
Neat changes though.
twincannon wrote:Is there any way to actually consistently positively affect quality that I'm not aware of?
twincannon wrote: *goes back to waiting 15 minutes for UE4 to load to see if one line of code fixed a bug*
twincannon wrote:Just trying to understand the crop change after reading it over and over. So is it basically W9, only because of no inspect, it's random chance -- with the more space you have giving you more "rolls" for your crops? Is there any way to actually consistently positively affect quality that I'm not aware of?
Also, "speed fields"?
Nice patch though... blows my mind that jorb was like "strawberries sound fun", 7 hours later, they're live. Wonder what it's like to actually have fun working in gamedev lol. *goes back to waiting 15 minutes for UE4 to load to see if one line of code fixed a bug*
loftar wrote:Well, just as in world 9, there's a general positive bias on it, so even if you don't do anything special at all, it'll grow over time. Everything else is just min-maxing.
loftar wrote:Just wondering, but is that actually a thing? I was assuming that the one thing we were missing from not using a "professional game engine" was realtime WYSIWYG editing of stuff.
ven wrote: I'd love if it included some new crops that only grow during a certain season and new animals and forageables that only appear during a certain time. I'd really like to see people stockpiling strawberries or unique wood types in Summer and rushing outside to hunt polar bears and swans in Winter. I also imagine trade would be very interesting in this scenario.
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