Individual details for object

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Individual details for object

Postby Lao_Bao » Fri Feb 21, 2025 7:52 pm

Is it possible to make separate parts for objects, such as a sawmill, so that the frame, saw, and gears can be created separately?
in order to make it easier to replace the part and something else.
You have implemented a sail separately from ships, try using this approach to other objects.

+the credo of an engineer or inventor
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Re: Individual details for object

Postby Lao_Bao » Sun Mar 02, 2025 12:26 pm

Does anyone have any ideas or suggestions on this topic?
Maybe we can get closer to the oco to some extent.
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Re: Individual details for object

Postby Nightdawg » Sun Mar 02, 2025 3:00 pm

viewtopic.php?f=39&t=49852&p=655750&hilit=object+controlled+objects#p655750

jorb, in 2016, wrote:Loftar's side projects still include object push-out and object-controlled objects.


That was 9 years ago. Don't get your hopes up.

We still need variable materials for objects that shouldn't have variable materials, extra spices and mushrooms for autism steak (it only has 5 million recipes), more winter band-aids that somehow make it worse, etc...
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Re: Individual details for object

Postby Vnalor » Mon Mar 03, 2025 7:54 am

this game is the only game where I have heard or met similar topics to O-C-O, the other being that link game a few months ago.
promising concept, but i bet its a pain in the ass to pull.
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Re: Individual details for object

Postby texoyec » Mon Nov 24, 2025 9:18 am

Is the engine already supporting modular construction for other systems, such as the sail on ships, and can this method be extended naturally to machinery?
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Re: Individual details for object

Postby Fostik » Mon Nov 24, 2025 9:26 am

I'd say it's not a rocket science to make modular objects, allowing to replace parts to redefine it's efficiency or target quality, but there's also no intention for devs to do so.
One of the biggest challenges for them in game design is to make all materials usable, so you have the intention to spend them, and they call it sink.

All in all it's better for them to make you losing all your ingredients previously spent on previous object, and spend all of them again.
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Re: Individual details for object

Postby Lao_Bao » Mon Nov 24, 2025 4:00 pm

Fostik wrote:I'd say it's not a rocket science to make modular objects, allowing to replace parts to redefine it's efficiency or target quality, but there's also no intention for devs to do so.
One of the biggest challenges for them in game design is to make all materials usable, so you have the intention to spend them, and they call it sink.

All in all it's better for them to make you losing all your ingredients previously spent on previous object, and spend all of them again.



may add the possibility of wear and tear of objects (parts)
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