Game Development: Garden Glyph

Announcements about major changes in Haven & Hearth.
User avatar
Jesterz
Posts: 240
Joined: Wed Jul 10, 2013 2:13 am

Re: Game Development: Garden Glyph

Post by Jesterz »

haven.Message$EOF: Required 2 bytes, got only 0
at haven.Message.rensure(Message.java:90)
at haven.Message.rget(Message.java:94)
at haven.Message.uint16(Message.java:116)
at haven.res.gfx.invobjs.gems.gemstone.Gemstone.<init>(gemstone.cjava:18)
at sun.reflect.GeneratedConstructorAccessor37.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at haven.Utils.construct(Utils.java:1180)
at haven.GSprite$FactMaker$1.create(GSprite.java:57)
at haven.GSprite.create(GSprite.java:82)
at haven.res.lib.tspec.Spec.spr(tspec.cjava:34)
at IconSign.create(iconsign.cjava:74)
at haven.Sprite.create(Sprite.java:121)
at haven.ResDrawable.init(ResDrawable.java:53)
at haven.ResDrawable.setup(ResDrawable.java:58)
at haven.Gob.setup(Gob.java:386)
at haven.RenderList.setup(RenderList.java:170)
at haven.RenderList.add(RenderList.java:247)
at haven.MapView.addgob(MapView.java:561)
at haven.MapView$Gobs$GobSet.setup(MapView.java:611)
at haven.RenderList.setup(RenderList.java:170)
at haven.RenderList.add(RenderList.java:247)
at haven.MapView$Gobs.setup(MapView.java:755)
at haven.RenderList.setup(RenderList.java:170)
at haven.RenderList.add(RenderList.java:247)
at haven.MapView.setup(MapView.java:838)
at haven.PView$1.setup(PView.java:198)
at haven.RenderList.setup(RenderList.java:170)
at haven.RenderList.setup(RenderList.java:197)
at haven.PView.draw(PView.java:222)
at haven.MapView.draw(MapView.java:1250)
at haven.Widget.draw(Widget.java:663)
at haven.Widget.draw(Widget.java:668)
at haven.GameUI.draw(GameUI.java:657)
at haven.Widget.draw(Widget.java:663)
at haven.Widget.draw(Widget.java:668)
at haven.RootWidget.draw(RootWidget.java:66)
at haven.UI.draw(UI.java:140)
at haven.HavenPanel.rootdraw(HavenPanel.java:303)
at haven.HavenPanel.run(HavenPanel.java:549)
at java.lang.Thread.run(Unknown Source)
User avatar
romovs
Posts: 1472
Joined: Sun Sep 29, 2013 9:26 am
Location: The Tabouret

Re: Game Development: Garden Glyph

Post by romovs »

Code: Select all

haven.Message$EOF: Required 2 bytes, got only 0
	at haven.Message.rensure(Message.java:90)
	at haven.Message.rget(Message.java:94)
	at haven.Message.uint16(Message.java:116)
	at haven.res.gfx.invobjs.gems.gemstone.Gemstone.<init>(gemstone.cjava:18)
	at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
	at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62)
	at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
	at java.lang.reflect.Constructor.newInstance(Constructor.java:423)
	at haven.Utils.construct(Utils.java:1180)
	at haven.GSprite$FactMaker$1.create(GSprite.java:57)
	at haven.GSprite.create(GSprite.java:82)
	at haven.res.lib.tspec.Spec.spr(tspec.cjava:34)
	at IconSign.create(iconsign.cjava:74)
	at haven.Sprite.create(Sprite.java:121)
	at haven.ResDrawable.init(ResDrawable.java:53)
	at haven.ResDrawable.setup(ResDrawable.java:58)
	at haven.Gob.setup(Gob.java:386)
	at haven.RenderList.setup(RenderList.java:170)
	at haven.RenderList.add(RenderList.java:247)
	at haven.MapView.addgob(MapView.java:561)
	at haven.MapView$Gobs$GobSet.setup(MapView.java:611)
	at haven.RenderList.setup(RenderList.java:170)
	at haven.RenderList.add(RenderList.java:247)
	at haven.MapView$Gobs.setup(MapView.java:755)
	at haven.RenderList.setup(RenderList.java:170)
	at haven.RenderList.add(RenderList.java:247)
	at haven.MapView.setup(MapView.java:838)
	at haven.PView$1.setup(PView.java:198)
	at haven.RenderList.setup(RenderList.java:170)
	at haven.RenderList.setup(RenderList.java:197)
	at haven.PView.draw(PView.java:222)
	at haven.MapView.draw(MapView.java:1250)
	at haven.Widget.draw(Widget.java:663)
	at haven.Widget.draw(Widget.java:668)
	at haven.GameUI.draw(GameUI.java:657)
	at haven.Widget.draw(Widget.java:663)
	at haven.Widget.draw(Widget.java:668)
	at haven.RootWidget.draw(RootWidget.java:66)
	at haven.UI.draw(UI.java:140)
	at haven.HavenPanel.rootdraw(HavenPanel.java:303)
	at haven.HavenPanel.run(HavenPanel.java:549)
	at java.lang.Thread.run(Thread.java:748)
User avatar
Sany_CZ
Posts: 56
Joined: Tue Sep 20, 2011 11:44 pm

Re: Game Development: Garden Glyph

Post by Sany_CZ »

_Gunnar wrote:Nerf to foraging? I'm not sure how I feel about this one..
Wgat are you talking about? They just build upon existing system. Pots were here for quite some time.
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Game Development: Garden Glyph

Post by loftar »

Ah, I see you've been leaving display signs with broken gemstones around. Should be fixed now, I believe. I don't have one to test with, though.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
romovs
Posts: 1472
Joined: Sun Sep 29, 2013 9:26 am
Location: The Tabouret

Re: Game Development: Garden Glyph

Post by romovs »

Yeah works now. Thanks.
User avatar
maze
Posts: 2819
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Game Development: Garden Glyph

Post by maze »

loftar wrote:
SinJin wrote:I didn't see Great Hall door fix in your patch notes.



Oh! Cause it's not... fixed. ;)
Would be nice to fix them, but the question remains how to do so without either reintroducing their walljumping feature, or making it so that it may become impossible to get out of them without teleportation.
possiably make it so you can't build them to close to walls.
Like how claims can't be near other claims.
Administrator of CoS
game ideas
User avatar
Granger
Posts: 9255
Joined: Mon Mar 22, 2010 2:00 pm

Re: Game Development: Garden Glyph

Post by Granger »

First though: Bad plan, that credo allows high-end curio, psy food and healing/symbel ingredient to be mass-farmed in high quality.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
spawningmink
Under curfew
Posts: 2629
Joined: Wed Mar 26, 2014 7:19 pm

Re: Game Development: Garden Glyph

Post by spawningmink »

loftar wrote:
SinJin wrote:I didn't see Great Hall door fix in your patch notes.



Oh! Cause it's not... fixed. ;)
Would be nice to fix them, but the question remains how to do so without either reintroducing their walljumping feature, or making it so that it may become impossible to get out of them without teleportation.
well you need to revamp it anyways as walljumps are still possible lmao
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy

spawningmink
Under curfew
Posts: 2629
Joined: Wed Mar 26, 2014 7:19 pm

Re: Game Development: Garden Glyph

Post by spawningmink »

EDIT: im silly
Last edited by spawningmink on Thu Oct 12, 2017 1:10 am, edited 1 time in total.
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy

User avatar
_Gunnar
Posts: 1430
Joined: Thu Dec 22, 2011 1:15 pm

Re: Game Development: Garden Glyph

Post by _Gunnar »

Sany_CZ wrote:
_Gunnar wrote:Nerf to foraging? I'm not sure how I feel about this one..
Wgat are you talking about? They just build upon existing system. Pots were here for quite some time.
Read the notes - can now pot blood sterns, cavebulbs and bluebells...
The fewer useful & unique things you can only get by foraging, the worse it is - whats the point in doing it at all past early game if it can be much more conveniently replicated by gardening, at a (much) higher quality?

The point is that foraging is something tedious that nearly any player can do, so I'd like it to stay relevant, since (hopefully) there are always new people starting the game.

edit: Granger gets what I mean, it seems.
Last edited by _Gunnar on Thu Oct 12, 2017 1:09 am, edited 1 time in total.
Image

Return to “Announcements”