Game Development: Wildgoat Turnip

Announcements about major changes in Haven & Hearth.

Re: Game Development: Wildgoat Turnip

Postby karcheress » Thu Feb 22, 2018 3:15 am

WWW already drying, can't wait for the new crop to grow :D
Also, loving the new leashing mechanics :3
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Re: Game Development: Wildgoat Turnip

Postby Onep » Thu Feb 22, 2018 3:16 am

Gooooats!
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
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Re: Game Development: Wildgoat Turnip

Postby Ants » Thu Feb 22, 2018 4:05 am

Can you milk the goats if you feed them clovers?
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Re: Game Development: Wildgoat Turnip

Postby Redlaw » Thu Feb 22, 2018 4:27 am

Lovely update, hoping to get the new crop soon.
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Re: Game Development: Wildgoat Turnip

Postby Tammer » Thu Feb 22, 2018 4:54 am

Changing the crafting order to save our drinking water is nice, thanks.
Last edited by Tammer on Thu Feb 22, 2018 5:07 am, edited 2 times in total.
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Re: Game Development: Wildgoat Turnip

Postby synaris » Thu Feb 22, 2018 4:54 am

thanks a lot for the curio, it gives me an excuse to hunt snakes, i normally ignore them. im still hoping for a use for all the fishy eyeballs i end up with though.
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Re: Game Development: Wildgoat Turnip

Postby Ants » Thu Feb 22, 2018 5:59 am

Wait. Is that a giant turnip that I see? Is it possible to grow giant crops and sit on them now??? :o
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Re: Game Development: Wildgoat Turnip

Postby Granger » Thu Feb 22, 2018 7:39 am

jorb wrote:
  • Implemented a mechanic by which map regions which have been unloaded for some time will experience increased decay until they have "caught up" to whatever amount of decay they should have received in the time they weren't loaded. The effect should be that decay, at least over time, is a function of time, and not of the map's staus as being loaded or not. Nagged about to no end by this guy.

A slightly different approach to carrying the burden of the past into the future than suggested, but looking at it from the outside it seems like a less invasive approach from (a code standpoint: just reduce the timer till the next decay hit instead of doing an extra pass over the map data while loading it). I hope the accumulated decay gets applied fast enough so even seldomly only passed through areas get massaged into the correct now and here.

Thanks for finally doing something about zero-entropy in unloaded areas, praise and gratulations to loftar for finding a cheap way to do it!
Last edited by Granger on Thu Feb 22, 2018 8:06 am, edited 1 time in total.
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Re: Game Development: Wildgoat Turnip

Postby synaris » Thu Feb 22, 2018 7:46 am

the container first crafting change is already a small issue. since the stuff i craft keeps ending up in the container due to my full inventory.

was changing just the waters priority not possible?
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Re: Game Development: Wildgoat Turnip

Postby Granger » Thu Feb 22, 2018 8:10 am

synaris wrote:the container first crafting change is already a small issue. since the stuff i craft keeps ending up in the container due to my full inventory.

Mass-move some of the stuff (that will be consumed by the craft) into the container prior to <ctrl>+<cr>?
What do you craft where this actually is a problem?
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