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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Game Development: Navy Seals
Loving the new foods, the mushrooms one looks good baking my first right now> seems ill have a much larger reason to grow laurel then I do now.
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Danith00
- Posts: 10
- Joined: Thu Sep 17, 2015 2:44 am
Re: Game Development: Navy Seals
Post the new foods?
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524u
- Posts: 173
- Joined: Wed Nov 17, 2010 2:23 pm
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Game Development: Navy Seals

Lizard on scaled needs 1 lizard 2 carnifer cone (so spruce , pine ect... like cone gruel).
Laurel-Crowned Roast needs 1 small clean animal corpse, 1 laurel leaf, and 1 chive.
Mushroom Burst Glutton needs 2 mushrooms 1 small clean animal corpse.
Tallow candles need 2 rendered fat and 1 string to make.
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Enjoyment_2
- Under curfew
- Posts: 592
- Joined: Mon Oct 19, 2015 12:53 pm
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Navy Seals
I think loftar is wrong with:
So regarding the dock I would have been way more happy with removing teleportation from roads (to be replaced with a speed boost when traveling) and adding a marker type that can be build on water so boats can operate on them - instead of yet another form of teleportation being added.
I'm happy to see custom client features (of the reasonable kind) start to make their appearance in the official client though, that gives hope.
While the current roads are more work to setup, I have seen some that enable you to traverse basically the whole height of the world in less than a minute. The dock only removes one leg of the trip, but it still is teleportation and sucks.loftar wrote:Just for the record, I'm not really against fast-travel as such; all that I mind is when it is formulated in such a way as to make distance and locality in the world almost irrelevant, which I thought was the main problem with crossroads in Legacy. Since you do indeed have to sail one way, locality is still relevant.Lunarius_Haberdash wrote:I am pretty angry about the ability to teleport the Knarr home, and it leaves a seriously bad taste in my mouth. Is this the way development is going? No travel challenge to anything anywhere? Instant teleportation of mass amounts of goods because you bothered to sail THERE?
If the world becomes too small to be challenging, all we have to do is double the size of it.
So regarding the dock I would have been way more happy with removing teleportation from roads (to be replaced with a speed boost when traveling) and adding a marker type that can be build on water so boats can operate on them - instead of yet another form of teleportation being added.
I'm happy to see custom client features (of the reasonable kind) start to make their appearance in the official client though, that gives hope.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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AntiBlitz
- Posts: 638
- Joined: Sun Sep 25, 2011 11:43 am
Re: Game Development: Navy Seals
so why cant we walk on them? what is the reasoning behind this? is it due to the way it creates a hitbox?
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Game Development: Navy Seals
Never fought a seal or Walrus and got triple "Seal finger" wound. Cool. It's not big so I think I can manage.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Navy Seals
There is no system which would allow you to walk on another object, quite simply.AntiBlitz wrote:so why cant we walk on them? what is the reasoning behind this? is it due to the way it creates a hitbox?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Game Development: Navy Seals
Make the player walk on air and just render the object below. make thin hitboxes on edges of the dock.jorb wrote:There is no system which would allow you to walk on another object, quite simply.AntiBlitz wrote:so why cant we walk on them? what is the reasoning behind this? is it due to the way it creates a hitbox?
It could work, or then not.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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