Game Development: Hookah Vines

Announcements about major changes in Haven & Hearth.

Re: Game Development: Hookah Vines

Postby Enjoyment » Wed May 02, 2018 6:13 am

GamingRAM wrote:Awesome!

Now may I suggest a realm buff that halts or slows down paved tile decay?

A few of us like to pave our own roads, and this will kind of completely screw that over. Meanwhile roadsign roads are still overpowered as ever, forever cluttering the world.

Maybe a Salt Powder will be add someday? Right-click salt chrystal, select ''crush'', get 0.5kg of salt powder. Use new action in terraforming ''cover with salt'' - will consume 0.01 kg of saltpowder to prevent vein growing for like a month. Could be a good additional use for low-q salt too.
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Re: Game Development: Hookah Vines

Postby SomaCruzSorchini » Wed May 02, 2018 6:27 am

What happens to the items(piles and cupboards for example) do they disappear or they just appear on the place?
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Re: Game Development: Hookah Vines

Postby delsus » Wed May 02, 2018 7:09 am

Now that burrows are destroyable, maybe you can make them appear randomly in the wilderness from time to time. :)
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Re: Game Development: Hookah Vines

Postby shubla » Wed May 02, 2018 8:45 am

jorb wrote:[*] Paved tiles now decay by being overgrown with vines. If decay hits a paved tile, without an active claim, bordering a natural tile, or bordering another tile with vines already on it, vines may start growing over the hit tile. Further decay hits to tiles with vines will cause the vines to grow, until, finally, with the fourth hit, the paving, and the vines growing over it, are removed, decaying to a bordering natural tile. The effect in total being that paving decay of a large paved area starts around the edges and gradually corrodes its way into the center of the area. Suggested plenty, but among other places here.


Finally! A step to the right direction!
Will be exciting to see how it turns out to be in practice!
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Re: Game Development: Hookah Vines

Postby Granger » Wed May 02, 2018 8:47 am

Nice step toward an eternal world.
Also nice that anmials no longer break suspension of disbelief by walking on water.

Keep such stuff coming, please.
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Re: Game Development: Hookah Vines

Postby azrid » Wed May 02, 2018 9:03 am

Next up decaying trees and sprouting trees!
And trees that are actual size of trees not mini trees!
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Re: Game Development: Hookah Vines

Postby jorb » Wed May 02, 2018 10:14 am

MagicManICT wrote:A paved tile can become vine covered in three circumstances:
1. The tile is not on an active claim. OR
2. The tile is adjacent to a natural tile. OR
3. The tile is adjacent to a vine covered tile.


No, rather: The tile is not on an active claim && (The tile is adjacent to a natural tile || the tile is adjacent to a vine covered tile).
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Re: Game Development: Hookah Vines

Postby dafels » Wed May 02, 2018 10:21 am

Cool, now make that vines grow on abondoned houses and walls, abondoned crops should decay too
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Re: Game Development: Hookah Vines

Postby vatas » Wed May 02, 2018 3:38 pm

Any way to remove the vines other than re-paving the entire thing?
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Re: Game Development: Hookah Vines

Postby NeoRed9 » Wed May 02, 2018 3:45 pm

jorb wrote:Un-Jesusified animals


>implying they're not just U-boats now. They should be at least slowed somewhat.
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