Game Development: Bandy Rudolf

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Re: Game Development: Bandy Rudolf

Postby ChildhoodObesity » Thu Apr 05, 2018 3:49 pm

could u not add a yes/no option to bandy xd???? its retarded how it just interrupts everything involuntarily
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Re: Game Development: Bandy Rudolf

Postby loftar » Thu Apr 05, 2018 4:10 pm

ChildhoodObesity wrote:could u not add a yes/no option to bandy xd???? its retarded how it just interrupts everything involuntarily

Oops, that wasn't quite the intention; the intended behavior was that bandying should just simply be blocked whenever the other party is doing anything. Will patch later.

wonder-ass wrote:is this working correctly? mine support was clearly in multiple other mine support radius yet it still caved in?

It's not the mine-support itself which needs to be covered, but any unstable tiles that it covers.
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Re: Game Development: Bandy Rudolf

Postby ChildhoodObesity » Thu Apr 05, 2018 4:17 pm

l-love u loftar!!
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Re: Game Development: Bandy Rudolf

Postby sabinati » Thu Apr 05, 2018 5:46 pm

jorb wrote:We've been developing, and here's what's new.


  • Changed the mine support removal rules so that, whenever a mine support is removed, all tiles under it are checked for unstable mine tiles. If there are unstable tiles within range, which are now, with the removal of the mine support, unsupported, the removal will cause a cave in. This means that you can now tear down mine supports without cave ins, if you still have proper support around it. Suggested here.


yassssss
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Re: Game Development: Bandy Rudolf

Postby Arbor » Thu Apr 05, 2018 8:12 pm

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Re: Game Development: Bandy Rudolf

Postby wonder-ass » Thu Apr 05, 2018 9:34 pm

@loftar but it just caved in everywhere :?

Image
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Re: Game Development: Bandy Rudolf

Postby MagicManICT » Thu Apr 05, 2018 11:21 pm

loftar wrote:It's not the mine-support itself which needs to be covered, but any unstable tiles that it covers.


Just putting it out here, but this means that you could not need as many mine supports as you had if you flagged the mi... err marked the unstable tiles correctly. At least, that's how I read it.
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Re: Game Development: Bandy Rudolf

Postby Granger » Thu Apr 05, 2018 11:33 pm

MagicManICT wrote:
loftar wrote:It's not the mine-support itself which needs to be covered, but any unstable tiles that it covers.


Just putting it out here, but this means that you could not need as many mine supports as you had if you flagged the mi... err marked the unstable tiles correctly. At least, that's how I read it.

You'll need enough to cover all unstable tiles - that at least would be the mechanic I asked for ~29 months ago. I'm happy that they implemented it eventually.
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Re: Game Development: Bandy Rudolf

Postby loftar » Thu Apr 05, 2018 11:54 pm

wonder-ass wrote:Image

As far as I can tell, all those caveins are either outside or extremely close to the boundary of the total coverage in that image.

loftar wrote:Will patch later.

Should be fixed now.
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Re: Game Development: Bandy Rudolf

Postby vatas » Fri Apr 06, 2018 6:58 pm

Bandy is handy. Remembered it while searching for container to give food to alt.

IIRC I read the suggestion and assumed it wouldn't happen because secure trades are against what I assume to be HnH's "philosophy" but this is definitely a neat addition.
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