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ChildhoodObesity
- Posts: 4165
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Re: Game Development: Bandy Rudolf
could u not add a yes/no option to bandy xd???? its retarded how it just interrupts everything involuntarily
https://www.youtube.com/watch?v=_MZIg3c ... e=youtu.be <----- (me) (hatguy) (PART2)
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loftar
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Re: Game Development: Bandy Rudolf
Oops, that wasn't quite the intention; the intended behavior was that bandying should just simply be blocked whenever the other party is doing anything. Will patch later.ChildhoodObesity wrote:could u not add a yes/no option to bandy xd???? its retarded how it just interrupts everything involuntarily
It's not the mine-support itself which needs to be covered, but any unstable tiles that it covers.wonder-ass wrote:is this working correctly? mine support was clearly in multiple other mine support radius yet it still caved in?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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ChildhoodObesity
- Posts: 4165
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Re: Game Development: Bandy Rudolf
l-love u loftar!!
https://www.youtube.com/watch?v=_MZIg3c ... e=youtu.be <----- (me) (hatguy) (PART2)
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sabinati
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Re: Game Development: Bandy Rudolf
yassssssjorb wrote:We've been developing, and here's what's new.
- Changed the mine support removal rules so that, whenever a mine support is removed, all tiles under it are checked for unstable mine tiles. If there are unstable tiles within range, which are now, with the removal of the mine support, unsupported, the removal will cause a cave in. This means that you can now tear down mine supports without cave ins, if you still have proper support around it. Suggested here.
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Arbor
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wonder-ass
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Re: Game Development: Bandy Rudolf
@loftar but it just caved in everywhere

see homo sexuality trending,. do not do that.
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MagicManICT
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Re: Game Development: Bandy Rudolf
Just putting it out here, but this means that you could not need as many mine supports as you had if you flagged the mi... err marked the unstable tiles correctly. At least, that's how I read it.loftar wrote: It's not the mine-support itself which needs to be covered, but any unstable tiles that it covers.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Granger
- Posts: 9255
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Re: Game Development: Bandy Rudolf
You'll need enough to cover all unstable tiles - that at least would be the mechanic I asked for ~29 months ago. I'm happy that they implemented it eventually.MagicManICT wrote:Just putting it out here, but this means that you could not need as many mine supports as you had if you flagged the mi... err marked the unstable tiles correctly. At least, that's how I read it.loftar wrote: It's not the mine-support itself which needs to be covered, but any unstable tiles that it covers.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Game Development: Bandy Rudolf
As far as I can tell, all those caveins are either outside or extremely close to the boundary of the total coverage in that image.wonder-ass wrote:
Should be fixed now.loftar wrote:Will patch later.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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vatas
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Re: Game Development: Bandy Rudolf
Bandy is handy. Remembered it while searching for container to give food to alt.
IIRC I read the suggestion and assumed it wouldn't happen because secure trades are against what I assume to be HnH's "philosophy" but this is definitely a neat addition.
IIRC I read the suggestion and assumed it wouldn't happen because secure trades are against what I assume to be HnH's "philosophy" but this is definitely a neat addition.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
