Game Development: Season's Greetings

Announcements about major changes in Haven & Hearth.

Re: Game Development: Season's Greetings

Postby MagicManICT » Tue Sep 10, 2019 4:18 am

Agrik wrote:Yes, to give different edible/usable parts and string in summer, while only string in winter.

The roots are what's eaten and one of the viable means of winter forage.
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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Re: Game Development: Season's Greetings

Postby tyrtix » Wed Sep 25, 2019 12:02 pm

many tree barks can be used to make fibers
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Re: Game Development: Season's Greetings

Postby jorb » Wed Sep 25, 2019 7:45 pm

tyrtix wrote:many tree barks can be used to make fibers


Yeah, I've thought about that one as well. Will probably make it so at some point.
"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."

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Re: Game Development: Season's Greetings

Postby tyrtix » Wed Sep 25, 2019 8:58 pm

other sources of natural fibers are hay and dried grass, wich can be easily used to make ropes but not for fine fibers until treated. Poplar and birch are commonly used for fibers their bark gives, in game could be nice to have those since the tree bark basic ql is 10, this will balance the quantity we get in game with the ql we get. Tbh, even intestines are used as strings, or tendons (wich were commonly used to make bowstrings): we could get few strings by butchering creatures too, maybe.
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Re: Game Development: Season's Greetings

Postby DreadKatak » Wed Sep 25, 2019 10:42 pm

Intestines and straw-based string are already in the game! Or do you mean a direct non-recipe string item?
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Re: Game Development: Season's Greetings

Postby tyrtix » Thu Sep 26, 2019 11:29 pm

DreadKatak wrote:Intestines and straw-based string are already in the game! Or do you mean a direct non-recipe string item?

Intestines should requires just drying actually, and for straw, we should be able to get some even by gathering grass on the wild, wich also will make the thatched roofs a thing even without having to wait a week or two for getting straw from a farm.
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Re: Game Development: Season's Greetings

Postby Kostetus » Thu Oct 31, 2019 8:58 pm

Sigh, new winter - same problems.Stuck on gardner due to inability to pick clover & kinda dont want to clear 1000*1000 square to figure out weather it is snow that block spawn or winter itself. Stuck on fishermen,but mostly due to lazines - don't want to colour all continent map with white tiles tryin to find swan i have to kill. Seriously, guys, can we please have some equatorial all q10 island with charter & PERMANENT summer for the next few years, till you'll finish pvp test, then finish something else & then start repairing staff broken with seasons introduction?
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Re: Game Development: Season's Greetings

Postby kiddoinc » Fri Nov 01, 2019 2:48 am

I dont know. I think the seasons are totally different this time around. It doesn't seem as harsh as it was the first go around. Even seems like the full freeze is over and stuff is thawing.
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Re: Game Development: Season's Greetings

Postby Agrik » Fri Nov 01, 2019 4:10 am

Kostetus wrote:kinda dont want to clear 1000*1000 square to figure out weather it is snow that block spawn or winter itself.
Last winter it was the snow, and if nothing has changed, even a 50x50 area of appropriate terrain may be enough to get clover spawned with some effort. No guarantee though.
Last edited by Agrik on Fri Nov 01, 2019 4:12 am, edited 1 time in total.
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Re: Game Development: Season's Greetings

Postby loftar » Fri Nov 01, 2019 4:10 am

Kostetus wrote:don't want to colour all continent map with white tiles tryin to find swan i have to kill.

Just for the record, this particular issue was fixed (in the default client) with the latest patch.
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