Game Development: Surveyor's Delight

Announcements about major changes in Haven & Hearth.

Re: Game Development: Surveyor's Delight

Postby mvgulik » Mon Jun 23, 2025 6:43 pm

That "smaller survey dots on higher scale rates" seems fixed in both the Vanilla & Ender clients.
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Re: Game Development: Surveyor's Delight

Postby Nightdawg » Mon Jun 23, 2025 7:12 pm

mvgulik wrote:That "smaller survey dots on higher scale rates" seems fixed in both the Vanilla & Ender clients.
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Actually custom clients fixed it so you can see wtf you're looking at on higher scales. Loftar's update just broke them again.
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Re: Game Development: Surveyor's Delight

Postby Arbys » Mon Jun 23, 2025 8:13 pm

Selles wrote:Is there a plan to add the ability to terraform with someone on the same flag area?


You can do this already. Just start the first character surveying, then close the survey window. The other character will be able to interact with the survey now, while the first character continues digging.

Also, yet another petition to change the digging algorithm to have the player check adjacent tiles and picking the highest elevation one first, for the adjacent 8 tiles, and then reverting to the current outward spiral of "nearest diggable spot".
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Re: Game Development: Surveyor's Delight

Postby xyzzy57 » Tue Jun 24, 2025 5:58 pm

There seems to be a new way to get the natural look in your claim. I presume it's part of this update.

Just attempt to fill garden pots with mulch, with the pots not placed on pavement. Every time you misclick, you'll get a raised area near the pot you meant to fill, with its terrain converted to "dirt".

Those of you who, like me, are too geriatric to understand the benefits of this, or avoid occasional misclicks, might want to place their garden pots on pavement in future, or at least move them to pavement when charging them with mulch or soil.

The rest of you - enjoy your new, lumpy, natural, terrain.
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Re: Game Development: Surveyor's Delight

Postby Arbys » Tue Jun 24, 2025 6:23 pm

xyzzy57 wrote:There seems to be a new way to get the natural look in your claim. I presume it's part of this update.

Just attempt to fill garden pots with mulch, with the pots not placed on pavement. Every time you misclick, you'll get a raised area near the pot you meant to fill, with its terrain converted to "dirt".

Those of you who, like me, are too geriatric to understand the benefits of this, or avoid occasional misclicks, might want to place their garden pots on pavement in future, or at least move them to pavement when charging them with mulch or soil.

The rest of you - enjoy your new, lumpy, natural, terrain.


Old feature.
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Re: Game Development: Surveyor's Delight

Postby xyzzy57 » Tue Jun 24, 2025 6:41 pm

loftar wrote:
xyzzy57 wrote:getting rid of the crafting window can require repeated attempts.

The trick is to just click anywhere inside it (just to focus it) and the use Esc to close it. Frankly, the reason the made the close button so small is because it's mostly useless given Esc, so no need to have it take up more space than is necessary for people to realize that the window is closable.


Aha - I'd got as far as figuring out that escape sometimes worked, and sometimes made a mess.

And that even though I'd already realized that (a) you have a "selected window" concept, such that sometimes when I try to use a keyboard shortcut it fails to work, and ends up in a chat window and (b) I am unable to determine, by looking, which window is selected. (I presume the indicators are *very* subtle, like those in most Apple software.) Also that asynchronous events sometimes change the selected window for me, with the result that typing intended for the chat window often gets executed as keyboard shortcuts.

I just hadn't generalized that observation enough.

Thank you.

That's one less nuisance for me when playing H&H.
Last edited by xyzzy57 on Tue Jun 24, 2025 6:43 pm, edited 1 time in total.
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Re: Game Development: Surveyor's Delight

Postby xyzzy57 » Tue Jun 24, 2025 6:42 pm

Arbys wrote:
xyzzy57 wrote:There seems to be a new way to get the natural look in your claim. I presume it's part of this update.

Just attempt to fill garden pots with mulch, with the pots not placed on pavement. Every time you misclick, you'll get a raised area near the pot you meant to fill, with its terrain converted to "dirt".

Those of you who, like me, are too geriatric to understand the benefits of this, or avoid occasional misclicks, might want to place their garden pots on pavement in future, or at least move them to pavement when charging them with mulch or soil.

The rest of you - enjoy your new, lumpy, natural, terrain.


Old feature.


Odd then, that I've been working on Gardener credo for a while, with pots not on pavement, and only noticed it yesterday.

I wonder what I did differently. Possibly using shift-right click rather than just right click, so as to get more mulch onto my cursor without an extra click in inventory?
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Re: Game Development: Surveyor's Delight

Postby vatas » Tue Jun 24, 2025 7:09 pm

After dealing with the new Survey a bit more, I can say this:

*It is bad that you can accidentally drag the dots around when you simply try to move around within the survey
*Compared to the old slider, the dot-dragging is way less intuitive
*Currently, there are zero "quick-snap" tools - if you want a simple flat survey, you need to adjust it significantly
(even with ground plane, it usually spawn at way different Z-axis)
(old slider imho allowed you to align it easier, as you could slightly overshoot it and roll it back few steps)
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Re: Game Development: Surveyor's Delight

Postby animary » Tue Jun 24, 2025 10:28 pm

"Possibly using shift-right click rather than just right click, so as to get more mulch onto my cursor without an extra click in inventory?"

I put the mulch in inventory, then pick up a stack and right click on the pot with it; four clicks and the pot is full. My pots are lined up with a slight overlap so I can walk along the line and fill them with mulch or water without getting stuck between them.

Since we carry tree pots from storage to mulch to herb bench it would be nice to hold a tree pot and right click on a pile of mulch to fill it (you can click them on a cistern or barrel to fill with water so why not the same with mulch).
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Re: Game Development: Surveyor's Delight

Postby SnuggleSnail » Tue Jun 24, 2025 10:49 pm

Feature creep, but easy to add stuff people would probably appreciate a lot:
  • average height of the survey
  • the player's coordinate relative to one corner of the mini-map grid

I don't really know how you would display it intuitively, but I check constantly with scripts, and its made leveling areas a lot less frustrating after figuring it out. I think everybody has had the experience of digging a trench for the wall and getting it slightly wrong on one side, or misaligning a gate because they misjudged where they are they are within the grid by a few tiles.

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