Game Development: Post Rose

Announcements about major changes in Haven & Hearth.

Re: Game Development: Post Rose

Postby boreial » Tue May 29, 2018 1:43 am

3.6.2.8ed740c8
Windows 10 10.0 x64, 1.8.0_161 amd64
ATI Technologies Inc. (AMD Radeon HD 5450) - 4.4.13417 Compatibility Profile Context 15.301.1901.0

java.lang.NoClassDefFoundError: haven/Equipory$SlotInfo
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.lang.ClassLoader.defineClass(Unknown Source)
at haven.Resource$CodeEntry$1$1.findClass(Resource.java:1235)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at haven.Resource$CodeEntry.load(Resource.java:1257)
at haven.Resource$CodeEntry.get(Resource.java:1287)
at haven.Resource.getcode(Resource.java:1154)
at haven.ItemInfo.buildinfo(ItemInfo.java:428)
at haven.GItem.info(GItem.java:204)
at haven.WItem.info(WItem.java:150)
at haven.ItemInfo$AttrCache.get(ItemInfo.java:474)
at haven.WItem.draw(WItem.java:215)
at haven.Widget.draw(Widget.java:703)
at haven.Widget.draw(Widget.java:708)
at haven.GameUI.draw(GameUI.java:823)
at haven.Widget.draw(Widget.java:703)
at haven.Widget.draw(Widget.java:708)
at haven.RootWidget.draw(RootWidget.java:66)
at haven.UI.draw(UI.java:143)
at haven.HavenPanel.rootdraw(HavenPanel.java:362)
at haven.HavenPanel.run(HavenPanel.java:628)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Could not find class haven.Equipory$SlotInfo in resource (ui/tt/equed(v3))
at haven.Resource$CodeEntry$1$1.findClass(Resource.java:1234)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 24 more
Not sure if this crash report helps but since I didn't see one posted....
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Re: Game Development: Post Rose

Postby abysmalapathy » Tue May 29, 2018 1:44 am

Added tooltip names and icons to equipment points, and a highlight effect indicating what slots a held item can go in. Suggested here.

This seems to be crashing modded clients. :(
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Re: Game Development: Post Rose

Postby Ants » Tue May 29, 2018 2:04 am

DatSheep wrote:Really liking the new alloy and mailbox idea, but my concern is that the rose gold is too...orange? Could keep the color and have it be a lot lighter in shade, maybe to increase aesthetic points. Anyhoo gj guys! :D

100% agreed about the rose gold. Same thing about the goat wool, I think. No one that I know of is a big fan of those fleshy colors... there's not enough real pink in H&H, I think. There's not even any pink pigment to paint with, we gotta make do with purple and it really messes with the aesthetic of certain paintings.

If we're gonna have flesh tone stuff, we should have a flesh dungeon where we could mine flesh blocks and flesh cloth (don't ask me how that would work lol. Zombie sheep that grow curly skin instead of wool???). Enemies could include various skinned animals who are alive despite their lack of flesh, like zombies. Boss could be a necromancer.
Last edited by Ants on Tue May 29, 2018 2:15 am, edited 4 times in total.
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Re: Game Development: Post Rose

Postby AriZona » Tue May 29, 2018 2:08 am

Thank you for the update, first. But please - explain me (i guess some others too) in simple language what the new crop (re)planting mechanics ?
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Re: Game Development: Post Rose

Postby Reyajh » Tue May 29, 2018 2:11 am

Zombies... Hafen zombies...crawling with ants, lol :lol:
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Re: Game Development: Post Rose

Postby Ants » Tue May 29, 2018 2:13 am

Reyajh wrote:Zombies... Hafen zombies...crawling with ants, lol :lol:

And those annoying swamp flies. Flies love corpses!
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Re: Game Development: Post Rose

Postby Chebermech » Tue May 29, 2018 2:14 am

jorb wrote:[*] Anyone with vandalism permissions on a claim may now forcibly declaim a Barter Stand on that claim through the stand's interface. Doing so is as such only a crime of trespassing, and destroys all giving and taking hands associated with the stand.


best small patch ever!
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Re: Game Development: Post Rose

Postby Luanes » Tue May 29, 2018 3:44 am

DDDsDD999 wrote:
loftar wrote:
DDDsDD999 wrote:Correct me if I'm wrong, but this doesn't seem to do anything to stop bots from planting a crop every hour to maximize quality gain rolls. Though it definitely is a welcome change.

You tell me why it wouldn't work, but that's exactly what it was intended to make unnecessary. Since you don't lose anything from waiting a day or two with replanting, there should be no need to bot it.

But if you plant every hour, you get as many tries to get a perfect +5 quality gain, don't you? Where as a normal farm harvest would get anywhere from -2 to +5.


Sorry, I did get it. Can you explain?

If I plant something, it will need to be ready to harvest to check it's quality. So, if I plant every hour, when it's time to harvest I will have many combinations of -2 and +5. You will not be able to plant the same amount of crops with only he +5 ones. Or I'm wrong?
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Re: Game Development: Post Rose

Postby loftar » Tue May 29, 2018 4:04 am

boreial wrote:Caused by: java.lang.ClassNotFoundException: Could not find class haven.Equipory$SlotInfo in resource (ui/tt/equed(v3))

I was sure I had tested previously and verified that Java was alright with missing interface classes, but apparently I must remember that wrong. Oh well, custom clients need to be updated, then.
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Re: Game Development: Post Rose

Postby Reyajh » Tue May 29, 2018 4:05 am

jorb wrote:
... the time the crop harvested had spent in the last growth stage is saved per tile or trellis...


It just occured to me. Does this mean we have to plant the same type of crop in those same tiles to get this benefit? What happens if we plant a different crop there?

Oh, and this:

Ants wrote:
Reyajh wrote:Zombies... Hafen zombies...crawling with ants, lol :lol:

And those annoying swamp flies. Flies love corpses!

...Hafen needs!!! :twisted:
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