Lesser update: Barter stand

Announcements about major changes in Haven & Hearth.

Re: Lesser update: Barter stand

Postby Chakravanti » Wed Jul 21, 2010 1:12 am

loftar wrote:Do you really think coins should be useful for trading just because they're called "coins"? :)

Is this a clever slight at modern civilization?
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
User avatar
Chakravanti
 
Posts: 3345
Joined: Sat Aug 29, 2009 3:38 am

Re: Lesser update: Barter stand

Postby loftar » Wed Jul 21, 2010 1:17 am

Chakravanti wrote:
loftar wrote:Do you really think coins should be useful for trading just because they're called "coins"? :)

Is this a clever slight at modern civilization?

No, rather a slight at people's weird conceptions of money.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9051
Joined: Fri Apr 03, 2009 7:05 am

Re: Lesser update: Barter stand

Postby Potjeh » Wed Jul 21, 2010 1:18 am

Potjeh wrote:The placement algorithm could use some refinement, I saw a sapling on a cliff. Also, it'd be neat if trees didn't spawn on claims, I sure as hell don't want q10 saplings stunting my high q trees.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Lesser update: Barter stand

Postby karmov » Wed Jul 21, 2010 1:36 am

Horay for re-growing forests!

Do they spawn on a claim like Potjeh said? If so, that will be a problem...
karmov
 
Posts: 72
Joined: Mon Mar 29, 2010 7:53 pm

Re: Lesser update: Barter stand

Postby loftar » Wed Jul 21, 2010 1:40 am

Potjeh wrote:Also, it'd be neat if trees didn't spawn on claims, I sure as hell don't want q10 saplings stunting my high q trees.

I don't think you have to worry about that too much; the spawning of trees is subject to a number of checks that make it unlikely for them to be spawning in player-planted areas (to begin with, they only spawn on forest tiles). It is true that the placement check would benefit from some more love, though. I'll have to think about how to best go about implementing it, however.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9051
Joined: Fri Apr 03, 2009 7:05 am

Re: Lesser update: Barter stand

Postby Onionfighter » Wed Jul 21, 2010 1:45 am

Looks like grassland is spawning on clear cut areas. This is good because I was worried about new trees destroying the paving under my walls.

Loftar, any thoughts on making items for sale in vending stands visible on top of them?

Also, I like the new graphics for the stands. They don't need a whole lot to tell them apart.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Lesser update: Barter stand

Postby loftar » Wed Jul 21, 2010 1:49 am

Onionfighter wrote:Loftar, any thoughts on making items for sale in vending stands visible on top of them?

If at all possible, I'd prefer not to touch the vending stands at all. Their code sucks. Originally, I was actually planning on replacing them entirely with the barter stands.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9051
Joined: Fri Apr 03, 2009 7:05 am

Re: Lesser update: Barter stand

Postby Potjeh » Wed Jul 21, 2010 2:02 am

loftar wrote:I don't think you have to worry about that too much; the spawning of trees is subject to a number of checks that make it unlikely for them to be spawning in player-planted areas (to begin with, they only spawn on forest tiles). It is true that the placement check would benefit from some more love, though. I'll have to think about how to best go about implementing it, however.

My tree farm is on forest terrain.

As for placement, maybe you should check if there's room for the tree to grow fully. Give nearby immature trees exclusion radius as if they were fully grown.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Lesser update: Barter stand

Postby loftar » Wed Jul 21, 2010 2:43 am

Potjeh wrote:As for placement, maybe you should check if there's room for the tree to grow fully.

Well, yes. Naturally. :)

The problem is the purely technical one of getting that information to the decay routine in a maintainable manner.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9051
Joined: Fri Apr 03, 2009 7:05 am

Re: Lesser update: Barter stand

Postby Darki » Wed Jul 21, 2010 7:58 am

made myself this until the model gets changed :P
Image
loftar the metal goes over the sign for some reason :V
User avatar
Darki
 
Posts: 363
Joined: Mon Aug 24, 2009 11:19 am
Location: Cow farm :D

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot] and 1 guest