Game Development: Map Rabbit

Announcements about major changes in Haven & Hearth.

Re: Game Development: Map Rabbit

Postby azrid » Fri Oct 28, 2016 6:51 am

Jesus_Smith_Nandez wrote:Does it do anything unique, or just a worse re-skinned merc robe with different gilds?


You are spot on.
Often even when it involves precious materials it has no interesting effect. Merch robe is truly unique.
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Re: Game Development: Map Rabbit

Postby vatas » Fri Oct 28, 2016 7:31 am

SacreDoom wrote:Has anyone tried making the dark effigy with a spirited mandrake root yet?

After reading your post, I did. Result was regular Dark Effigy.
Image
At least I assume this is regular.
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Re: Game Development: Map Rabbit

Postby KappaFighter » Fri Oct 28, 2016 1:58 pm

Someone have picture of little rabbits?
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Re: Game Development: Map Rabbit

Postby zebratul » Fri Oct 28, 2016 2:25 pm

KappaFighter wrote:Someone have picture of little rabbits?


That sounds wrong.
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Re: Game Development: Map Rabbit

Postby peanutzrgud » Fri Oct 28, 2016 2:34 pm

Avu wrote:
jorb wrote:Would love to know what custom features you are referring to.


Just a bunch from ken towers client that I used when I was playing. Not sure if some got implemented in vanilla because even when I played I still didn't use vanilla client it was that bad. And I'm sure the other client makers have implemented great things too (some here are from them originally)

hides crops and displays all trees as stumps
toggle movement paths for players and some animals (based on Ender's client)
radius display for troughs
option to hide kin names for objects with the hotkey Shift+I
hotkeys for equipment slots. They allow to put an item on cursor to the slot when it's empty, or to take the item from the slot otherwise
slider that adjustes nighvision brightness
option to show timestamps in chat
option to show percentages on the hourglass
radius display for beehives
clickable minimap icons for forageables
window with quick search for crafting recipes. Open it with Alt+C and start typing a part of recipe name. Navigate between recipes with arrow keys and hit Enter when needed recipe is selected.
grid overlay which can be toggled with Ctrl+G
stockpile transfer from the Ender's client. Use Shift+Click or Ctrl+Click to put/remove single item, hold Alt to move all.
Other players are displayed on the minimap
world tooltip from the bdew's client showing plant stages, tree growth level and object damage
Implemented ability to transfer items between inventories in the order by the average quality using Alt+Wheel
option to display simplified crops (from Amber client)
item quality display toggled by Alt+Q. There are 3 modes of quality display: All (show all qualities), Average (show average quality) and Max (show best quality). Preferred one can be selected using a slider
combat decks names and switcher
Added mode that prevents accidental aggro on players marked with green, cyan and yellow colors. It can be toggled on with Alt+F
option to toggle on/off flower menu animations. They're disabled by default and can be enabled back
ability to transfer items from lowest to highest quality using Alt+Shift+Wheel
Added tool for planting trees in the center of the tile. Take treeplanter's pot, hide it using Alt+H, then use the tool from the extended menu to select a tile


Is that one in wizards tower?
I dont remember seeing that name..
If it is could you link it/ pm me?
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Re: Game Development: Map Rabbit

Postby Ueee » Fri Oct 28, 2016 3:01 pm

jorb wrote:
    Let us know what you'd like to see!


Windmill and hearth. (Indoor fireplace for cooking. Tired from lighting fires)
And better readable fonts in the original client.
Please.
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Re: Game Development: Map Rabbit

Postby loftar » Fri Oct 28, 2016 4:15 pm

romovs wrote:Map does not refresh after teleporting, entering houses/mines/etc if it has been dragged. Hitting "Follow" does make it refresh though.

This is very much intentional. If you set its position, it stays where you put it, quite simply.
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Re: Game Development: Map Rabbit

Postby infectedking » Fri Oct 28, 2016 4:49 pm

[00:58] mapfile warning: grid 221de09804e1b16e is oddly gone from segment 221de09804e1b16e; was at (0, 0)
[00:58] mapfile warning: grid 9df96f16bc246e71 is oddly gone from segment 221de09804e1b16e; was at (0, -1)
[00:58] mapfile warning: grid 225ce15468155490 is oddly gone from segment 221de09804e1b16e; was at (1, 0)
[00:58] mapfile warning: grid 315cceb94874a3c4 is oddly gone from segment 221de09804e1b16e; was at (0, 1)
[00:58] mapfile warning: grid dfc623ad750db9e0 is oddly gone from segment 221de09804e1b16e; was at (-1, 0)
[00:58] mapfile warning: grid bf4072a40e75ec97 is oddly gone from segment 221de09804e1b16e; was at (1, -1)
[00:58] mapfile warning: grid 9c3e64289401bcf1 is oddly gone from segment 221de09804e1b16e; was at (1, 1)
[00:58] mapfile warning: grid b2bcb53a44bc9364 is oddly gone from segment 221de09804e1b16e; was at (-1, 1)
[00:58] mapfile warning: grid 31ab7b4d96d12fe7 is oddly gone from segment 221de09804e1b16e; was at (-1, -1)

Plz help
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Re: Game Development: Map Rabbit

Postby Tammer » Fri Oct 28, 2016 5:31 pm

jorb wrote:Let us know what you'd like to see!


Larger Projects

1. Windmills or animal mills
2. More food variety, especially foods that use the different fruits, nuts, and berries. Right now olives, plums, etc are more or less useless. Maybe add olive oil and make it useful.

New foods wouldn't need to be all end game foods. Currently it seems like there is a huge jump between noob foods (roasted meats, foraged berries) and foods requiring farming, diary, or a meat grinder. Some new recipes could fill this gap, and others could entice players to grow quality plums and such.

3. Improve gliding. Right now there doesn't seem to be enough benefit to making good clothes. I have one set of cheap clothes with heartwood leaves, another with leather patches, and a third with blacksmith baubles. There doesn't seem to be enough incentive to make better things. (Though I'm not really in a position to evaluate the current system since I haven't progressed enough to test the limits.)

Little QOL suggestions

1. Let us equip keyrings instead of holding them in our inventory.
2. Let us have shift+click protection for crucibles, and maybe other furnaces/workstations (such as cheese racks since you could ruin 200 hours of progress by an accidental click). Maybe the new shift+click should only work for certain containers?
Last edited by Tammer on Fri Oct 28, 2016 8:42 pm, edited 1 time in total.
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Re: Game Development: Map Rabbit

Postby dafels » Fri Oct 28, 2016 7:13 pm

[*] Fixed a bug by which Field Cairns did not properly check the visitor debuff when carrying objects off them.

lol!..................
good patch
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