Search the Community
Showing results for tags 'terrain'.
Found 6 results
-
Cooked Food Bug - On two separate occasions I was killed and all the (raw) food in my inventory was dropped onto my grave marker. When returning to my grave, my food had turned into it's cooked counterparts. Ocean Bug - On one game world I started a part of the ocean along the island was not loading, upon further investigation I walked into the part of the water that wasn't loading and there was in fact still water there. However the water inside the non-loaded part of the map was on a lower elevation compared to the rest of the ocean. Only the water was invisible, I could still see the sand and coral below. Terrain Bug - Parts of the terrain from time to time tend to disappear. This happens on a very small scale usually, normally a tiny triangular shape of the ground's mesh hasn't loaded and it is possible to fall through causing endless falling. This problem has only occurred for me when I start a project of mass terraforming. Animal Bug - Sometimes the animals become stuck. They do not react when I approach nor do they run when I attack them.
- 1 reply
-
- Cooking
- cooked food
- (and 6 more)
-
I've pasted an unlisted YouTube Video I made fairly quick to give a visual reference to the issue I believe myself and others might be having with the new Terrain Editor. Might also be caused by the Water update as well. Apologies for my camera overlapping the tool lol. I felt as though it would be easier to explain if the issue could be seen upfront. Please let me know if I may be using the tool wrong or if this was intentional.
-
[Suggestion] Use imported Heightmaps to generate a map in the editor?
Amber Icon posted a question in Suggestions & Feedback
I am playing around with the editor and it seems a fair bit difficult to create a map without using the worldgen tool. If players want to create a specific place, it would be so much more streamlined if we could head into the game with a predesigned map that we could then tweak and fill in the editor. -
Hey Ylands Team and Community, The best part of this game is creating your own scenarios/games and play these with friends (my opinion) and thats why I spent the most time with trying things out in your editor, but I still miss some features. I know this game is not finished yet and you have planned a lot, nevertheless I wanna make a whishlist for some futher possibilities in your editor: 1. The possibility to transfer islands (not just objects... with terrain!) into editing maps. 2. Easier terraforming there you can set that the terrain dont get up higher than a ceartain hight (to pretend unwanted hills etc. if you hold left-click for terrain an area faster) and bigger sizes possible. 3. An overview of your map in the editor and maybe editing basic settings for this map in this overview (like the "generate new terrain" option, but you can set climate zones in your map and auto-generate islands on certain places (you can choose where on the map) with configurated and all individual sizes (very little islands should be possible too), but without deleting your existing map). 4. The possibility to have multiple maps in your game (like different game levels). Maybe these things are already possible and I just dont know that... Let me know if there is something I can already do. Thanks for your amazing work! LG Fapi24
-
Introduction: First of all, I just wanted to say thank you to the Ylands team for the latest update and the QA video. The Meaningful Music update has made exploring much enjoyable and pure. I've missed the function ever since I first heard it in Jak 2. (The music would go normal, but as soon as you'd pick up your weapon it will become more tactical. Come on, my 12 year old brain was floored when I realized it was happening). The source: During the QA video Filip Vondrášek said that the current solution for the request of more/bigger islands, would be new worlds connected together. This was an idea I was wishing would be implemented when I started playing (around the 0.6 update), since this would create many fun possible encounters in the Ylands world. I mean, I have tons of words and gratitude for this. The idea: There was little information on that part, but I just wanted to tell my suggestion and hear if it's a good idea/impossible/will be implemented/already considered after 1.0. The idea is simply that every sea border is connected to another server when the world is public. The game catches the essence of exploring, crafting, and creativity, but it has hidden potential if it's limited to one world and 8 players. The sea borders would connect to other worlds where other players would possibly be. Think of it like a grid-map, where every space is a server. I mean, it seemed like a good suggestion considering whenever you'd on water, lag wouldn't be that big of a problem since when you're usually safe and nothing too much is happening. The problem: I know this isn't to be expected, but I would just further elaborate on the problems this idea also has, which is mostly food for thought as the solution could be many. The problem with this system is that if we were to place another server right next to the border, what would it take to consideration as other players also would cross borders ? What if you're placed next to a dead public server, will you be forever stranded away from people? What if some random person keeps coming back from their server and keeps griefing you? The bordering server would have to be a world where other players are, or it would just fill your sea borders up with empty servers and it would basically be a way-to-complicated terrain-generator. It checks for servers when the player crosses the sea border, then places one with an average of 1 to maximum allowed players. (lag. yikes) If a world contains a banned player from your server, it will be filtered out of choosing when you're crossing the sea-border. This goes both ways as in, the banned user can't find your server either. When the world is offline/inactive (in correspondence to the 0.9 cloud hosting where all players are offline) you lose all the border-servers, or if you close it down manually(?). The other server's name would be displayed as a discovery on your screen whenever you cross over to another world. This way you could keep track of whenever you enter a new server if your bordering server has changed because it's become empty, and swapped with an active server instead. This could be called the "mirage" effect. Thank you for reading!
- 1 reply
-
- 1
-
- Multiplayer
- Goal
-
(and 5 more)
Tagged with:
-
[Exploit/MP Gamebreaking] Protective Barrier does not prevent terrian/item exploitation
Energritz_ posted a question in Suggestions & Feedback
[Exploit/Bug/Protective Barrier/Terrain/item/Glitch] Since there isn't much voice about this issue, ( A few similar posts ) today i did a server spawn area clean up, after the CPU idle % was around 35%, from ~5% initially, expecting the worst and i was not surprised. I currently host a Server for the Public if they so choose to use, i have put [Beta] tags on the server title, so people know what to expect. I personally play on the server, knowing full well things can break, however i do not live on the spawn island, so i don't have these issues. Note: All these places in theses pictures are under a Protective Barrier, people have added their own flare to other peoples areas. This exploit would need to addressed ASAP or Dedi Servers ( especially public ones ) will not survive and die out. eventually. ( These areas have now been cleaned up by me in the editor, which took 1-2hrs to complete , thankfully its a small server after the cleanup, CPU returned to around ~8% idle ! ) Below is an example of people not knowing about the issue at hand, unlucky for the owner left a stairway to the roof. These are players who are not at spawn but not far from it either. Another house taken advantaged of A shed house of the first picture.. And lastly a WIP underground base.. now ruined..