Game Development: Bandy Rudolf

Announcements about major changes in Haven & Hearth.
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ChildhoodObesity
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Re: Game Development: Bandy Rudolf

Post by ChildhoodObesity »

could u not add a yes/no option to bandy xd???? its retarded how it just interrupts everything involuntarily
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loftar
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Re: Game Development: Bandy Rudolf

Post by loftar »

ChildhoodObesity wrote:could u not add a yes/no option to bandy xd???? its retarded how it just interrupts everything involuntarily
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.
wonder-ass wrote:is this working correctly? mine support was clearly in multiple other mine support radius yet it still caved in?
It's not the mine-support itself which needs to be covered, but any unstable tiles that it covers.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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ChildhoodObesity
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Re: Game Development: Bandy Rudolf

Post by ChildhoodObesity »

l-love u loftar!!
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sabinati
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Re: Game Development: Bandy Rudolf

Post by sabinati »

jorb 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.
yassssss
Arbor
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Re: Game Development: Bandy Rudolf

Post by Arbor »

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wonder-ass
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Re: Game Development: Bandy Rudolf

Post by wonder-ass »

@loftar but it just caved in everywhere :?

Image
see homo sexuality trending,. do not do that.
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MagicManICT
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Re: Game Development: Bandy Rudolf

Post by MagicManICT »

loftar wrote: It's not the mine-support itself which needs to be covered, but any unstable tiles that it covers.
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.
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
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Re: Game Development: Bandy Rudolf

Post by Granger »

MagicManICT wrote:
loftar wrote: It's not the mine-support itself which needs to be covered, but any unstable tiles that it covers.
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.
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.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Game Development: Bandy Rudolf

Post by loftar »

wonder-ass wrote:Image
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.
loftar wrote:Will patch later.
Should be fixed now.
"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

Post by vatas »

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.
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