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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. -
Grow "Grass" to eliminate dirt "spots" on map - Beautification!
Ethan Gordon Wilson posted a question in Suggestions & Feedback
(Please hit the Up-vote arrow at top left if you agree, to get the 'dev's attention on this issue!) Unless I'm missing some item that already does this, please consider allowing the automatic "growth" of greenery "grass" to cover up recently placed dirt in areas where landscaping was performed. This should help eliminate those garish brown lumps that show up as you terraform your land around your base. Thanks!- 10 replies
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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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Trying to emulate the Ylands art style + When is model importation coming out?
TENTACLE_BOSS posted a topic in General Discussion
So this is a toy gun asset I've been working on. It's fairly low poly, with a moving trigger, magazine and pump. I made it to try and match the Ylands art style as much as possible, and I would like your feedback on how well I have achieved that as I I would like to eventually import this into the editor for use in a custom game mode that I want to develop. However at the moment I notice that it is not possible to import your own custom model assets. Instead every game mode that can currently exist is reliant on a small list of preset assets which is extremely limiting, especially for anybody who wants to make something unique. I would like to know when this will change, as one of the things I am most excited for with this game is the possibility to truly make custom content to share with others, but right now for aforementioned reasons, I can't help but feel like everyone will in essence be sharing the exact same things over and over again as far as items and aesthetics go. If a release date on model importation cannot be given, I would really like a rough ETA because I don't want to spend a ton of time developing a custom game mode only to have to wait years for something as basic as model importation. Thanks for reading.- 10 replies
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