Game Development: Hairy Mallard

Announcements about major changes in Haven & Hearth.
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FictionRyu
Posts: 1655
Joined: Wed Jun 01, 2011 5:12 am

Re: Game Development: Hairy Mallard

Post by FictionRyu »

  • jorb wrote:[*] Added Hair customization. The jury is still out on how/if/when already existing characters should be able to modify their looks.
    Aw :(
    jorb wrote:[*] Remade the equipment system so that equipment can be hotswitched from the equipment screen. You can, thus, hold a hat and click the equipment screen, to directly switch the hat for your already equipped hat, without first having to explicitly unequip the latter. Long overdue.
    Very nice!
    jorb wrote:[*] Added toolbelts. All belts now have a varying amount of tool equipment slots. Tools in toolbelts will be automatically switched in to relevant hand slots as needed. For example: If you have a saw in your toolbelt, the character will automatically try to switch in the saw to an available hand slot when you go to saw boards, scythes will switch in when you go to harvest crops, axes when you go to chop wood, &c. If you assign a tool or weapon to a hotkey, you will switch it in and equip it, from the tool belt, using that key.
    Oh hell yea!!
    jorb wrote:[*] Added bigger gates, suggested multiple places, but among others here. When you place a cornerpost in preparation for a gate, you may now choose to place the second cornerpost two or three tiles apart, by simply holding the placement cursor farther away. If the latter, you will place and build a three tile wide gate, rather than a two tile wide one. Otherwise pretty self-explanatory. May add even larger gates in the future.
    Interesting. This will be better for wagons getting through.
    jorb wrote:[*] It's not entirely certain, but this may be our last patch before Christmas. If so, Merry Christmas! We will, in any event, try to post something else before new year's.

    Enjoy!
[/quote]

Merry Christmas to you too J&L!
Last edited by FictionRyu on Sat Dec 17, 2016 5:46 pm, edited 1 time in total.
Scooby Doo taught us that the real monsters are humans.
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strpk0
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Re: Game Development: Hairy Mallard

Post by strpk0 »

To the people reporting not being able to put scythes and other tools in toolbelts:

The interface seems a bit bugged atm, simply click the items a bit on the lower half of the toolbelt slot, and it works fine.
As in:

Image

Edit: it seems situational when the toolbelt decides to bug out like that, not sure if a custom client issue or what.
Last edited by strpk0 on Thu Dec 15, 2016 12:18 am, edited 1 time in total.
Granger wrote:Fuck off, please go grow yourself some decency.
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Onep
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Re: Game Development: Hairy Mallard

Post by Onep »

Black_Heart wrote:Image

Now i can place waifus in 2 layers on my walls.
Shut it down!
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
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AkaRyu
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Location: USA

Re: Game Development: Hairy Mallard

Post by AkaRyu »

strpk0 wrote:To the people reporting not being able to put scythes and other tools in toolbelts:

The interface seems a bit bugged atm, simply click the items a bit on the lower half of the toolbelt slot, and it works fine.
As in:

Image

Edit: it seems situational when the toolbelt decides to bug out like that, not sure if a custom client issue or what.
To add to it, it doesn't bug out when you pick up the item by the top square of it.
Default client pleb here btw
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Aethyr
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Re: Game Development: Hairy Mallard

Post by Aethyr »

Any idea about the cost of brickwall big-size gates? I was just planning to start my brick wall but I'm short on steel
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Redlaw
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Re: Game Development: Hairy Mallard

Post by Redlaw »

Past the just crash and all I feel like i should compare a pour mans belt and a hunters belt lol
Black_Heart
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Joined: Mon May 24, 2010 10:47 am

Re: Game Development: Hairy Mallard

Post by Black_Heart »

Ducks spawns in water and fly away if u come too close. Very fast.
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strpk0
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Re: Game Development: Hairy Mallard

Post by strpk0 »

AkaRyu wrote:
To add to it, it doesn't bug out when you pick up the item by the top square of it.
Default client pleb here btw
Actually, this seems to be the real fix. Thank you! :D
Granger wrote:Fuck off, please go grow yourself some decency.
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FictionRyu
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Re: Game Development: Hairy Mallard

Post by FictionRyu »

Is there a difference in slot numbers between a hunters belt and poor mans belt?
Scooby Doo taught us that the real monsters are humans.
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strpk0
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Re: Game Development: Hairy Mallard

Post by strpk0 »

FictionRyu wrote:Is there a difference in slot numbers between a hunters belt and poor mans belt?
hunters has 2, poor has one
Granger wrote:Fuck off, please go grow yourself some decency.
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