Game Development: Tough Jugs

Announcements about major changes in Haven & Hearth.

Re: Game Development: Tough Jugs

Postby Fostik » Mon Jun 06, 2022 8:22 am

What is smelter and stone does on announcement screen?
Is that a new ore for smelter? Are you preparing a new world resources, onichan?
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Re: Game Development: Tough Jugs

Postby dageir » Mon Jun 06, 2022 8:22 am

New stick:

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Re: Game Development: Tough Jugs

Postby vatas » Mon Jun 06, 2022 8:51 am

Fostik wrote:What is smelter and stone does on announcement screen?
Is that a new ore for smelter? Are you preparing a new world resources, onichan?

>Boulders look like they're diabase
>Google Diabase
>Open Wikipedia and click "Uses"
>"Diabase is crushed and used as a construction aggregate for road beds"

Are they going to implement the "make special road-pavement that won't get vines, but has some other restrctions" -idea?
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Re: Game Development: Tough Jugs

Postby Fostik » Mon Jun 06, 2022 9:15 am

vatas wrote:>Boulders look like they're diabase


Yeah, that's diabase it seems :cry:
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Re: Game Development: Tough Jugs

Postby Sevenless » Mon Jun 06, 2022 1:02 pm

Don't know what I'm going to do with myself next world, not needing to make pens out of benches. Looking forward to that.
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Re: Game Development: Tough Jugs

Postby Karede » Mon Jun 06, 2022 4:54 pm

Mashadar wrote:
jorb wrote:[*] Cattle should no longer roam-walk through open gates.

That's nice in principle, but please make it so it only counts for round-pole and stone fences (and possibly one "big" gate type, either visitor or non-visitor gates).
There should remain some way to release animals into the wild. If you lose control of your animals and you're stuck with thousands of them, which easily happens in later parts of the world, opening the gates for a while is the easiest form of mitigation.

That's insane. Even if you get stuck with so many it's vastly easier to slaughter and drop the meat on the ground
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Re: Game Development: Tough Jugs

Postby fairystyle » Mon Jun 06, 2022 5:44 pm

I love everything! Thanks for the patch! Amazing
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Re: Game Development: Tough Jugs

Postby Mashadar » Mon Jun 06, 2022 7:32 pm

Karede wrote:That's insane. Even if you get stuck with so many it's vastly easier to slaughter and drop the meat on the ground

I'm not sure what metric you use, but opening the gate and waiting a day takes just takes a few seconds, while slaughtering them takes hours and no one wants to do that. Which is why the animal situation tends to gets out of control in the first place.

But I suppose even after this change one could create a script that just butchers every single animal in sight, so ultimately it's not a big problem.
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Re: Game Development: Tough Jugs

Postby Axyx » Mon Jun 06, 2022 8:21 pm

Mashadar wrote:
jorb wrote:[*] Cattle should no longer roam-walk through open gates.

That's nice in principle, but please make it so it only counts for round-pole and stone fences (and possibly one "big" gate type, either visitor or non-visitor gates).
There should remain some way to release animals into the wild. If you lose control of your animals and you're stuck with thousands of them, which easily happens in later parts of the world, opening the gates for a while is the easiest form of mitigation.



You can just take down the gates if you're that worried about it. It's super easy. Just use the destroy feature on the gate and corner posts. That should solve your odd livestock problem with ease.
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Re: Game Development: Tough Jugs

Postby Mashadar » Mon Jun 06, 2022 9:00 pm

Axyx wrote:You can just take down the gates if you're that worried about it. It's super easy. Just use the destroy feature on the gate and corner posts. That should solve your odd livestock problem with ease.

You need a wrecking ball to destroy a palisade. Not that you would necessarily want a hole in it, even if it just allows access to the animal section of the village.
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