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Found 12 results

  1. Phil Dubbo

    New cannon

    Hello, I would like to see some early 19th century cannons added to the game with a better traverseangle (maybe 280°) for ships and fortifications. Maybe the guns could be on a platform so the player rotate with the gun to prevent colision like with the current cannons. examples: https://commons.wikimedia.org/wiki/File:BL_6_inch_rifle,_with_two_BL_9.2_inch_rifles_beyond,_at_St._David's_Battery,_Bermuda,_2011.jpg
  2. dusif-5e39d8c08487b215

    More boat content + other stuff

    Linking boat hulls could give some creative freedom Basic boat hull parts for unique builds and freedom in sizes Hollow ship hulls - we need to be able to have a base inside our ships protected from the cold/heat while crafting A tow line/boat holder having a small boat to go to shore with would be kinda nice Scalable Mammoth size boat build much bigger than the large ship with possibility to have animal pens and stuff on Why can we only own a single ship? Fighting animals - i have the most adorable little pet terrorbird, but it would be alot more fun if i could order it to fight with me... Or at least have it attack whatever attacks me, so it doesnt just walk in front of me while i mine Factory options - it could be freaking awesome if it was made possible to automate some sort of mining/farming with conveyor belts and machines to produce different stuff to sell to trade npc's Planes - need i say more than aircraft carrier?
  3. newfang1

    Game Improvements - IMPO

    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.
  4. Before saying anything, I don't know what the main purpose you guys are following with this game is, so I'm not sure if you wanna pursue simulation or you are creating a sandbox with no realism more focused on the amount of things you can do, but I have noticed you have put some hard work into making the ambient and the feeling of some artistic parts of the game transmit a nice realistic vibe (rain, torments and the awesome sky colorings), if I were you guys, I would go for a bit more simulation with this game (the potential is there and is REALLY BIG). Non of my ideas or comments are meant to offend anyone, they are just described as I have thought them. * After clarifying that point, here we go with some things I think need changes: 1. During long ship travels, alone or with friends, you mainly get nothing to do apart from seeing the beautiful sky (with friends even worse in the sense they have nothing to do at all apart from maybe... looking the map?), the ship doesn't lose its path even if you leave the rudder alone, the wind as it is right now has no effect (or almost no effect over the ship apart from the speed), I would recommend to implement a sailing system where you can have and control different kind of sails and even have to rotate them depending of the wind direction making that to have a real difference on how the ship behave on each situation, then you could make use of your friends as ship crew and give them some kind of utility, if you are alone, well, to handle a big ship alone IS a really hard task, so the idea should be to reflect that in the game, you should be able to pay for some NPC to control parts of the ship and maybe live on your ship in the case you don't have any friends to play with. ***This whole point number 1 would create something that has more logic to me: "The more sails you set in your ship, the faster you go but the harder is to control it properly"*** 2. Doesn't look that placing the sails on the ship's sides has any wrong effect on it, the center of gravity of the ship doesn't vary, that's not cool and doesn't feel logic at all, you should be able to sink a ship totally bad constructed. 3. The water simulation is off, so I will wait to comment on that in detail, but I am expecting something cool from it, something that really affects the way swimming, ships and boats work in the game. 4. Some stamina system is necesary, there is no sense that you can swim faster than a ship the whole time. 5. there is no risk of die during a torment if you are swimming apart from dying frozen being near to a pole. Maybe you should or could drown if you get out of stamina? (point 4) 6. The AI (artificial intelligence) of the game is poor at the moment, feels bugged and not responsive at all in most cases (plus some animals, specially tigers or wolves should have an special evasion movement as well). Maybe add serpents on deep forests when getting plants? (venom risk, etc...), I won't comment on sharks, I am sure you already know what happen with them. 6.1. Ground animals can be EASILY killed if you go to water and even punch them to death, and viceversa, sharks can be EASILY killed if you go to the seashore and punch them from the solid ground. Maybe you have seen more than one of this comments or ALL reviewed before by other users, but I hope they really help to create an awesome game, because it is, and I repeat, the potential is there. Have a great day and I will keep tracking issues when I have time.
  5. TriggeredFingered

    Blueprinting ships-not a thing?

    Why can't i blueprint this ship? Ships are pretty much the CORE of this game, being unable to BP them seems a glaring oversight. Especially if I want to take the well-built ship I build in an explore game into another explore game. EG: The floating bits above that ship are what's captured when I use the BPCamera on the ship. They're not even aligned the same way they are on the ship, none of the "ship parts" catergory or "vehicle parts" category (I used car-grills for spotlights to see the underwater ruins and sandbars better) are even visible in the capture. I'd reccomend the BPCameral have a "vehicle mode" added to it that lets you select a root entity(ship hull, car frame) and just auto-compile the items locked to that entity into print without the silly "make a box" thing that half the time stops/glitches/bugs midway though the box for me. After looking around a bit for similar threads...Blueprinting not allowed in creative mode...Very silly as I'm sure many others have pointed out. Somewhat related to above. That most important reason is silly. Blueprint cameras already have "some items are not craftable and won't be included" prompt if plants happen to be in capture area, there's zero logical reason you can't extend that list to whatever items you're talking about. All you're doing is kneecapping your creative players and their ability to expand the list of assets available in your game. Assets which DRAW IN PLAYERS and thus provide revenue stream.
  6. Garspar

    Ship Control

    Ok - New to Game - I have searched numerous sites and none fully answer a simple question: How does one turn a boat or ship? Control panel on right side of screen only shows forward (W), back (S) turning mouse only turns camera, clicking, scroll via mouse has no effect... Larger ships the helm should turn - right - didn't turn for me lost ship and game in deep blue sea..... So there must be something I am missing - keyboard control? I also noticed when placing helm on ship or large ship, helm defaults backward forcing the (H) key to reset?
  7. Ok so, i may sound a bit nuts but i do not care =) I dream of having a "Noah s Ark", to be able to tame and breed animals on my Ship if i would like, which of course would require also that, by breeding them i could slaughter them by food chain order, so that i could feed them accordingly with one another. (wolves would eat rabbits, felines could eat goats, etc...) That also means i would like to really be able to plant seeds for plants (not trees, that sounds stupid) ON my Ship for my herbivores, so that my food chain would really be complete. Right now it is possible to use Pots on ships but you better harvest them before moving or else, they just stay in place in the air =) What do you think guys? Anyone else wants a Noah s Ark? Vote and UpVote if you agree =)
  8. John - NEXFER

    KNOWN ISSUE Animals vs ships!

    Hi all, somewhat trivial bug, but perhaps a fix for the future - If you are sailing your ship/boat/raft, and you bump in to an animal such as a shark/seagull/vulture/horse etc - the animal acts as a greater or larger or denser object than your ship, and the animal is able to push or even throw your ship aside as if it weighed nothing at all. I think if a ship hits an animal, that animal should go flying, or perhaps die? However, I would quite like to be able to take a horse on to a ship - and sail the ship without the horse flipping it! The horse remains static as the ship begins to move, when the horse bumps in to the mast or another part of the ship that creates a blockage for its path etc, this creates an anchor effect. Also it would be nice for the horse to not die in the process if animals are made to die on impact! Thanks
  9. I listed them in order of prioritization and importance. 1. Hints / Tutorials / Tips. (Not to many, as finding things out on your own is half the fun.) -How to find Ylands. So someone doesn't sail in open ocean for hours wondering if they are unlucky or just sailing into nothingness. -Key crafting Items tab needs to be pointed out. 2.Crafting Menu. Adding a tab for most recently gained recipes would be extremely helpful. 3.More Clay deposits. 4. Ships. Add a Cargo hold to the large ship. Add a life raft or boat that you can craft and place on the ship. So you can sail to shore. 5. Add a rope that you can climb up or down. 6. Abandoned towns with loot and such. 7. Boss monsters in caves. I haven't fully explored a cave yet, so not sure if there is any, but if not there should be. 8. NPCs
  10. Lupowop

    Linked Cannons

    So cannons... they are loud! and fun and you can break things with them... I'm loving them so far... it would, however, be epic if later down the crafting tree there could be a "cannon linkage" where it would link say 3 to 4 cannons together so that you could load them all up, man one and fire that one and they all would move and fire together... It would make PvP a lot more fun in ship battles where there are multiple cannons on a ship and only a few players to man the ship
  11. Hi again, I'm having an issue whereby any energy circuit that I build on a ship, won't save when I take a composition of the ship. The ship itself and all the nodes and switches etc save just fine as a composition, however, I have to re-wire the entire thing every time, meaning I can't hide the circuits away! If I save the wired ship as a save game, scenario or game mode, the energy wiring saves just fine, this is only when trying to copy / paste the ship, or create a composition of it. Also, if I move the ship with the XYZ slider, the energy doesn't move with the circuits and ship, and you can see it not attached to anything just floating where the ship was. Hope that makes sense!
  12. Set off on our first voyage in multiplayer, and I'm trying to ascertain whether we've made a mistake or not. We only have one helm and we sailed through probably a day, night, and maybe half another day so far. There are no birds to look at to track our progress. I don't recall ever seeing any. Do we keep sailing, and there's islands further away, or did we just sail past everything into an endless sea? I don't know how stuff spawns in this. If we aren't anywhere yet, how will we ever know? Will birds suddenly appear?
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