Snap-to-grid when putting down liftable items

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

Re: Snap-to-grid when putting down liftable items

Postby Grog » Fri Jun 25, 2010 9:57 am

burgingham wrote:I wonder if all of BN was under the impression that this doesn't work?

no, all others know :D
is guess they even taught me that
can't tell you why marti didn't know

quite funny :mrgreen:
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Re: Snap-to-grid when putting down liftable items

Postby Granger » Fri Jun 25, 2010 11:06 am

What sucks with current system is that shift while building releases the lock on the grid when while dropping it enforces it.
This is unintuitive, shift function should be consistent (i vote for 'release grid lock').
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Re: Snap-to-grid when putting down liftable items

Postby Avu » Fri Jun 25, 2010 11:07 am

You keep preaching and loftar will keep ignoring any and all interface suggestions...
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Re: Snap-to-grid when putting down liftable items

Postby Granger » Fri Jun 25, 2010 11:26 am

Avu wrote:You keep preaching and loftar will keep ignoring any and all interface suggestions...


Seems not to be [X] always true.
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Re: Snap-to-grid when putting down liftable items

Postby Avu » Fri Jun 25, 2010 12:48 pm

When pacho implements it in his client I will chose to give a damn. Until then it does not exist.
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a man need only strike another to make him evil."
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Re: Snap-to-grid when putting down liftable items

Postby kralmir » Fri Jun 25, 2010 1:19 pm

its more practical to align to grid as standard for buildings and not align to grid for carryables because thats how its used the most often. sure they dont use the same thing but it takes the processor power in your brain of a alarm clock to remember it after doing it for the first time, and meanwhile it will not add extra needless button pressing.


edit: or... you know, let people have a option to change what its set as standard to for them.
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Re: Snap-to-grid when putting down liftable items

Postby Granger » Fri Jun 25, 2010 1:22 pm

kralmir wrote:edit: or... you know, let people have a option to change what its set as standard to for them.


Finally some straight thinking.
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Re: Snap-to-grid when putting down liftable items

Postby REWB » Fri Jun 25, 2010 5:49 pm

kralmir wrote:its more practical to align to grid as standard for buildings and not align to grid for carryables because thats how its used the most often. sure they dont use the same thing but it takes the processor power in your brain of a alarm clock to remember it after doing it for the first time, and meanwhile it will not add extra needless button pressing.


edit: or... you know, let people have a option to change what its set as standard to for them.



It's more practical to just be able to build the cupboards in the basement to start with. :roll:
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Re: Snap-to-grid when putting down liftable items

Postby Gauteamus » Fri Jun 25, 2010 10:43 pm

Come on, who would want to build cupboards in the basement?
Have you seen the size of the spiders down there??
Collect the Cellar Cheddar and get out, I say.

IIRC: The reason Loftar keeps the current regime of { ordinary-click => pixel placement, shift-click => grid placement } is not a lack of will towards UI optimizing, but that he likes the organic/nonconform feel that scattered objects give. If only he would listen to Jorb and his passion for preussian order.
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Re: Snap-to-grid when putting down liftable items

Postby DatOneGuy » Sat Jun 26, 2010 1:09 am

REWB wrote:
kralmir wrote:its more practical to align to grid as standard for buildings and not align to grid for carryables because thats how its used the most often. sure they dont use the same thing but it takes the processor power in your brain of a alarm clock to remember it after doing it for the first time, and meanwhile it will not add extra needless button pressing.


edit: or... you know, let people have a option to change what its set as standard to for them.



It's more practical to just be able to build the cupboards in the basement to start with. :roll:

Problem here is that it uses the same tileset as the mine and brings in problems, asked in IRC previously.

(Wrote this as I was walking out the door, so to clarify further)

The problem is with a few things here.

1)Hearthfires being built in cellars is impossible right now because he doesn't want them to be buildable in caves/mines as it may introduce many 'issues', rightfully so (I'll clarify at the end).

2)Cupboards use the same 'flag' as hearthfires, so basically anywhere you can build a cupboard, you can build a hearthfire. I suggested something as important as hearthfires get it's own flag, but I didn't really get a response so I'm not sure if he read that. I'm also not sure why exactly it's that way.

The hearthfires in cellars/mines is a problem because :
Strongboxing around a mine-hf is ultimate griefing, takes 1600 str, no possibility of ram to break. In other words: No one atm (that I know of) can break it.


I could go into the possible protection a mine provides, because it's simply amazing and startling, needless to say almost all of it has to do with how beautiful and alluring it is to live in a mine at the moment. It's actually the safest place in all of the the hearth, being able to place an hf down there would lead to rooms dug out simply for people to live in to be honest ; Fuck the rest I'll live with farming above ground.
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