Game Development: Moths in the Dill

Announcements about major changes in Haven & Hearth.

Re: Game Development: Moths in the Dill

Postby jorb » Thu Oct 11, 2018 12:04 pm

Jalpha wrote:Can you replace the item slots in the wagon with stockpile slots and allow them to be loaded from a wheelbarrow or inventory.


Not technically, and not practically.
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Re: Game Development: Moths in the Dill

Postby lacucaracha » Thu Oct 11, 2018 1:26 pm

now moth needs lamp
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Re: Game Development: Moths in the Dill

Postby KitsuneG » Thu Oct 11, 2018 2:46 pm

http://ringofbrodgar.com/wiki/Spices

All gathered information about spices.
Wiki editor.
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Re: Game Development: Moths in the Dill

Postby kimjungskill » Thu Oct 11, 2018 4:23 pm

jordancoles wrote:
wonder-ass wrote:this hat looks so uninspired and bland... pls better hats jorbo :cry:

Agree. Was debating letting my gold sub expire last month but chose to stick with it for another month... Regret


Agree with this and I bought a year.. If we aren't getting full scale updates per week it would be nice to at least see some hats that looked like they took more than 30 minutes to think up and create, no offence.
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Re: Game Development: Moths in the Dill

Postby MagicManICT » Thu Oct 11, 2018 4:29 pm

Why you hating on the hat? It looks good. Not all of them should be some weird ass immersion-breaking oddity.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Moths in the Dill

Postby Potjeh » Thu Oct 11, 2018 4:47 pm

The hat kinda looks like Ghastly Gibus, so it's highly appropriate for Halloween.
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Re: Game Development: Moths in the Dill

Postby mvgulik » Thu Oct 11, 2018 4:59 pm

Store-page hat-update please.
(... or update-eta if applicable.)

---

(Thanks)
Last edited by mvgulik on Thu Oct 11, 2018 5:32 pm, edited 1 time in total.
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Re: Game Development: Moths in the Dill

Postby jorb » Thu Oct 11, 2018 5:26 pm

mvgulik wrote:Store-page hat-update please.
(... or update-eta if applicable.)


Sorry about that. I keep forgetting. Fixed.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Moths in the Dill

Postby kimjungskill » Thu Oct 11, 2018 6:28 pm

MagicManICT wrote:Why you hating on the hat? It looks good. Not all of them should be some weird ass immersion-breaking oddity.

And I agree.. I'm not saying or expecting every hat to be some amazing master piece of A E S T H E T I C, but the recent hats just feel thrown together (again, no offence to Jorb if they were actually painstakingly crafted).

Some recent examples:
  • Barbershop Bloater - 2 cylinders and a bow
  • Plunger - self explanatory
  • Traffic Cone - primitive cone
  • Bossa Nova Red - Barbershop Bloater with a feather (although didn't even bother to reuse the same mesh despite them being almost identical)
  • Saucepan - cylinder and a stick

Maybe I just hate cylinders, lul. And tbh there is nothing inherently terrible about the aforementioned hats in general. They can serve some of purpose (like Tuz using the traffic cones for CF events for example). Again, my main issue is they have just been underwhelming to me (and seemingly others from what I've read) for some time. Most seem like they should be worth $5 max, not $10. Idk, maybe a thread needs to be created to provide more community input.
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Re: Game Development: Moths in the Dill

Postby Enjoyment » Thu Oct 11, 2018 6:41 pm

Is there somekind of code-typo in terrain list so dill spawns only on first of more?
English is neither my native lang, nor my best side...
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