Game Development: Pfefferbench

Announcements about major changes in Haven & Hearth.

Re: Game Development: Pfefferbench

Postby Regulus2424 » Wed Jun 24, 2026 8:15 am

contagious mrage could actually be cool if implemented properly, I like that idea
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
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Re: Game Development: Pfefferbench

Postby SnuggleSnail » Wed Jun 24, 2026 9:56 am

vatas wrote: [...]


lol it's kindof insane to me you'd suggest jorbtar make a complicated system that needs to survive 100 nerds being very motivated to rip it apart with no edge cases

like you've seen the systems they've made before, right? we can't have attribute scaling because the 3 different times they tried to add it having higher stats made you weaker. They also never iterate on anything. ur dreaming
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Re: Game Development: Pfefferbench

Postby 524u » Wed Jun 24, 2026 11:31 am

SnuggleSnail wrote:
vatas wrote: [...]


lol it's kindof insane to me you'd suggest jorbtar make a complicated system that needs to survive 100 nerds being very motivated to rip it apart with no edge cases

like you've seen the systems they've made before, right? we can't have attribute scaling because the 3 different times they tried to add it having lower stats made you strong. They also never iterate on anything. ur dreaming


Jorbtar, now is your opportunity to prove him wrong, I hope it won't be in next 5-10 years
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Re: Game Development: Pfefferbench

Postby SnuggleSnail » Wed Jun 24, 2026 5:47 pm

world 16.1 they tried to remove safepalis for people with rage, but didn't fix any of the methods to get into a safepali with rage in spite of them all being pointed out to them prior

then, the first 3?4? patches of the world all added a new unique way to make a safepali for people with rage. It's a simple thing to fix for anybody immersed in """the scene""", but for them to make this insanely basic system work is like actually impossible

Meanwhile people are suggesting systems that are 100x more complicated, that a competent developer would struggle to make work, and acting like there's even a 1/trillion chance jorbtar could figure it out

lol
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Re: Game Development: Pfefferbench

Postby Robben_DuMarsch » Wed Jun 24, 2026 5:57 pm

When is your mmo coming out, Snail?
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Re: Game Development: Pfefferbench

Postby SnuggleSnail » Wed Jun 24, 2026 6:26 pm

If you bought a new car that didn't move because the wheels are square, you wouldn't be critical because you're not an automotive engineer, right?
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Re: Game Development: Pfefferbench

Postby Nightdawg » Wed Jun 24, 2026 6:54 pm

Robben_DuMarsch wrote:When is your mmo coming out, Snail?


"the players who have experience with multiple mmo games shouldn't be giving feedback to the devs that don't even fucking open their own fucking game" type shit
jorb wrote:I do not want to over-promise or hype up stuff that could be months out.

"Our primary development direction is toward object-controlled-objects"
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Re: Game Development: Pfefferbench

Postby xyzzy57 » Thu Jun 25, 2026 3:04 am

jorb wrote:We've been developing, and here's what's new.

Small Fixes
-----------------------
  • Since my "Mound Bed"s ran out in the dead of winter: Reworked "Mound Bed" such that they can be replenished whenever they are below full levels of water/mulch. Should a "Mound Bed" deactivate due to running out of mulch/water entirely, it will need to be fully replenished before it activates again.



As others have doubtless already said, this is badly broken. It took me 12 or more mulch per bed to resurrect out of use beds approx. 2 RL days ago.

Today on day 1 of winter many of those mound beds are dead and some of my crops are already withered.

The old implementation was more predictable, consumed a lot less mulch, and didn't require daily attention.

Please bring it back, or at least fix the new system so a fully recovered mound bed takes e.g. 1 day per 2 mulch to degrade, rather than 1 day per 6 or more.

p.s. it's also erratic. Of my first four mound beds, one took 12 mulch, one took more, and one didn't need mulch at all (but took one) but there are 2 withered plants I'd have thought would be covered by it. A fourth looked healthy, but took 4 mulch.

All but one of my mound beds have been around since you changed mound beds so they could be refreshed each year rather than being entirely replaced.

The one mound bed new this winter also dried up, having been placed 2 days ago, and that area has the worst of the withering affecting my fields.
Last edited by xyzzy57 on Sun Jun 28, 2026 6:02 am, edited 2 times in total.
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Re: Game Development: Pfefferbench

Postby xyzzy57 » Thu Jun 25, 2026 3:14 am

xyzzy57 wrote:p.s. it's also erratic. Of my first four mound beds, one took 12 mulch, one took more, and one didn't need mulch at all (but took one) but there are 2 withered plants I'd have thought would be covered by it. A fourth looked healthy, but took 4 mulch.

All have been around since you changed mound beds so they could be refreshed each year rather than being entirely replaced.


I am fortunate that all my mound beds are on pavement. Otherwise, with moundbeds that look fine needing mulch, you'll find yourself accidentally raising the ground underneath them, each time you add one more mulch after it's got enough. It may be even worse; I'm not sure if it's even possible to recognize "enough" without pavement below the mound bed.
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Re: Game Development: Pfefferbench

Postby DDDsDD999 » Thu Jun 25, 2026 4:26 am

Robben_DuMarsch wrote:When is your mmo coming out, Snail?

Jorbtar defenders don't even bother arguing anymore, they just look at you like this

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