Not technically, and not practically.Jalpha wrote:Can you replace the item slots in the wagon with stockpile slots and allow them to be loaded from a wheelbarrow or inventory.
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Moths in the Dill
"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
-
lacucaracha
- Posts: 171
- Joined: Thu Dec 05, 2013 4:50 pm
Re: Game Development: Moths in the Dill
now moth needs lamp
-
KitsuneG
- Posts: 407
- Joined: Sat Mar 20, 2010 10:02 pm
- Location: Russia
Re: Game Development: Moths in the Dill
Wiki editor.
-
kimjungskill
- Posts: 49
- Joined: Sun Feb 09, 2014 3:26 am
Re: Game Development: Moths in the Dill
Agree with this and I bought a year.. If we aren't getting full scale updates per week it would be nice to at least see some hats that looked like they took more than 30 minutes to think up and create, no offence.jordancoles wrote:Agree. Was debating letting my gold sub expire last month but chose to stick with it for another month... Regretwonder-ass wrote:this hat looks so uninspired and bland... pls better hats jorbo
-
MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Moths in the Dill
Why you hating on the hat? It looks good. Not all of them should be some weird ass immersion-breaking oddity.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
-
Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Moths in the Dill
The hat kinda looks like Ghastly Gibus, so it's highly appropriate for Halloween.
-
mvgulik
- Posts: 4101
- Joined: Fri May 21, 2010 2:29 am
Re: Game Development: Moths in the Dill
Store-page hat-update please.
(... or update-eta if applicable.)
---
(Thanks)
(... or update-eta if applicable.)
---
(Thanks)
Last edited by mvgulik on Thu Oct 11, 2018 5:32 pm, edited 1 time in total.
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Moths in the Dill
Sorry about that. I keep forgetting. Fixed.mvgulik wrote:Store-page hat-update please.
(... or update-eta if applicable.)
"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
-
kimjungskill
- Posts: 49
- Joined: Sun Feb 09, 2014 3:26 am
Re: Game Development: Moths in the Dill
And I agree.. I'm not saying or expecting every hat to be some amazing master piece of A E S T H E T I C, but the recent hats just feel thrown together (again, no offence to Jorb if they were actually painstakingly crafted).MagicManICT wrote:Why you hating on the hat? It looks good. Not all of them should be some weird ass immersion-breaking oddity.
Some recent examples:
- Barbershop Bloater - 2 cylinders and a bow
- Plunger - self explanatory
- Traffic Cone - primitive cone
- Bossa Nova Red - Barbershop Bloater with a feather (although didn't even bother to reuse the same mesh despite them being almost identical)
- Saucepan - cylinder and a stick
-
Enjoyment
- Under curfew
- Posts: 932
- Joined: Mon Oct 12, 2015 6:32 pm
- Location: Kyiv, Ukraine
Re: Game Development: Moths in the Dill
Is there somekind of code-typo in terrain list so dill spawns only on first of more?
English is neither my native lang, nor my best side...