Is this a clever slight at modern civilization?loftar wrote: Do you really think coins should be useful for trading just because they're called "coins"?![]()
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Chakravanti
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Re: Lesser update: Barter stand
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!
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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loftar
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Re: Lesser update: Barter stand
No, rather a slight at people's weird conceptions of money.Chakravanti wrote:Is this a clever slight at modern civilization?loftar wrote: Do you really think coins should be useful for trading just because they're called "coins"? :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Potjeh
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Re: Lesser update: Barter stand
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.
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karmov
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Re: Lesser update: Barter stand
Horay for re-growing forests!
Do they spawn on a claim like Potjeh said? If so, that will be a problem...
Do they spawn on a claim like Potjeh said? If so, that will be a problem...
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loftar
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Re: Lesser update: Barter stand
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.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.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Onionfighter
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Re: Lesser update: Barter stand
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.
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
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loftar
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Re: Lesser update: Barter stand
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.Onionfighter wrote:Loftar, any thoughts on making items for sale in vending stands visible on top of them?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Potjeh
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Re: Lesser update: Barter stand
My tree farm is on forest terrain.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.
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.
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loftar
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Re: Lesser update: Barter stand
Well, yes. Naturally. :)Potjeh wrote:As for placement, maybe you should check if there's room for the tree to grow fully.
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
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Darki
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Re: Lesser update: Barter stand
made myself this until the model gets changed 

loftar the metal goes over the sign for some reason :V

loftar the metal goes over the sign for some reason :V