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JTG
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Re: Game Development: Destruction & Sericulture
You need them in a container big enough to hold 10. I got five eggs from 2 breeding pairs.
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Vattic
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Re: Game Development: Destruction & Sericulture
I was also wondering about this, I'd imagine the contents spill out similar to when any other container is destroyed but then carts hold containers themselves, lets hope its not a method for destroying 144 bars of steel in one goBlaze wrote:Do chests inside carts still decay? And what happens if the cart disappears when the chests are still inside?
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loftar
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Re: Game Development: Destruction & Sericulture
There seems, indeed, to have been a bug with the moths (it seems I just forgot to finish the code). It should be fixed now, and moths should currently reproduce both in your inventory and in other containers, though we may restrict that to certain containers in the future.
As for carts, they should spread their contents in the ground when destroyed.
As for carts, they should spread their contents in the ground when destroyed.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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JTG
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Re: Game Development: Destruction & Sericulture
sooo, how about the ability to breed toads and rats in the future.
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Vattic
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Re: Game Development: Destruction & Sericulture
Cheers for the speedy reply, two related question however; do objects like carts decay into nothing if not repaired or do they just remain unusable? Do the contents of a cart decay?loftar wrote:As for carts, they should spread their contents in the ground when destroyed.
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loftar
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Re: Game Development: Destruction & Sericulture
Everything decays into nothing eventually, but the cart will become unpullable long before that, so you'll notice way in advance if you use the cart regularly. To be more precise, the cart has 250 hitpoints, loses 50 of those each time it decays naturally, and will be impossible to pull after it is below 200 hitpoints.
Objects stored in the cart are currently completely frozen, and nothing at all can happen to them.
To answer a few other things preemptively; the decay works such that the game periodically picks a random spot and applies "a decay" to that spot. If there's a decaying object there, it will take a certain amount of damage specific to that object. The decay cycle will, on average, hit the same tile about once each real-life week (objects smaller than a tile will, therefore, be hit more seldomly, and those larger will be hit more often).
If the decay hits a tree in its next-to-last growth stage, the tree will "decay" into its last growth stage.
In case you haven't already noticed, the normal container objects will also spread their contents on the ground when they break.
Objects stored in the cart are currently completely frozen, and nothing at all can happen to them.
To answer a few other things preemptively; the decay works such that the game periodically picks a random spot and applies "a decay" to that spot. If there's a decaying object there, it will take a certain amount of damage specific to that object. The decay cycle will, on average, hit the same tile about once each real-life week (objects smaller than a tile will, therefore, be hit more seldomly, and those larger will be hit more often).
If the decay hits a tree in its next-to-last growth stage, the tree will "decay" into its last growth stage.
In case you haven't already noticed, the normal container objects will also spread their contents on the ground when they break.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Malicus
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Re: Game Development: Destruction & Sericulture
Hrm. The decay's function randomness is... weird, then. I've already had to repair a kiln with four pieces of clay, and another one with at least 4 (one kiln belongs to my industry character, and one belongs to my nature character).
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Vattic
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Re: Game Development: Destruction & Sericulture
Once again thank you for the speedy reply. I must admit though that Malicus has a point, since the update one of my carts has already rendered itself unusable.
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theTrav
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Re: Game Development: Destruction & Sericulture
That's interesting, and somewhat puzzling. Can you tell us why you chose to make it somewhat random as opposed to dependable?loftar wrote:the decay works such that the game periodically picks a random spot and applies "a decay" to that spot. If there's a decaying object there, it will take a certain amount of damage specific to that object. The decay cycle will, on average, hit the same tile about once each real-life week (objects smaller than a tile will, therefore, be hit more seldomly, and those larger will be hit more often).
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loftar
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Re: Game Development: Destruction & Sericulture
Well, to begin with, the natural conditions that make stuff left outside wither are somewhat random to begin with, so I thought it reasonable. But mostly, it originated as a separate idea, namely one for tile decay. Tiles cannot reasonable have timers on them (since there are too many of them), so something like that was necessary. To make it decay objects was an after-thought, though it is currently the only thing it actually does. :)
I was thinking to exploit the function for such things as converting a tile to a "path" tile with a certain chance whenever a player walks on it, to have the decay cycle change it back to grass tiles after a while. Another idea was to have player-dug dirt decay back as well. I'm not quite sure about any one of those ideas, but those were my original intentions, at least.
It certainly could be used for other things as well, though, such as natural tree growth.
I was thinking to exploit the function for such things as converting a tile to a "path" tile with a certain chance whenever a player walks on it, to have the decay cycle change it back to grass tiles after a while. Another idea was to have player-dug dirt decay back as well. I'm not quite sure about any one of those ideas, but those were my original intentions, at least.
It certainly could be used for other things as well, though, such as natural tree growth.
"Object-oriented design is the roman numerals of computing." -- Rob Pike