Transcript

Lost Skies island creator beginner tutorial

From Adrift · Episode page · Watch on YouTube

· 44 min · 8,677 words · 48 timestamped sections

This is the full, timestamped transcript of "Lost Skies island creator beginner tutorial", an episode of Adrift published December 15, 2024 (44 min, about 8,677 words). It mentions 26 people, works and ideas, including Island Creator, Turret, Atlas lifter, Custom Groups, Test Preview Mode.

What is discussed, and when

  1. – 5:00: Island Creator, Lost Sky, Simplex, Sky Island
  2. – 10:00: Atlas lifter
  3. – 20:00: Atlas lifter, Test Preview Mode
  4. – 25:00: Turret, Atlas lifter, Energy wall, Test Preview Mode
  5. – 30:00: Data Pad, Indiana Jones
  6. – 35:00: Custom Groups, Campsite, Comms Tower, Shipyard
  7. – 40:00: Ancient Soran Vault, Custom Groups, Global Illumination, Island Creator
  8. – 43:43: Island Creator, Discord, Grand Adventures Mansion

Notable quotes from "Lost Skies island creator beginner tutorial"

  • So in case you haven't heard lost Sky recently dropped their new creation tool known as the island Creator which functions as a completely free to the public tool for you to…
    about Island Creator · at
  • Appearance of structures pits and other things like that for now we're going to leave it on Simplex to just make it as simple as possible and again in that same setting we can…
    about Simplex · at
  • Recoil as well and lastly of the three items we get is the Atlas lifter which we will get to more in depth later on but it is a very useful tool for a lot of the physics objects that we will be able to add to our Island which you can throw.
    about Atlas lifter · at
  • Turrets these are objects that are going to attack the player but if I go ahead and place a turret down and he goes into the ground and go back to the edit section I can now…
    about Turret · at
  • The inputs on the turret here I can also set up a similar switch structure to this energy wall with there now not being anything here quick I'm going to take that out real…
    about Energy wall · at
  • The actual circular-shaped one these Boulders can function in a lot of ways if you want to have like a Indiana Jones type situation where maybe you have this sitting behind a…
    about Indiana Jones · at
  • Fight that broke out many years ago with this we can also use the function of a what's called a data pad which allows you to basically insert messages as you want into your…
    about Data Pad · at
  • Opposite of that logic function as well so the last function I want to quickly cover is the custom groups and subscribed groups so the Subscribe group at the stage refers to…
    about Custom Groups · at

Who and what is mentioned in this episode?

People

Companies & orgs

  • Lost Sky — Company · 1 mention · first at
    So in case you haven't heard lost Sky recently dropped their new creation tool known as the island Creator which functions as a completely free to the public tool for you to start designing.
  • Discord — Company · 1 mention · first at
    Of these videos lastly if you have any Island creation ideas or anything of that matter I'll have my Discord link below for you to join where you can spam all of your absurd…

Products & tech

  • Island Creator — Product · 6 mentions · first at
  • Turret — Product · 5 mentions · first at
  • Atlas lifter — Product · 4 mentions · first at
  • Test Preview Mode — Product · 3 mentions · first at
    The air now in order to actually stand on your Island you can go to the test preview mode which is on the far right of the item selections on the top left and select test preview mode here you can choose the drop camera if you want.
  • Data Pad — Product · 2 mentions · first at
  • Campsite — Product · 2 mentions · first at
    Actually demonstrate how this exactly works I'm going to go ahead and go into some of the campsite assets and kind of demonstrate me trying to put together a little campsite so…
  • Energy wall — Product · 1 mention · first at
  • Comms Tower — Product · 1 mention · first at
    Demonstrate me trying to put together a little campsite so I'm going to put a little fire pit a little comms Tower I'm going to do like a little Shelter thing here place that…
  • Shipyard — Product · 1 mention · first at
    Shelter thing here place that there and then I'm going to do a little broken Shipyard which is also just damaged and in the ground so now I have a bunch of assets here right…
  • Ancient Soran Vault — Product · 1 mention · first at
    Island or have it replace a previous iteration of this island so the one you see right here is ancient soran Vault and that is the only Island that I've uploaded to the…
  • Wacky Forest — Product · 1 mention · first at
    Your Island you can give it a title so I'm just going to call it I'm just going to call it wacky Forest let's say and then I can give it a description if I want to you know I…
  • Grand Adventures Mansion — Product · 1 mention · first at
    Here so this is one that was made by ugly so we have the spine which we were on earlier and this one is the grand Adventures Mansion so I'm going to go ahead and just move to…
  • Loot Container — Product · 1 mention
  • Spine — Product · 1 mention

Concepts & topics

  • Custom Groups — Concept · 4 mentions · first at
  • Sky Island — Concept · 1 mention · first at
    Properly show you the of what can be done in the island Creator we're going to go over all the basics of Sky Island design and demonstrate the primary functions of how to use…
  • Simplex — Concept · 1 mention · first at
  • Subscribed Groups — Concept · 1 mention · first at
    So the last function I want to quickly cover is the custom groups and subscribed groups so the Subscribe group at the stage refers to the types of groups that you can make of…
  • Global Illumination — Concept · 1 mention · first at
    How that lighting is affected and then the last tab here we have is lighting which is Global illumination I'm currently running on the lowest quality setting you can put it on…
  • Atlas — Concept · 1 mention
  • Procedural Generation — Concept · 1 mention
  • Soran — Concept · 1 mention

Sponsors

Full transcript with timestamps

so in case you haven't heard lost Sky recently dropped their new creation tool known as the island Creator which functions as a completely free to the public tool for you to start designing and building your very own sky islands and with this announcement news there have been a lot of people asking about how the island Creator tool actually works and to what extent you can actually build awesome creations that even look like this a completely player made structure and Island designed by someone in the community so in order to properly show you the of what can be done in the island Creator we're going to go over all the basics of Sky Island design and demonstrate the primary functions of how to use the island Creator and actually build the islands of your dreams okay so in case you haven't already I will have the link in the description to actually go and download This Island Creator yourself so

that way you can actually follow along with what I'm doing here uh but we're going to go ahead and enter and the first two options we have is play and then create so in the play section we can actually go through the different selections of the recent islands that were made by players as well as go to the top rated section which shows the most highly voted and uh liked islands that are in the selection of public Island shared by the players but that is not what we're here to do we're going to go to the create section so in this we will select a culture the only one that we have been given access to thus far is the soran as well as the temperate selection of biomes and the outskirt section for the region now when you first enter the island Creator you're going to have have the immediate option for terrain generation So In This Global setting you will see that we have an option for random seed which we can

change to whatever number selection that we want as well as the noise algorithm which allows you to modify how the generation algorithm actually uh adds different sections or more noise to the appearance of structures pits and other things like that for now we're going to leave it on Simplex to just make it as simple as possible and again in that same setting we can also change the noise multiplier the noise level which again allows to control how intense each octave is in the actual generation process now we have other options like smoothing and painting but we're going to leave that all checked for now we do have the selection of the half ellipsoid which is what's already generated when we first get into here so in this we can modify how we want this structure to look uh in the top left we have options for move rotate and then also scale so if we click the scale tool we can all drag this with our left click of the

mouse and pull if we want to make this shape more circular if we want to make it super sharp and Tiny like a blade we can do whatever it is we want and we can also modify that more on the left side here in addition we can also lift and move it directionally however we want we can also change how we rotate the shape of the object in the reference plane for now we can just leave all of this exactly how it is in any shape or format that you want this is perfectly fine exactly how it is now below that section we have the option for details which allows us to determine the percentage of generated cave amount so for now it's at 60% I'm just going to leave it basically exactly how it is um you can change that if you want to have a bunch of caves naturally appearing in the generation that's totally up to you now in addition with this before we uh generate the island I will mention that if we go back to here we can select

the add new generator button which allows you to select different types of shapes whether it's a box a capsule subtractive or other ellipsoids things that are more complex but the idea is that we can add an additional piece of section to modify with our Island and we can then control where to place that for different generations of land but again I'm going to leave this not in here I just wanted to point out that you can in fact do that so I'm going to go ahead and delete this and we're going to be stuck with the uh normal gener of land which you get when you first open this to generate something so now we're going to go to the bottom left and click generate to actually make this thing all right so once this has actually been made we can go over to our Island by holding down right click we can actually move your vision around to look however you want and use WD to fly around as well as shift to kind of move faster in

the air now in order to actually stand on your Island you can go to the test preview mode which is on the far right of the item selections on the top left and select uh test preview mode here you can choose the drop camera if you want to just kind of float around or you can choose drop player which is what we're going to do here you can click down left click and you will be spawned with a player with a few sets of items one of which is the pistol which you can actually fire and reload by hitting R and you will also have access to a rifle as well which you can fire it does have some recoil as well uh and lastly of the three items we get is the Atlas lifter which we will get to uh more in depth later on but it is a very useful tool for a lot of the physics objects that we will be able to add to our Island uh which you can throw by hitting left click as well now instead of running around here

we're going to again exit out and click back in the top left to go back to our Island creation tool selection area um we have a series of different options that we can go into one of which is sculpt which allows you to do a different series of manual additions to the actual land before we put any trees or foliage or anything else on top so of those selections we can choose carve we can also choose add smooth and then flatten so in the carve it's generally self-explanatory but we can drag or pull whatever we want our radius or our power to actually carve into existing land right so I'm just going to leave the radius and power exactly how it is and I'm going to hold left click click here and you'll notice it carves out kind of a little divot into the ground uh in addition with this we can also choose add which does the opposite which regenerates the land or we can make it extrude out into the sky however we want

we can make it kind of go up into the air at an angle if we wouldd like whatever it is that we want we can probably do it in addition with this we also have the smooth tool now this mostly just Smooths out like super rough geometric edges actually going to reduce the power here but if we go to something that seems to be kind of a sharp edge like this side here we can hold left click and it will kind of fill out the sides of that sharp edge generation to kind of make it look more full more kind of realistic in some respects and in addition we also have the tool of flatten which if we select that real quick and hold right click to move out we can notice there is a giant plane so this bright blue plane we can actually modify its elevation using the flatten height which we can again drag or just type in the number manually how high we want that to be but you can see if I start dragging it slowly you'll

notice the plane starts moving up and down respective to how high I want it so let's say I want the plane to be right here and let's also say that this ground which is below the plane I want this to match this plane I want this to be as flat as the plane and I also want the section that's above the plane to match that plane as well so here we can control the power and radius respectively and by holding left click it makes the nearby land start to match the level of that plane and even stuff that goes off the edge it starts getting lifted up to match that plane we take away the uh actual plane itself now we can realize there is a flattened out area which match that plane level which again we can also modify where we want that plane to be whether we want it lower or higher or if we want want it to only affect certain things that we add and say we want to just flatten out the top of this extruded piece here we can just update

the flatten height to be up top right here hold left click and now you will notice that the top of this uh very strange extruded structure that we've made is now flattened out respective to that plane that we generated which is very useful tool so of course none of this has to be added or done specifically this just kind of shows you how you can modify pretty much any kind of design that you could literally imagine um in those respects but next we'll have the uh postprocessing section so this is kind of a general thing I would say that for most of your Islands you don't really need to use this too often a lot of this postprocessing stuff is very General application so like the fix seams button this allows you after heavy editing to reduce tiny cracks or you know holes that might appear between cells and you can patch them up very generally for your entire Island in addition we also have the smooth all button which Smooths

out the entire Island in one click and also the remove orphans which removes unconnected parts of the island that appear under the max siiz threshold as you choose based on the number of oxal that you want a lot of this stuff I generally don't really use it if you do use it I highly recommend you use it in this stage before you've added anything because a lot of times when you are building Islands you might add a bunch of trees or rocks that are very close to the edge or the ground and if you click a mass smoothing button this can modify the ground to be higher or lower than where it appears and then make it look like that rock or thing you've added is now floating or something and that's obviously not what you want to do so generally it's up to you if you want to add a lot of these post-processing options I would kind of do them early on um but again that's up to you totally now moving on in in sequential order

here we have the material section and this allows you to basically determine where you want different types of ground to appear so we have grass on top of here right but if I want to see some you know layers of rock on the ground maybe I can select that in the bottom left and hold left click I can also increase the radius in which that's applied or I can reduce it uh and I can also increase the power so that it's more instantaneous when I hold left click or if I want it to be lower it'll only slowly generate some ground nearby but but have very very very minimal effects make it a little bit higher just so you can reference that you can see that's slowly creeping up onto the grass Edge there but now if we go back into the player mode we can see that this is just ground this is hard rock uh the sounds have not been updated but it changes that visual that we get to see on the ground basically for now though I'm going to

keep this as uh as grass here so I'm going to increase the power and change it back to what it looks like which will now get filled in with grass and a nicer flowers and whatnot for now we'll leave this exactly as it is because that's not really necessary to change at this point in time so once we get to the object section we can do a very large number of things so in the first section here we have paint which allows us to individually select each asset as we choose so if I want to add a giant Branch here I can go to the tree section left click this unlocks a bunch of different trees so I can left click this trunk and this will allow me to select where I want the place to go now I'm just going to place this here so clearly this is a Fallen Tree um and I can then also if I would like to modify how this tree is oriented how big it is where it's placed how it's placed I can go to the far right section and click edit now

this gives me an overview of all the objects that I've placed thus far on the island this being the Fallen trunk but I can then left click to select the object and I have a number of options up here uh I'm going to leave a lot of these alone which include like duplic it if I want to do other strange things with this but similar to how we had when we were building the actual Island itself we have the move tool we also have the rotate and scale Tool uh and then we can also do a number of different options which are like Center mode and rotating and scaling in certain formats um but again let's say I want this trunk to be a little bit bigger I can select the scale option and I can drag with my mouse and make it much much bigger than it was before or I can make it extremely tiny it's totally up to me for now I'm going to leave this generally a normal I'd say size uh and we're going to go back to the paint uh

options here um we're going to go back into the tree section and I'm going to go ahead and choose the forest pine which I will then be able to left click and place one here so let's say I now want to have a bunch of trees here how would I do that right so I will go to the third option in the object section I will click Mass place and so this allows me to to choose different objects in this selection uh again I'm going to stick with the forest pine as I placed earlier you don't have to place one down in order to do this this is just the selection again of whatever I want to place a bunch of things for but following suit I'm going to choose the forest pine again and with this I can choose a few different options I can choose the randomized scale which allows you to randomize the amount of an object that is placed at scale I can also select the exact amount of those assets so let's say that

I want to add 20 more objects I'll go ahead and type that in and I can also choose the maximum angle in which those might be oriented per chance but leaving all the settings exactly as they are I can go ahead and hit Mass place and this will generate a series of different trees clearly at different sizing some big some small and this will generate the number of trees that I have typed in which is 20 to randomly spawn throughout this island at different angles now they don't always end up perfectly because you can see here this ended up in a stone piece so if I wanted to modify this I'd have to go back to the edit section individually select this tree collect click the move tool in which I can then now drag this tree into a grassy section which now appears to be coming out of the ground like it would be if it were a normal tree so with this we can also increase the number let's say I want to add 86 more trees I can

then also change the randomized scale so let's say there's a 3% 4 5% randomized scale we'll say maybe there's an indent which allows you to modify how much in the ground you want the object this can be helpful if you want to not have as many items or objects that you place randomly appear on maybe like the tip top edges of certain objects look a little wonky it it looks better if it's more embedded in the ground which makes a lot of sense so I'm going to go ahead and hit Mass place again with the same Forest Pine and this will generate a bunch more trees now of course it's not perfect you will have to kind of look at these and go okay this is clearly not where it should be I will modify this tree placement um and you can also modify that mass placement tool again if you're saying okay a lot of these trees are coming at a weird angle on the side so I want the maximum angle to be 20 17° whatever it is and then they generally

won't appear on you know the sides of an island where there's Rock like this and of course you can paint more grass to a steeper angle if you want to as well um but that's the general idea of the mass Place function you have a lot of control over the uh frequency and how those spawn what angle they can actually spawn into and what objects of course that may be um and there's a very large amount of control that you have here when it comes to placing stuff um in addition the the last tool here which is the second selection we have the remove tool uh this allows you to just select a certain radius basically of objects you want to remove so let's say I want both of these two trees gone I'm going to go ahead and reduce the radius real quick so now it's only a really small circle but with this I can just hit left click and whatever object was in that radius of selection it gets deleted basically very simple um you

don't have to just do the radius uh move tool though you can also go to the edit section which is mostly what I would do say I don't want this particular tree here I can left click and I can go to the trash can which deletes it in the exact same way now moving on we have different options as well which is the gameplay selection now this allows you to add much similar to the object section A lot of different functions that are in the game so this includes things like the ark which is where you'll be spawning in the game you can also add physics objects which is what the atlas lifter tool we have is used for we can add narrative elements including data pads so to start here I'm going to go into the puzzle elements section here we can choose objects like a door structure which I'm going to go ahead and place down for you right now we have a door here which I will then select a uh interactable switch which I

can then place on the ground to kind of show how the structure works so there is a very simple layer of logic that can be applied in terms of actually making you know doorways Pathways secret entrances whatever you want when actually designing different structures that you make so once you actually gone into this section you can go to the edit and if you notice on each of these puzzle modules within the actual gameplay section there is a left circle and a right circle on each of these you can hold left click on the circle and drag an arrow out so what you notice is that in reference the left Circle always refers to the input of that particular object and the right Circle always refers to the particular output so in this case we want this switch to be activated in order to open and close this door so we will go to the right Circle left click with the mouse and then drag it to the left circle on the

door the input this will then shut the door and allow us to now have the switch connected to the door so if we go back to the test preview mode button which we use to go into the player mode we can then put the player down right next to this see that the door is closed and then hit e to interact and this will open the door so that we can then get through now this puzzle logic works very similar in a lot of ways where you can actually modify and even do multi-chain effects in order to open the door so in the edit selection tool you can do a number of different things where basically maybe you want the switch to actually close the door so by clicking the button that's next to uh when all sorry when inputs all complete you can do deactivate or activate I've now clicked it so it says deactivate which means again if I go back into the player mode the door starts open but if I hit a switch the door now closes as opposed to

the other so it can do the reverse logic of what you asked it to do now I'm going to really quick do something where I'm going to reverse it back to being a closed door and kind of get into the topic of what I mean by chained logic so if we want to remove this connection to the door door I can then click on the object the actual switch is connected to see the outputs and then hit the X Arrow to delete it so now it's not connected anymore if I go back to the paint object to select different uh objects that I have to do I can actually select different things for different conditions to actually open and close the door so not only can I make it so that you know maybe you have to do a shootable switch as well but I can even go into a section which are threats here I can select different objects like turrets these are objects that are going to attack the player but if I go ahead and place a turret down and he goes into

the ground and go back to the edit section I can now chain it so that I can take the output of this switch to go into the input of this turret and the output of the turret goes into the door so what exactly does this mean so when we go into the test preview mode and select the player again we will go down to the ground and notice this turret is not coming up to attack us that's kind of strange I would think oh I need to get through this door now so I'm going to hit the switch uh-oh the door did not open but the turret turned on so now I'm going to fire by the turret and once I take that turret out now the door has gotten the logic to actually open so basically with this function you can add multiple conditions in order to activate and close the door respectively now that this turret is taken out because we changed the logic in that way this means the switch will no longer have any effect in the door

now if I want this to still work on the door I can make it so that there are multiple conditions to unlock and control the door uh that aren't required or task me to actually destroy said turrets that it can be opened and closed again quickly exiting out here we can then go back into the paint section and see there are a bunch of different objects that we have control over when it comes to puzzle control in game logic when we're actually building a structure that we want to be in the game now in addition to actually adding turrets and other objects to open Pathways or doorways we have a large series of different puzzle elements as well uh that would also include energy walls which we can also similarly hook up with the same switch to the output of the door and going ahead and deactivating the inputs on the turret here I can also set up a similar switch structure to this energy wall with there now not

being anything here quick I'm going to take that out real quick if I hit e on this the energy wall will now appear and I cannot get past it as the player I can shoot it I can uh do whatever it is I desire but it does not let me get through I can also do the reverse with the switching function as well so that it remains on until I hit the switch in which it turns off but getting to the section we mentioned before about the actual physics objects that is an option here which we can select so the physics objects refers to things that you can interact with in the actual physical game as a player and actually change how they are modified in the game as well so here I'm going to go ahead and both select the physics object of a rock as well as a loose ruin block here I can then edit the object to lift it up so it's just sitting on top of the ground as I'd like and when I go into the player mode

here I will notice that these objects you'll see the circle or the uh circular ball will start run rolling if it is on a hill we're going to get into what this Atlas lifter is for and so this is going to be an important tool in the game which allows you to actually take these uh physical objects that you have control over States in and actually throw it onto set object now there is a material that is in reference to the game lore called Atlas which has flotation properties and is what you will be using when you build your Sky ships in the actual base game when or if it ever comes out so here we can left click to throw the atlas lifter onto this C Cube and we'll actually throw a few more to give it a little bit of a stronger effect onto the object so now you'll start noticing that this very heavy two ton looking block is extremely light because we can then grapple the object and start moving backwards and

pulling it slowly in certain different directions we can also reg grapple to kind of pull on the end of it start to tip it over and make it float into the sky now eventually these Atlas lifters because they are very weak they will run out so you'll have to apply a few more as you do this but you can continuously do this as you're throwing them on and pull with your grappling hook to kind of continuously lift this Cube into the air so I'm going to go ahead and start dragging it over to the side as I keep throwing more of these lifters on and you'll kind of notice that now this cube is kind of floating in the air in addition I can also run at this and climb and dangle onto the object uh and even go around the sides as it's floating which is a really interesting um physics function in this game because it means we're going to have a ton of control over how these objects are interacted with uh and how they're

utilized in a lot of different situations now the benefit of using these physics objects is that a lot of times players will use like the cube or the actual round Boulder put it on top of a hole or an entrance and it'll be blocking a certain type of gateway to actually enter something and so using the atlas lift after the player will have to throw these objects onto the cube respectively and then drag them out of the way so that they can actually get to where they're trying to go and regardless once these lifters run out the physics will still enact on these objects and they will completely fall off the edge um into the abyss below if you allow them to do so so going back to this we have very similar functions with the actual circular-shaped one uh these Boulders can function in a lot of ways if you want to have like a Indiana Jones type situation where maybe you have this sitting behind a doorway and then you

hit a switch and it opens the door now Boulders are running down to actually hit and attack you and you need to actually roll or run away in time to to save yourself so there's a lot of interesting mechanics that we have in terms of how to control these objects how we want to utilize these physics objects and how this logic can all be worked in simultaneous use to actually uh build out kind of an adventure styled world as you decide it to be now in addition to this we also have different functions which include the options of narrative so this is a very interesting mechanic which if we go ahead and select the rag doll this is one of the uh the newer editions which is a uh dead skeleton obviously um and he is a physics-based uh object that works in the world so if we want to go ahead and select our player here um we can see that he'll just stay frozen in the air as he is but if we again exit out of

that menu and quickly go to the edit button here we can do the start simulating button which allows it to experience the effects of gravity in reference to you know whatever angle it's sitting on which again we can rotate or turn or move the skeleton however we choose right and we can click the start simulating button on the top right when we are again in the edit section of gameplay when we click this he'll then flop down onto the ground until he stops moving and once he is finished being simulated now in this kind of fallen down maybe he got shot type deal uh we can again uh see that now he has been forcefully put into this kind of uh simulated state so if we again go to the player mode we can see he is now just kind of flopped on the ground and so we can basically add a large series of these ragd dolls we can place a bunch of them on the ground uh and we can have all of them experience

uh different kinds of simulation however we choose uh we could also duplicate a bunch of these if we click the uh duplicate button in the top left section here we can hit that button now we have an additional duplicate of this uh dead skeleton on the ground so maybe we wanted to simulate a you know giant fight that broke out many years ago um with this we can also use the function of a what's called a data pad which allows you to basically insert messages as you want into your Island the interesting function of the data pad is it lets you type in messages as you kind of Desire so so let's say I typed in I hid the secret object in the chest behind me I barely escaped with my life and I hope they will not find me so this will preview what it basically says I can also bold the text as well or I can modify it however I want but let's just say that this is what I'm fine with okay I'm going to go ahead and hit

accept and if you are the player right you may come across this see a dead body and then find a data pad which you can then interact with then the message will appear I had the secret object in the chest behind me don't mind the grammar uh I escaped with my life and I hope they will not find me so with this function you can basically add series of stories to your Island you can add um you know depictions of history or maybe battles that were once there maybe there was a shootout maybe there was an explosion or a boss or a monster whatever it is right you can add that element of storyline and it can also even be hints to unlocking certain types of puzzles as well which leads me into one of the last main components of the puzzle function which you can do because I've only shown you basically in activation switch there are all sorts of puzzle modules monoliths uh relay puzzles all sorts of things that you can

mess around with but we're going to focus strictly on the actual uh loot containers so chests and whatnot um these similarly to uh the logic that we've shown you kind of with the switches can be placed down and consequently hooked up to different objects I can have the switch hook up to the chest over here or if I want I can have this uh switch hook up to the door and then have the door hook up to the loot box so when I go back down down here as a player I'm going to go ahead and take out this turret again I can see that even if I can get to this chest it's locked because of some unknown condition since we know that we need to hit the switch this switch will open the door and the door will open the chest so now it can be opened by a player who's actually in game consequently we could change this so that only opens the door but doesn't open the chest or we can make it so that the switch opens the door but only is

one unlock condition for opening the chest so to actually demonstrate this I'm going to go and change the time of day back to morning real quick and I'm going to place down a another object here I'm going to go ahead and select a different unlock element here and to go ahead and choose a shootable switch and go ahead and go to the edit button click the output of this shootable switch drag it to the input of the actual chest and go back into the preview mode so now in this example here we can go ahead and hit the switch and see hey this opens the door right but this doesn't mean it opens the chest even though it is a requirement to open this actual chest this means we now need to do the shootable switch which I'm going to fire at once and now the chest is unlocked and this similarly functions so that if we turn the switch back off right and I do hit this shootable switch the chest still does not unlock until we

complete all of the unlock conditions and of course you can then modify these similar to the door so that they do the opposite of that logic function as well so the last function I want to quickly cover is the custom groups and subscribed groups so the Subscribe group at the stage refers to the types of groups that you can make of certain kinds of objects that you want to have in your world which are made by other people in the community so things that you recognize as like hey that's cool and that was made public on the Creator I want to be able to use that asset and import it into my world and that comes down to whether or not they made that public and allowed to be actually taken and modified and messed around with but the actual thing that you as the player individually right now can mess around with is the custom groups so in order to actually demonstrate how this exactly works I'm going to go ahead and go into

some of the campsite assets and kind of demonstrate me trying to put together a little campsite so I'm going to put a little fire pit a little comms Tower uh I'm going to do like a little Little Shelter thing here um place that there and then I'm going to do a little uh broken Shipyard which is also just damaged and in the ground so now I have a bunch of assets here right they're they're not modified or um fixed to look good and anyway shape or form um if I wanted to I could add some some dirt here so it kind of looks like you know someone was actually uh live in here and all that um I can do that if I want to doesn't necessarily matter um but if we were in the objects right we can go to the edit section we can then select each of these objects and holding control and selecting all four of these objects as one thing we can then go to the right side and hit the convert to group option so doing this means that we can then

save it to our disk and we can give it an assigned group name so I'm just going to call this campsite one and then going to click save and now that has been saved right I can go to the initial paint option where I'm actually like choosing what I want to place down right say I'm in another world or a new island or New Island type whatever that may be uh and I can select the custom groups option and whatever I have saved as a custom group I can then select it right here and then place that down again in a completely new location and a completely new setting and this works for Mass amounts of groups whether place down you know 50 blocks or a bunch of floors or walls or custom made your own you know airships like we've seen in some other Islands but you can do this and you can modify them universally as one group uh you can start simulate them simulating them you can uh even take that group that you've just placed break

it up individually and then select those items so that they're not permanently stuck within that group uh in reference to what you just placed down so you have full control over not only every individual piece within that group but it's extremely helpful to save certain assets that you want to modify later or maybe you want a different group that's the exact same but you know you want this com Tower to be like the size of a little of a little Penny on the ground so now as a player I come up to this and it's like it's only the size of my foot you know um and that's a very cool uh function in this game you do also have control within your Island over weather system you can also control the time of day as you might have seen me do a few times but in the environment tab you can drag the slider to change the time of day uh has the sun moves across the sky you can see uh when it gets dark you can see

when it starts turning Dawn you can see the smash the moon you can even pause the flow of uh of time itself if you so choose um you can also change the cloud coverage as well uh if we go look out at the sky surrounding we can modify the cloud coverage to be nothing so you just see blue and you can also see tons of clouds so this might change depending on where your island is placed in whatever game world or dedicated server someone decides to run with this uh and you can also adjust things like procedural spawning for vegetation uh wind which affects different objects like uh grass so real quick I'm going to go ahead and get some uh some foliage out here and get some bushes place these down be very easy to kind of reference the uh the effects of weather uh systems on these so you can affect the direction of wind which if you modify it's very prominent on the grass you can kind of see a rotating as

I move left and right with this controlling the direction of the wind you can also control the strength which modifies how strongly those leaves are pushed you can look at the little bushes here definitely very uh very obvious here the turbulence will drastically change how much flutter is in those individual leave components so you can see the leaves are moving a ton like they are they are vibrating uh very heavily you can make it look like they're just furiously experiencing some kind of crazy storm going on and kind of see how that looks like in different scenarios um generally I keep it lower cuz obviously that's not a normal situation but you do have that weathered control so you can kind of experience how that lighting is affected and then the last tab here we have is lighting which is uh Global illumination I'm currently running on the lowest quality setting you can put it on high and that

makes this stuff in the ising look Creator look even better uh if you so choose more uh accurate to the shadow depictions um but you know that it's it's kind of up to you how you decide to do that I'm going to go ahead and keep this on low just so it's more effective for the game to render um once you're done with your Island it's important to save everything uh so there is a button on the top right here where you can click save uh and you can generate a new file name so I'm just going to call this test uh two I'm going to go ahead and click save and then it will save the island so that you can go back and uh play it whenever you click load so that's test two I can reload the save of the thing that I was working on so once you feel confident that you've reached a point where you want to actually upload your Island to the uh community so that other people can both play it uh and then it can be

up for selection to actually be put into the game uh there is a button on the top right that says upload Island and if you click that you can upload your Island as a new island or have it replace a uh previous iteration of this island so the one you see right here is ancient soran Vault and that is the only Island that I've uploaded to the uh Community database thus far so if I want to I can override it with this island or I can upload this as a new one and so I'm going to be uploading this as a new island uh and when you click that it will begin saving your Island you can give it a title so I'm just going to call it um I'm just going to call it uh uh wacky Forest let's say um and then I can give it a description if I want to you know I can say it's like a um ancient and forgotten land uh blah blah blah blah blah bunch of words right uh and then there's a button here on the left that lets you

take a new preview image and then uh with this you get to hold right click move around as you were before in the camera mode you can adjust the time of day to give it different lighting effects make it look as you know pretty as you would like it to be and you know you can take a photo that represents what your island is all about either far away or close up and then you hit space bar to take that picture and so now that saves as the preview of what someone who's scrolling through all the islands um in the actual Island Creator uh would see when they see your title and then you just hit upload and so that will only upload the iteration that you have chosen to upload so if you later uh make changes so I'm going to go ahead and exit out of this if I later make an addition to this and say I want to add this little tree here uh this will not automatically update to that database you have to go on your own accord rehit

upload and then overwrite that previous Save which will now be iterated here since you've made that first upload in reference to the additions of different custom groups there are some really crazy designs that some people made so I'm going to go ahead and just to show you real quick uh we're going to go drop by some of the uh the top rated Islands here so this is one that was made by ugly so we have the spine which we were on earlier and this one is the grand Adventures Mansion so I'm going to go ahead and just move to this island again make sure you save all your progress before you open up any other worlds because that will not be saved so loading into this island here I'm experiencing a little bit of lag cuz there's quite a lot of details going on in this Mansion here but I'm going to go ahead and visit a little model that they have uh made in this Mansion right here so you may recognize

this is a a giant Airship or not well it would be a giant Airship but it's been shrunken down to the size of a little player like those railings are usually the size of my entire character and that is also one of the uh communication devices from the camp site also shrunken down to just the size of my hand uh and and this this is a demonstration of how you can make these little engines out of like reversed gravestones and campfires you can really design kind of really cool ships down to very tiny in Minor Details as we kind of saw with uh the example of the uh the islands and uh in spine which again if we uh take a look down here we can see this is a much much more prominently large uh ship that was made by ugly and likely was an asset that they've made into an individual group themselves um but just kind of shows like you can kind of build these out you know to Accurate player size if you so

want and if you convert it to a group you can then shrink it down all the way to the size of a player that's you know as big as your hand in the game uh and that kind of shows you like the level of of capacity and kind of details that you can add to a lot of these modifications and structures that you can build in this island Creator which definitely just goes to show there is so so much possibility when it comes to actually building out literally you know Bastion you know aircraft carrier styled ships with cargo and all that stuff uh and you can really kind of go a ham in terms of how you want to set a puzzle structure unlock conditions add Secrets uh and hid hidden notes left behind and in whatever way that you really kind of want to do um and of course when we inevitably are able to kind of subscribe to other publicly made groups of assets you could you don't even have to be someone who's

working on an island you could just be someone who works on individual assets on an individual scale and maybe lots of players who are working on really cool Islands may end up using those and then those will kind of carry out as their continuously built upon and designed by other and new players which is just a really cool thing to see so if you guys found this tutorial useful make sure to let me know in the comments if there's anything else you would like me to cover regarding lost SK and the island creator also consider becoming a YouTube member for the channel if you found yourself enjoying the content that I make on here to help support me in the continuation of these videos lastly if you have any Island creation ideas or anything of that matter I'll have my Discord link below for you to join where you can spam all of your absurd Island ideas and in-game photos as well since in the

future I'd like to be able to host and share content on the awesome creations that you guys can come up with but regardless thank you all so much for watching and like always have a beautiful rest of your day boys peace

Questions about this episode

What is discussed in "Lost Skies island creator beginner tutorial"?

In order: 0:00 Island Creator, Lost Sky, Simplex, Sky Island; 5:00 Atlas lifter; 15:00 Atlas lifter, Test Preview Mode; 20:00 Turret, Atlas lifter, Energy wall, Test Preview Mode; 25:00 Data Pad, Indiana Jones; 30:00 Custom Groups, Campsite, Comms Tower, Shipyard; 35:00 Ancient Soran Vault, Custom Groups, Global Illumination, Island Creator; 40:00 Island Creator, Discord, Grand Adventures Mansion.

What is mentioned in this Adrift episode?

26 people, works and ideas are mentioned, including Island Creator, Turret, Atlas lifter, Custom Groups, Test Preview Mode, Data Pad. Each one on this page links to its own page with every episode that mentions it.

How long is "Lost Skies island creator beginner tutorial"?

The episode runs 44 min; the transcript is about 8,677 words in 48 timestamped sections.

More from Adrift

About this transcript: the episode's spoken words as captioned on YouTube, split into timestamped sections. Reclip.Me locates every person, work and idea in the text, keeps the time it is first named, and quotes the words around it verbatim. Last updated November 18, 2025.