Game Development: Milling Time

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Re: Game Development: Milling Time

Postby jordancoles » Fri Dec 02, 2016 9:03 pm

Redlaw wrote:Its place-able at least on any of the 3 main floors of the Windmill, have not tried in the cellar yet, but I placed mine so I have no reason to check if it can.

It works in a cellar

Does wood/stone type affect colouration?
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Re: Game Development: Milling Time

Postby Redlaw » Fri Dec 02, 2016 10:17 pm

yes I think it does, I used basalt for the stone and grinder came out black.
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Re: Game Development: Milling Time

Postby Oreyeon » Sat Dec 03, 2016 1:35 am

I am no longer able to place things with pixel perfection! Though everything I placed before the update is still as it was. It seems all of my old item arrangements are now unique, non-reproducible relics to be preserved at all costs. This isn't so much a complaint as a lamentation of the necessary casualties of progress, I'm still quite happy with it overall (but if this is an unintended consequence with a planned fix, or if I'm simply missing something, I would be even happier :D ).
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Re: Game Development: Milling Time

Postby DaniAngione » Sat Dec 03, 2016 2:06 am

jordancoles wrote:Does wood/stone type affect colouration?


Yes, as Redlaw said, it does.
Stone 1 determines the grinder,
Block 1 determines the "storage" part and the mast
Board 1 determines the big slab it sits upon and the other small parts.
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Re: Game Development: Milling Time

Postby ricky » Sat Dec 03, 2016 2:37 am

Oreyeon wrote:I am no longer able to place things with pixel perfection! Though everything I placed before the update is still as it was. It seems all of my old item arrangements are now unique, non-reproducible relics to be preserved at all costs. This isn't so much a complaint as a lamentation of the necessary casualties of progress, I'm still quite happy with it overall (but if this is an unintended consequence with a planned fix, or if I'm simply missing something, I would be even happier :D ).


I'm in the same boat, its awful i have to set placegrid to ~100 just to get objects NEAR perfect, compared to all my barrels perfectly snapped together. perhaps an implementation that allows us to align objects perfectly with other objects, a magnet of sorts
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Re: Game Development: Milling Time

Postby loftar » Sat Dec 03, 2016 3:38 am

If you want something similar to the previous placement mode, then try :placegrid 11. The placement will be offset by half a pixel compared to the previous mode, but they should line up in the same way relative to other objects placed with :placegrid 11.
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Re: Game Development: Milling Time

Postby ricky » Sat Dec 03, 2016 3:49 am

Thanks boss, that did the trick.
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Re: Game Development: Milling Time

Postby boreial » Sat Dec 03, 2016 9:37 am

is auto planting no longer an option, I was prior to the latest update able to shift + RMB on a plant-able seed or crop and with shift held to then select an select an area to plant.
this no longer seems to be the case, at least not while using the Purus client nor the Vanilla client. Will this feature be re-implemented?

:: Never Mind, I was obviously being dumb and attempting to plant on UNPLOWED ground
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Re: Game Development: Milling Time

Postby splitzilla » Sat Dec 03, 2016 9:53 am

loftar wrote:If you want something similar to the previous placement mode, then try :placegrid 11. The placement will be offset by half a pixel compared to the previous mode, but they should line up in the same way relative to other objects placed with :placegrid 11.


have the same problem, where can i change the grid so it is like befor?
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Re: Game Development: Milling Time

Postby sMartins » Sat Dec 03, 2016 5:48 pm

loftar wrote:If you want something similar to the previous placement mode, then try :placegrid 11. The placement will be offset by half a pixel compared to the previous mode, but they should line up in the same way relative to other objects placed with :placegrid 11.


Can you tell us what is the default value? I tried 0 and 1 but they don't seem to be...thx
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