Shurutsue

Member
Apr 6, 2019
309
405
277
How many toilet-type or hole-in-the-wall-type items are there in total?
I believe 3 (Wood, Stone, Plant) Hole in the wall and 1 (wooden) toilet - as well as a wooden toilet box (seat, not for sex)
But if you are creative and utilize some rich-text-tags on signs and such, you can get pretty interesting customization options to decorate those. (Animation'll be the same, as well as you not wanting to accidentally cover any leg(s) or similar leaving a certain required gap between your decoration and the body)

But overall, with something like
Code:
<size=20><color=#FF0000FF>♥YourText♥<pos=2><color=#FF00FF90>♥YourText♥
You can also write in different colors and also giving text a "shadow" of sorts.
Note that font change doesn't seem to work and the font it has doesn't support lots of special characters (but hearts for example work)
Fairly certain you can also use sprites, if you know their name/atlas and all, but haven't tried that.
 

Gambitf95

Member
Jul 11, 2017
325
402
257
Is the first boss with the hanged girls supposed to respawn? Because he hasn't reappeared yet... I'm trying to release the girls.
After reloading, and maybe a day after, he will respawn. Do not kill him immediatly. With the mouse hove over him and when "rope" target appears, click and try to cut the rope. Not easy to target and can take a couple of time. But the girl will be freed and run away. Then kill the bad guy. You will see a quest marker later north east of the boss camp.
 

electric105

New Member
May 30, 2022
4
6
69
Raids happen as though they're on screen, even if you're on the opposite side of the island. The game loads the map chunk (50m by 50m "area" you can see on the island map if you use the /mapID command) the raid target is in when there's an ongoing raid, plus the eight chunks immediately surrounding that.

And yes, this can tank performance on a weak computer.

As a side benefit, some people take advantage of this "map loading" effect to keep their farms active even when they're far away.
Thanks, that helps. is anyone aware of a way to change the “simulation distance” through tweaks?

1. Also, I am confused about how to interpret the map with /mapID on. I drew some squares going by eye over a screenshot. Which is most correct for the loaded area, assuming that the player is in chunk 135, for example? My impression is that the red square is approximately chunk 135, the green square is the area I assume is loaded when in 135, and the blue square is my second guess. Is there a command to check which chunk the player is in? Maybe I will attempt to make some sort of approximate grid map in paint.net once I understand this, but I assume I would need to pause and alt-tab to use it(assuming the map is not in an easily acceptable image format)

2. I have no experience modding or tweaking Unity engine games through actual unity tools(I have no idea if there are even any sort of unity engine tools that allow for that). I am comfortable tweaking code through notepad++ when there are enough comments or self-explanatory english variables or instructions. Does anyone know some line/lines of code that can be easily changed to increase the number of chunks that load?(my computer can probably handle a larger or maybe much larger distance.)

One workaround for making a grid map if the actual map image(or the /mapID overlay) is not accessible would be if I could figure out how to disable exploration, since I could probably figure out a way to tweak the map png associated with save files. I'll need to experiment with it to see if I can keep it from being overwritten/deleted and maybe even toggle-able in game. Even if I can't disable exploration,the grid would just get partially erased by exploration between reloads
 
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sfloww

New Member
Apr 20, 2024
7
3
13
Hi sorry i'm a little noob ahah but i think i get how to load the yona x man event and i use the save i found here but even if i stay until night or past an entire day at the event area the evnt marker don't apear..Somebody to help please ?

Hi sorry i'm a little noob ahah but i think i get how to load the yona x man event and i use the save i found here but even if i stay until night or past an entire day at the event area the evnt marker don't apear..Somebody to help please ?
And the first marker say "under development" is the only one i can see, ent king quest is ended but nothing happen..
 

AppalingBlue

Member
Feb 21, 2024
169
341
158
After reloading, and maybe a day after, he will respawn. Do not kill him immediatly. With the mouse hove over him and when "rope" target appears, click and try to cut the rope. Not easy to target and can take a couple of time. But the girl will be freed and run away. Then kill the bad guy. You will see a quest marker later north east of the boss camp.
Native Boss will immediately respawn when reloading a save. Waiting a day is not necessary.

Either sneak up on him from behind or pause the game if you have problems clicking the rope in the middle of the fight. (Note you can't sneak if you haven't killed him before because he auto-aggroes in the event boss fight.) Also only Man (the Male MC) can cut the rope; Yona isn't tall enough.

And the first marker say "under development" is the only one i can see, ent king quest is ended but nothing happen..
WAIT until night.

Thanks, that helps. is anyone aware of a way to change the “simulation distance” through tweaks?


2. I have no experience modding or tweaking Unity engine games through actual unity tools(I have no idea if there are even any sort of unity engine tools that allow for that). I am comfortable tweaking code through notepad++ when there are enough comments or self-explanatory english variables or instructions. Does anyone know some line/lines of code that can be easily changed to increase the number of chunks that load?(my computer can probably handle a larger or maybe much larger distance.)
It's hardcoded in the game. No easy way unless you decompile the game and change the code. Hopefully someone might write a BepInEx plugin mod for this.

The only workaround so far is to exploit raids to load another 9 MapID chunks in memory, but this isn't changing the "simulated chunk radius", per se.

1. Also, I am confused about how to interpret the map with /mapID on. I drew some squares going by eye over a screenshot. Which is most correct for the loaded area, assuming that the player is in chunk 135, for example? My impression is that the red square is approximately chunk 135, the green square is the area I assume is loaded when in 135, and the blue square is my second guess.
Green square. The entire chunk you're in, plus the entirety of the 8 surrounding chunks.

Is there a command to check which chunk the player is in?
Not aware if there's one, sorry.


Maybe I will attempt to make some sort of approximate grid map in paint.net once I understand this, but I assume I would need to pause and alt-tab to use it(assuming the map is not in an easily acceptable image format)

One workaround for making a grid map if the actual map image(or the /mapID overlay) is not accessible would be if I could figure out how to disable exploration, since I could probably figure out a way to tweak the map png associated with save files. I'll need to experiment with it to see if I can keep it from being overwritten/deleted and maybe even toggle-able in game. Even if I can't disable exploration,the grid would just get partially erased by exploration between reloads
Use flags to mark chunk boundaries. Just need one flag per "chunk border" and you can mentally draw horizontal and vertical lines through the flags to complete the border. If flags are too "visually noisy" because you already have a lot of flags in the area you can use "favorited" NPCs to mark the map with a star instead.

To figure out the exact border you can use /tp [mapID number] to teleport to the center of a chunk, then count 25m to the sides using 10 platforms (platforms are 2.5m by 2.5m and snap to adjacent platforms if you wiggle your mouse a bit). Once you figure out one boundary you can then move 50m orthogonally to reach the next one using a flag at the chunk boundary to count distance; 50m will cost you 5 food to fast travel.

This can of course get tiresome really quickly especially in mountainous terrain, It's probably easier to just eyeball everything and build the stuff you need to keep loaded well within a chunk at a bit of distance from the borders instead of trying to figure out the exact boundaries.
 
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Shurutsue

Member
Apr 6, 2019
309
405
277
I have no idea if there are even any sort of unity engine tools that allow for that
Well, you also have the option of using DNSpy on assembly-csharp.dll to look at decompiled code (It can be decompiled wrongly though, just keep that in mind)
As for "tweaking", making a bepinex plugin would likely be the best solution, simply for knowing what you changed as well - alternatively, you could obviously edit in dnspy and recompile the modified parts.
Does anyone know some line/lines of code that can be easily changed to increase the number of chunks that load?
Never bothered checking until now, but you'd probably want to change public void GameManager.ActivateMap(int mapID) in Assembly-CSharp.dll
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But yeah... anyway, good night/morning and good luck!
 

aesir150

Active Member
Jul 5, 2017
672
1,216
358
Anyone knows if Self-Healing Skill actually affects the NPC correctly? At my end, the Recruited NPCs only heals like 1hp per seconds. Last time I actually played (Mid 2025) their HP did recover per level.
See the answer below.

Feed them and or give them water depending on which status bar is low in their information panel. That or put them in the radius of a well or food box.

They need to have food / water to heal.
 

Denkader

Member
Aug 13, 2024
388
550
187
I've been curious about how different the AI is when I am not present.
There is no AI in this game. Please don't call it that. Too many things that are not AI are already getting labeled as such, so let's not add to the confusion.

What, like you build a wall around the last guy in a raid to keep it permanently running? Does that prevent new raids from spawning as well?
Regarding your last point, which I haven't seen addressed, if preventing raids is something you're interested in doing, I'd suggest using stairs and platforms to get into the air, then placing an NPC there and have her wear the decoy charm. This will make her the target of raids, but because she's in the air, the raid will be cancelled.
 

aesir150

Active Member
Jul 5, 2017
672
1,216
358
There is no AI in this game. Please don't call it that. Too many things that are not AI are already getting labeled as such, so let's not add to the confusion.
Buddy you do realize NPCs in games have been called AI long before the current gen of "AI" exist?

You realize there are words that have multiple meanings? And context matters?
 
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electric105

New Member
May 30, 2022
4
6
69
Native Boss will immediately respawn when reloading a save. Waiting a day is not necessary.

Either sneak up on him from behind or pause the game if you have problems clicking the rope in the middle of the fight. (Note you can't sneak if you haven't killed him before because he auto-aggroes in the event boss fight.) Also only Man (the Male MC) can cut the rope; Yona isn't tall enough.



WAIT until night.



It's hardcoded in the game. No easy way unless you decompile the game and change the code. Hopefully someone might write a BepInEx plugin mod for this.

The only workaround so far is to exploit raids to load another 9 MapID chunks in memory, but this isn't changing the "simulated chunk radius", per se.



Green square. The entire chunk you're in, plus the entirety of the 8 surrounding chunks.



Not aware if there's one, sorry.




Use flags to mark chunk boundaries. Just need one flag per "chunk border" and you can mentally draw horizontal and vertical lines through the flags to complete the border. If flags are too "visually noisy" because you already have a lot of flags in the area you can use "favorited" NPCs to mark the map with a star instead.

To figure out the exact border you can use /tp [mapID number] to teleport to the center of a chunk, then count 25m to the sides using 10 platforms (platforms are 2.5m by 2.5m and snap to adjacent platforms if you wiggle your mouse a bit). Once you figure out one boundary you can then move 50m orthogonally to reach the next one using a flag at the chunk boundary to count distance; 50m will cost you 5 food to fast travel.

This can of course get tiresome really quickly especially in mountainous terrain, It's probably easier to just eyeball everything and build the stuff you need to keep loaded well within a chunk at a bit of distance from the borders instead of trying to figure out the exact boundaries.
My attempt at making a grid map didn't work out. It did successfully make a grid on the map using the fog of war as grid lines(which get erased as you explore/re-explore those areas), but the grid skews as it gets closer to the center for some reason and the 4 corner chunk number are perfectly aligned I guess with. And the game freezes when I set the map image to read only, which I kinda expected might happen. I guess the grid does at least show an accurate representation of the size of a 9 chunk square and it is never more than half a chunk off if I am doing the math correctly, but I am just going to relax about it. lol 1768209855796.png
 

dendik96

New Member
Dec 18, 2018
4
0
70
Please recommend something similar, preferably without such cruelty. The main thing is that there are multiple devices to accommodate the slave.
 

SpikyCookie

Newbie
Apr 2, 2023
71
153
176
Has the dev said anything about adding some actual events for Yona? The neglect is ridiculous lol. Yona has like 2 quests early on and then every single questline is for the male MC. Even the whole Keigo Reika kerfuffle is all about the male MC with Reika and there is nothing for Yona.

Not a smart idea to have two protagonists if you can't manage both of them, male MC should just have never existed IMO.
 

AppalingBlue

Member
Feb 21, 2024
169
341
158
Please recommend something similar, preferably without such cruelty. The main thing is that there are multiple devices to accommodate the slave.
Don't use those devices.

Cruelty is an option left to the player.

Has the dev said anything about adding some actual events for Yona? The neglect is ridiculous lol. Yona has like 2 quests early on and then every single questline is for the male MC. Even the whole Keigo Reika kerfuffle is all about the male MC with Reika and there is nothing for Yona.
Well the entire main quest is centered on Yona and her friends. It's her story. Male MC is just along for the ride acting as the player's surrogate.

Not a smart idea to have two protagonists if you can't manage both of them, male MC should just have never existed IMO.
Then we get a more story-based game with heavy emphasis on ryona and guro content, instead of the sandboxy base-building "gotta catch 'em all" experience we have now.

That was how the game was originally conceived before they added the male MC.
 
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Bobveela

Member
Jul 11, 2017
137
95
199
Has the dev said anything about adding some actual events for Yona? The neglect is ridiculous lol. Yona has like 2 quests early on and then every single questline is for the male MC. Even the whole Keigo Reika kerfuffle is all about the male MC with Reika and there is nothing for Yona.

Not a smart idea to have two protagonists if you can't manage both of them, male MC should just have never existed IMO.
I could pretty easily see them adding content for Yona with Keigo especially if you cuck Keigo. Giving Yona the ability to have kids with some of the unique mobs/bosses could be interesting too adding wolf girls/spider girls (or heck female big foot lol). Do agree though Yona isn't actually very used past the middle of the game.
 
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