Game Development: Stack of Stacks

Announcements about major changes in Haven & Hearth.

Re: Game Development: Stack of Stacks

Postby uniqm1 » Wed Mar 08, 2023 8:34 am

It got worse. Smelting of ore has become impossible. How to cancel it
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Re: Game Development: Stack of Stacks

Postby noindyfikator » Wed Mar 08, 2023 8:44 am

I have to bind my 30 waterskins to separate keybinds if i want to use drink key. Please improve it, it's not how it should work
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Re: Game Development: Stack of Stacks

Postby ulbu » Wed Mar 08, 2023 9:25 am

Honestly stacks of things like stones is an overkill. Yes, quality of life improvement, but an overkill, inventory becomes infinite in practice.

Also, if this persists, would be nice to be able to drop entire stack (of stone) on a pile (of stone) and have it added there, both through menu and on object.
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Re: Game Development: Stack of Stacks

Postby Donjuan » Wed Mar 08, 2023 9:28 am

After this patch it's impossible to open belts. Tested on 2 accounts.
Stockpiles became real mess because of ore auto-binding, mining process stopped because of that.
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Re: Game Development: Stack of Stacks

Postby ctopolon4 » Wed Mar 08, 2023 9:49 am

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Re: Game Development: Stack of Stacks

Postby SnuggleSnail » Wed Mar 08, 2023 10:04 am

Drink keybind is rly good, should be able to keybind it from the keybinds menu instead of it being an adventure menu options, though. While you're at it, most custom clients allow you to bind pretty much every relevant adventure menu option to any key(mostly lift, destroy, inspect) if you're in the mood. Important since vanilla effectively only had 5 keybind slots, and 6-0 are shit to actually press. Being able choose the binds on the action bar would also be a good alternative.

Client sided inventories seem insanely good for high latency people, though I expect you're going to need to make them actually do cool shit/be useful in your own custom client.

Your implementation of bundles is dogshit. Multiple inventories for everything is always going to be bad, regardless of how you slice it. I would strongly suggest bundles never be made automatically, but also not be deleted when empty. Instead of using multiple bundles the size of the bundle's inventory should increase to accommodate additional items put in it, while simultaneously reducing the number of inventory slots in the baseline inventory. EX: if you have a bundle of 10 rocks in your inventory the bundle only takes up 1 inventory slot, but when you add an additional 20 rocks to the bundle 2 inventory slots are removed from the original inventory, or replaced by uninteractable grayed out rock icons.

Alternatively, better yet, skip the needlessly complicated bullshit and just make inventories bigger instead of using bundles.

P.S: the keybind changes you did a however long ago made it very difficult to place all into stockpiles on a grid and is worse in general
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Re: Game Development: Stack of Stacks

Postby Zentetsuken » Wed Mar 08, 2023 10:44 am

SnuggleSnail wrote:Drink keybind is rly good, should be able to keybind it from the keybinds menu instead of it being an adventure menu options, though. While you're at it, most custom clients allow you to bind pretty much every relevant adventure menu option to any key(mostly lift, destroy, inspect) if you're in the mood. Important since vanilla effectively only had 5 keybind slots, and 6-0 are shit to actually press. Being able choose the binds on the action bar would also be a good alternative.

Client sided inventories seem insanely good for high latency people, though I expect you're going to need to make them actually do cool shit/be useful in your own custom client.

Your implementation of bundles is dogshit. Multiple inventories for everything is always going to be bad, regardless of how you slice it. I would strongly suggest bundles never be made automatically, but also not be deleted when empty. Instead of using multiple bundles the size of the bundle's inventory should increase to accommodate additional items put in it, while simultaneously reducing the number of inventory slots in the baseline inventory. EX: if you have a bundle of 10 rocks in your inventory the bundle only takes up 1 inventory slot, but when you add an additional 20 rocks to the bundle 2 inventory slots are removed from the original inventory, or replaced by uninteractable grayed out rock icons.

Alternatively, better yet, skip the needlessly complicated bullshit and just make inventories bigger instead of using bundles.

P.S: the keybind changes you did a however long ago made it very difficult to place all into stockpiles on a grid and is worse in general


I agree with Snail, implementing Salem-style inventory management would unironically be better than this 3-month long bundle development flop.
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Re: Game Development: Stack of Stacks

Postby pbbllt » Wed Mar 08, 2023 10:51 am

Ok. this mf patch...

The only thing I expected is to be able:
  • stack metal bars
  • stack intestines and entrails
  • stack bones
  • place stacks directly with bundles

but I got none of the above and even got handicapped when it comes to placing ore to smelters (need some acrobatics with unpacking etc.).

I really like the popup on the stack instead of the previous new window though, this is the way to go = enhance convenience. Other than this, kinda... pbblllt in functionality compared to the original setup.

EDIT: also, autodrink should work with other beverages. ofc automatically stop upon reaching full stamina from other than full and drink infinitely when attempted on full stamina

EDIT2: also, barter stands STILL don't show remaining number of items in barter hand area correctly

another problem: drinking actions should NOT be dependent on hotkeyed containers, this is straight bad. either make waterskins hold 60L or use all containers with water so we can use hotkeys for... you know, things that should be under hotkeys, not as stubs for waterskins.
would be perfect if this included other beverages (e.g. beer, if stamina<100% drink until 100%, if stamina==100% drink infinitely for bonuses)

and finally as snail mentioned in PS, would be nice if you unretarded the fine-placement mode back to the original verison. it was all good before you touched it lmao.
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Re: Game Development: Stack of Stacks

Postby ElGrell » Wed Mar 08, 2023 11:32 am

ThorleifCleaver wrote:
bumfrog wrote:I don’t think you understand. Certain items now autostack when picked/collected (rocks, branches, fish, etc). You WILL stack the bugs.


Great. My belt wouldn't open, so I haven't really explored the enforced choice. On an unrelated note, the custom clients have nice little submenus to turn features on/off, like autodrop. Just saying. Also, if we are so concerned with the mechanics of storage, why not double or quadruple the sizes of piles? Because--and I didn't check, mind--wouldn't stacks of rocks in a single chest be far more than a stockpile?


Same, my belt also wouldn't open and hover display doesn't work.
Also, while on the topic of interface windows- is there a way to reset their position? I sometimes shove my cattle list off the screen and the only way I found to get it back is to crank the UI scale to x2.25 and pray a part of it is gonna show up at the edge of the screen (so far it did every time, but I'm concerned)
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Re: Game Development: Stack of Stacks

Postby gravesmerch » Wed Mar 08, 2023 11:34 am

nuggets stacks are nice thing tm

idk how doable this is but maybe inventory transfers(scrolling and clicking) should consider pulling from stacks once no single items are left
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