Game Development: Pelican Pool

Announcements about major changes in Haven & Hearth.

Re: Game Development: Pelican Pool

Postby Lightning2 » Mon May 03, 2021 12:01 am

Archiplex wrote:thanks i've found more glimmer in the past 5 minutes than the past month Image


Same, just found 3 and I have never found any.
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Re: Game Development: Pelican Pool

Postby iamahh » Mon May 03, 2021 12:09 am

glimmer was pretty common since some patch last world

now dustpile is still kinda missing, maybe its intended rare now
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Re: Game Development: Pelican Pool

Postby loftar » Mon May 03, 2021 12:09 am

iamahh wrote:now dustpile is still kinda missing, maybe its intended rare now

Dustpiles never did respawn, they are only placed in the new world and never regenerated.
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Re: Game Development: Pelican Pool

Postby Lambsauce » Mon May 03, 2021 12:16 am

Southpaw wrote:Cool patch, but when will we get the Rat Catcher credo?


this but unironically
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Re: Game Development: Pelican Pool

Postby VDZ » Mon May 03, 2021 12:23 am

loftar wrote:
shubla wrote:Could you explain how the old pools actually worked like?
I'm sure that many people would be curious to know that.

Quite a simple mechanic, I don't think it ever was a secret. There was a global structure for each pooled foregable that kept track of an imaginary number in the pool, and a maximum number. Think of it as it being possible for 500 bluebells (made-up number, I don't remember what it actually was), and each time a bluebell was picked, one was subtracted from the number of bluebells in the pool. The remaining number as a fraction of the maximum number was then used to modulate the chance of the forageable in question actually spawning, and the number filled up over time at some particular rate.

One thing I had been wondering: Did this only apply to specific rare forageables, or did it apply to all forageables, with certain ones just being affected more due to increased demand?
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Re: Game Development: Pelican Pool

Postby loftar » Mon May 03, 2021 12:24 am

VDZ wrote:One thing I had been wondering: Did this only apply to specific rare forageables, or did it apply to all forageables, with certain ones just being affected more due to increased demand?

Just some. Pretty much the same that are now local-pooled instead. The pools were and are manually parameterized, so we don't do that for every little thing.
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Re: Game Development: Pelican Pool

Postby DDDsDD999 » Mon May 03, 2021 12:31 am

jorb wrote:[*] Greatly reduced the "Lye" cost required for "Soap Clay". Suggested here.

Should also do the same for Lye Ablution, it's a ridiculous amount. Good patch.
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Re: Game Development: Pelican Pool

Postby shubla » Mon May 03, 2021 12:38 am

loftar wrote:now local-pooled instead

I wonder how big "local" pools are... Continent specific? Minimapgrid specific? If that even is a relevant way to state it.
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Re: Game Development: Pelican Pool

Postby Vekser » Mon May 03, 2021 12:41 am

Bloated Bolete weren't really rare but I just saw around 2147483647 of them in the last hour.
Flotsam? I got flotsam respawned three times in the same place in the last hour? huh? Works as intended?
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Re: Game Development: Pelican Pool

Postby loftar » Mon May 03, 2021 12:47 am

Vekser wrote:Bloated Bolete weren't really rare but I just saw around 2147483647 of them in the last hour.
Flotsam? I got flotsam respawned three times in the same place in the last hour? huh? Works as intended?

Well, all the pools have started out as full, so I think it is to be expected.
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