorts. (until the end of this week at least) And I already know from what I read on the forums in Sneak Peeks that we'll have an improved combat system, factions for npcs etc But.. once we reach 'end game' right now. What's left to do? Nothing much except building. And that's a bit of a shame. (I love it nonetheless don't take me wrong) THIS is a suggestion thread tho.. SO without further delay.. I'll get straight into it! The sk.Ylands What this entails.. and what does it add or do. It's basically a suggestion that I was thinking at after reading a few others on the forums and from my own head as well. As with my other suggestion thread this is made to work together with itself. >LINK< : Tools, Cosmetics and Slots The sk.Ylands would be a new world. New items, weapons, monsters etcetera. (I know the devs already have a world in mind. that we'll get in the future. Hyped!) I'll keep it brief since the time to work is getting closer. But I will definitely update this thread later with some designs, sketches and obviously more items and such that I had in mind. sk.Ylands are sort of an end game world because you would need to reach Engine creation in order to fly up in the sky! A few new items would be added to the players crafting table, those would be Wind Catchers, Thunder Catchers, Wings, Large Balloons, Sky Propellers. Wings: The wings can be placed on the ship to allow the player to actually steer their new vehicle, they would be as large as large masts. Sky Propellers are quite simply propellers the player can place on the ship to actually propel the ship forward and back But what makes the ship go up and down? Simple. Balloons! Large (and small) balloons are like Large and Small masts. You can place em on the ship and that allows you to go up and down. These would be placed on the Small or Large ships (Car Chassis too?! So you can ave a ship as the mother base and then landing pads for the smaller crafts?) that you can craft already. So you could, technically attach these to an already existing ship (or car) and take it up into the sky! When you'd reach a specific altitude, you'd be transitioned to this new world. Where there is no.. water to have your ship on. But instead.. What you'll find are.. Clouds.. Storms.. Rain.. and.. floating islands! Now.. How do you craft the.. Balloons? Well for this you'd need the Wind Catchers. They'd be sort of like (looks wise) Sails you can put on your ships, and these would catch the wind when you go into storms and give you a new item. That new item would be 'Bottled Air/Wind' With this bottled air/wind you can then craft the balloons. Why should you go in the storm to make use of these Wind Catchers. Simply put for the sole reason of giving the player an incentive to actually go out and explore. On the normal world they'd put these on their ship and actually go out on the high seas looking for storms in order to create this bottled wind Of course.. this shouldn't be as easy as said. Since.. maybe there are huge waves that can damage the ship. Thunder could strike the player and deal damage, etcetera. Upon crafting these balloons and placing em on the ship, players can reach the new world. And yes. I know I may have forgotten the other item. The Thunder Catcher. The thunder catcher simply put, again placed on the ship, (maybe looks like a huge lightning rod?) And this would, as the wind catchers, give you 'Bottled Thunder (or Lightning? Maybe better called Lightning Catcher? but Thunder Catcher sounds better xD)' The bottled thunder would be able to fuel the Ylandium Engines. (Or new.. Electric engines?) that will make the propellers actually function. "Why don't I just use my old Coal Engines for this" Well to put it simply.. Normal resources wouldn't be found on the new floating islands as much as they can be found on the normal islands. Coal, copper, iron, etc can still be found. But not in such big quantities. So Thunder is a good source of fuel. Ballon Frames, Sky Propeller and Wing Frames could be crafted from either metal or wood. Wood would be lighter, but the ship could sway a lot harder from left to right in gusts of wind and Metal framing would make the ship heavier, so it is a lot more controllable in gusts of wind but weaker to lightning, since it conducts electricity What risks are there to going up in the sky? Flying sharks. Sharks with wings.. Simple as that. When exploring the sky. You'd still find normal animals on the islands but aye. (Maybe a few others. Wyverns or Dragons as boss monsters? :D) Storms! Lightning, and Wind! can be quite risky as well. Thunder can hit your ship, and deal damage to blocks or the player Wind can make your ship sway from side to side maybe take you off the beaten path or have a chance of throwing the player off the ship And in the clouds where you can't really see ahead of you that much, That can be quite dangerous since you'd lose your way. (you can go above storms and clouds, having an amazing view. But you'd be easily spotted by other players and sky sharks would spend most of the time above clouds. So a safest bet although dangerous is to be inside of the clouds Islands would generate in the clouds and above them as well. So in general the sky world (for now) Is just to collect special resources like Thunder and Wind (or Sky Shards. or Sky Crystals) until I think on the weapons and armor (Air Guns, Balloon Packs, Floating potions etc) And the whole idea is to create sort of an 'economy' in world. While not needed. I can see some interesting interactions between players. "Player X has a sky ship, they go collect thunder" "Player Z doesnt like exploring but they need thunder for their engines and contraptions" "Player X asks player Z to give him something in return for thunder" And so they trade! Or.. you'll have pirates. Players that will just attack you to take your loot. So making a sky ship can actually be used as an interesting base as well. Allowing you to go up in the sky and make a base there. Etcetera. Some Items I thought at for now. (I will think at more and will update this post accordingly) Thunder (Lightning?) Rifles (Shoots bolts of electricity) - Good against Metal Armor (since it conducts electricity) . Weak against Leather Armor (Or normal clothing) (Since it doesn't conduct electricity) Air Rifles (Shoots a gust of wind pushing people back) - Good against Leather Armor (since it's light so it can push people back) . Weak against Metal armor (Since heavy and can't push back) Skyshards can be found on the floating islands. From them you can create decorative blocks or armor. (weapons too) Ammo for the Air Rifles would be crafted using Bottled Wind. (Respectively Bottled Thunder(Lightning) for the Other rifle) Can also create Crystal weapons,armors and tools, They'd be really effective but can break easily. With the new crystal, thunder and wind resources, players could possibly create a levitating device that they can place on the ship or chassis and it would allow em to float/fly without the need of balloons. ALTHOUGH! the creation of this item would be extremely hard. The physics/flying with these would be similar to Worlds Adrift (Go up and down, rotate left and right and move forward and back) This is all I have for now. Will update later with more ideas and some actual crafting 'schematics' Cheers.
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Hey there! So I have finally got the game.. earlier than I said I would in the Suggestion thread I made. (Couldn't wait.. what can I do) Anyhow.. I've seen the latest sneak peek.. which says the 0.7 update will come next week. (Hopefully) Now this is an idea I had and also something I want to ask about. I am planning on creating.. a world. (Duh) (It would be mostly a 'Roleplay' world. as I am a huge RP nerd.. and I think RP in Ylands could be quite amazing with all the content we have) The thing I had in mind (after playing with the editor quite a bit last night) Was basically the following: Continent on a corner of the map with 2 or 3 cities connected by dirt roads or brick. (Quite a big chunk of land so that the players can travel by car and such) And it'd also contain 3-4 smaller villages. (Of course some easter eggs and other stuff would also appear, like mines or quarries and such) Besides that continent, of course. I plan on adding in a few other islands that would contain like again, quarries or villages or treasure etc. I wanna add some 'Dungeons' as well populated by bandits that players can explore. Also Ships travelling from one island to another. In a nutshell. Craft a world that will be populated by NPC's. For immersion and rp purposes. TL;DR Now.. what I actually wanted to ask. If I start creating the world now, before the 0.7 update.. Can I still add NPC's afterwards. Or will NPC's populate said world after 0.7? Or do they spawn in only after generating a new world after the update. Now I don't mind if NPC's generate only on worlds created after 0.7, but I'd like to know if I can actually populate an already created world with NPC's. Also I plan on creating different compositions like Log House 1, Log House 2, Log House with Cobblestone 1 etc. Different variations of houses, Furnished and Unfurnished that I can place in the workshop to be used by me, and other people in their worlds. So.. if anyone would like to 'contribute' to this future world I have in mind. With any composition or ideas. Let me know. I'll make a 'quick' draft of the world in a wee while. To give you guys and gals an idea of what the map would be like. Cheers, Gene
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Cannot find any structures such as pyramid, houses, all that
Tim118 posted a topic in General Discussion
I got this game 2 days ago and im loving it ive got 33 hours put in to this world so far but I cannot find any structures ive sailed to 5 islands and found none... I have watched videos of people finding heaps of Structures on one island. (I really dont want to restart this world) -
Hello dev team, i noticed something strange here and there in the game which kinda takes the immersion really out of the game, like caves are being super hard to find, sometimes relying on /freecamera just to find the entrance and when we find it it is in strange places or being camouflaged by colored ground, ( please add salvagable material rocks too it's kinda lame to dig the ground only to find resources, you could do this with some big rocks containing what you need ) even the biggest trees look small, ylands is actually the only sandbox survival game that makes me feel like i'm a giant walking around also the animals are too few, check out creativerse or cube world or similar games that have places that make you feel like you are a tiny ant, caves with huge entrances and dense forests where sunlight is scarce think about making your worlds more breathtaking, because as of now besides crafting after making a ship and taming a horse in explore mode it takes less than 1 hour to find and see all the islands thus making the game boring and repetitive even though it has so many items to be crafted and built, still most of my time is spent in the editor also make more animals tameable we need to have farms and more food products you can make from different stuff roasted veggies and roasted fruit is just an easy solution i would love to see different foods with different effects like the potions have, but also have normal food that does nothing just saves you from starvation or give you energy ( like stardew valley the more you work the more tired you become ) i think this game still has a long road ahead please take notes from other positive voted games on steam, see what people like. Do your best team!!!!!! Also please fix the horse getting stuck on fruits and other stuff on the ground, that also counts for the character as well !!!
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Suggestion: Improved World Ore Generation
Ethan Gordon Wilson posted a question in Suggestions & Feedback
Request: Consider revamping ore generation algorithms to allow the following: 1) Generation of ores in and around cave systems. and less occurrence of surface ores (approx 20-40% less than currently observed). Encourages more cave exploration - more risk/reward Smaller surface veins of ores - larger veins underground! Small samples of ores on ground (more than just flint - allow for occasional iron/copper/gold ores - perhaps near (above) seams generated underneath the surface to hint miners where to mine). 2) More concentrations of minerals in certain areas: flint near hills/mountains clay near water gold/copper/iron underground and around/in mountains and hills shape deposits in characteristic ways to be unique to each mineral/ore (coal in horizontal seams, gold in vertical, flint in round patches, etc.) 3) More Ylandium deposits! I've yet to find one crystal in two maps! need more mutated creatures or more dust drops from each one slain. crystals need to spawn at higher levels than currently seen (by others - not me). higher dust yields from processing crystals. 4) World Generation Options: Allow for specific concentrations of Iron/Copper/Quartz/Ylandium at world creation. -
Please allow the player to utilize a seed value to influence the world generation, along with entering a world name (already supported). This would allow people to "share" maps apart from the sharing of actual created maps in the workshop. This assumes that worldgen is using seed-based algorithm and output can replicate with same seed values. If no seed value is defined in this option, default to already-implemented seed generation. Lastly, allow players to view seed values used in the "~" screen so they can replicate/share seed values from randomly generated maps. Thanks!
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français : Bonjour je suis nouveau sur ce forum et sur ce jeu j’orrais aimer savoir comment es que l'ont doit faire pour avoir un monde avec plusieurs régions différentes je pense que la fonction ne doit pas être encore implanté dans le jeu car je ne l'est trouvée nulle par merci de vos réponce et désoler sur si je poste ce message dans la mauvaise catégorie . anglais (google traduction) :Hello I am new on this forum and on this game I would like to know how to have a world with several different regions I think the function does not have yet to be implanted in the car game I do not find it by thank you Of your answers and sorry about if I post this message in the wrong category.