Is it the same for the milling machine?loftar wrote:Stone and cloth is as in your image, but there are only two wood materials. The hazel (darker) one comes from the blocks, and the birch (lighter) one comes from the boards.
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Blueberry
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Re: Game Development: Milling Time
berry nice to see you
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loftar
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Re: Game Development: Milling Time
If you mean the sources of the wood materials, then yes.Blueberry wrote:Is it the same for the milling machine?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
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Re: Game Development: Milling Time
Nice additions, looking forward to the upcoming part to cure us from getting stuck that often.
Regarding the request with lockpicking: should this be implemented it should always leave theft scent, remove the lock on success and jam it on failure (needing master key to remove the lock, as unrealistic 0lp lock grief alt protection), chance of failure should never go away completely.
In case a side project is needed for the next patch Growing Grass could be a low hanging fruit (implementation wise) with the opportunity to remove further tedium.
Keep up the stream!
Regarding the request with lockpicking: should this be implemented it should always leave theft scent, remove the lock on success and jam it on failure (needing master key to remove the lock, as unrealistic 0lp lock grief alt protection), chance of failure should never go away completely.
In case a side project is needed for the next patch Growing Grass could be a low hanging fruit (implementation wise) with the opportunity to remove further tedium.
Keep up the stream!
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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ricky
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Re: Game Development: Milling Time
Any thought on whether you guys are going to re/implement wardrobes/mannequins/ even if they did cause issues with backpack/imventory, I'd like to see them again
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The only thing necessary for the triumph of evil is that good men do nothing.jorb wrote:Ideally the game should play itself.
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jorb
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Re: Game Development: Milling Time
I'm sure they'll make it back in at some point.ricky wrote:Any thought on whether you guys are going to re/implement wardrobes/mannequins/ even if they did cause issues with backpack/imventory, I'd like to see them again
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ven
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Re: Game Development: Milling Time
Can we expect more political interactions for kingdoms or some mechanics to make them different from each other?
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CShooter
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Re: Game Development: Milling Time
OMG! Why, oh god, why all that you've added last time use big ammount of this f**king bone glue? Do you know, guys, that glue makes not only from bones? Give us more ways to make it, plsss....

I'm from Russia, my English is not so good. Sorry for that.
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Amanda44
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Re: Game Development: Milling Time
Lol, so, what-ever I put on my shelf looks like a book, except for the last item which looks like some kind of container ...

Nice shelf tho none-the-less ...

Nice shelf tho none-the-less ...
Koru wrote:
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It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
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FictionRyu
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Re: Game Development: Milling Time
Hm. I think you're onto something here..this windmill takes 10 glue, which is 100 bones. That's a-lot if you're not in a village or generally someone who doesn't hunt often. Making the glue isn't difficult when you've got a metal cauldron, but to get the bones to make it is a bit tasking..CShooter wrote:OMG! Why, oh god, why all that you've added last time use big ammount of this f**king bone glue? Do you know, guys, that glue makes not only from bones? Give us more ways to make it, plsss....![]()
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lacucaracha
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Re: Game Development: Milling Time
I get your point now. Only though mills arent that hard to build (irl) and even small villages had them, and i find your thinking about community a little bit utopic.Avu wrote:It makes perfect sense if you want to encourage settling inside kingdoms. Kingdoms that provide public services (other than murder) would attract non established players. More people that want to play closer together rather than being forced to, leads to more politics that will lead to more conflict (not necessarily the violent murdering kind either). A royal mill a huge endeavor (the point is for it to be expensive as hell) for a small community but not so much for a kingdom working together would have been perfect. Integrated with kingdom road system and you have a great start. The reason we wanted kingdoms in the first place was for them to lead to more politics. But I guess the playerbase is too small to matter.lacucaracha wrote:Why the fuck would a windmill be kingdom restricted. That doesnt make sense.Avu wrote:Awesome on the windmill just wish it was kingdom restricted. Maybe next time.