Game Development: Planting Roster

Announcements about major changes in Haven & Hearth.

Game Development: Planting Roster

Postby jorb » Wed Nov 23, 2022 1:07 am

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

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New Implementations
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  • Added planting to "Mound Bed"s.
    • Herbs can now be planted in "Mound Bed"s, much like in Gardener's Pots.
    • The beds yield a larger harvest than the pots, but at significantly slower speed.
    • You must water the bed before planting in it.
    • If the bed would have decayed away while it has stuff planted in it, it will not decay, but instead visually dry up to indicate that it is spent, and disappear after harvest.
    • Beds do not increase quality of herbs planted, but rather stay at the same quality as the input.
    • You can now walk over Mound Beds, and they do not block your movement.
  • Added recipe lookups. Whenever you click a recipe input icon in the recipe window, you will get the option to go to a recipe for that input if one is available. Not particularly smart, and will only "get" standard recipes rn, so your mileage may wary on how effective it is. Has been suggested several times, including recently, so figured "why not?".

Key Fixes
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  • Crops planted during winter should be capable of freezing over if their source of heat disappears.
  • Added a "Branded" icon to animals in the Cattle Roster, indicating whether an animal is branded by you, by someone else, or not at all.
  • Stones now influence the final quality when constructing "Steel Crucible"s. The rule that they did not felt arbitrary.
  • Can now put Branding Iron in belt. Added a small icon.
  • Cave Bulbs now glow, much like in Legacy. Also works when planted.

Small Fixes
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  • Can no longer get the "Fish Moon" experience when there is no moon.
  • Lit cauldrons are a source of light and heat.
  • Pearl Diver can now get quests to pick Seasponges.
  • Gardener can now get quests to plant Liberty Caps.

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As always, if you liked what we did here: Support the patch.

Today's Patch Item, for the fair price of $9 is the "Tulip Top".

Store Description wrote:Image$9 Tip-toeing through the tulip fields, this hat went, never to return again.


All Gold & Silver subscribers have been awarded the "Tulip Top", free of charge.

In the Pipe
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  • Again urging any custom client maker who wishes to stay relevant to get with the new rendering times. Support for the old resources will be dropped at some point.
  • Our primary development direction is toward object-controlled-objects.
  • Time to... like us on Facebook?
  • Time to... follow us on Twitter?

Enjoy!
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Re: Game Development: Planting Roster

Postby pbbllt » Wed Nov 23, 2022 1:10 am

Herbs can now be planted in "Mound Bed"s, much like in Gardener's Pots.

But why?

EDIT:
Also, does gardener credo work on it?

If it does, why does it not work upon BUILDING the mound bed? (mulch req)
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Re: Game Development: Planting Roster

Postby jorb » Wed Nov 23, 2022 1:14 am

pbbllt wrote:If it does, why does it not work upon BUILDING the mound bed? (mulch req)


Hmmwat do you mean?
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Re: Game Development: Planting Roster

Postby ItsFunToLose » Wed Nov 23, 2022 1:15 am

So I can make one high quality gardener pot, get higher quality herbs, then, without needing soil or water or clay, retain that high quality by planting them in mounds?
I like to air dribble.
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Re: Game Development: Planting Roster

Postby DonVelD » Wed Nov 23, 2022 1:18 am

based patch, fr :pray:
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Re: Game Development: Planting Roster

Postby Vigilance » Wed Nov 23, 2022 1:19 am

ItsFunToLose wrote:So I can make one high quality gardener pot, get higher quality herbs, then, without needing soil or water or clay, retain that high quality by planting them in mounds?

this doesnt really sound problematic to me at all

im much more worried about the tedium of rebuilding mound beds for gardening cycles and how efficient they are vs garden pots. how many of these do i need to replace 40 garden pots? if the answer is more than 3 or so i don't think this is good content

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Re: Game Development: Planting Roster

Postby loftar » Wed Nov 23, 2022 1:19 am

pbbllt wrote:But why?

Well, fundamentally because that's what mound beds do, more than because there is a "need" for it. ;)

pbbllt wrote:Also, does gardener credo work on it?

It works insofar as being to plant the herbs that become available to plant with Gardener, but it doesn't have the Pot-specific buffs, like decreased mulch requirements or output multiplication.

ItsFunToLose wrote:So I can make one high quality gardener pot, get higher quality herbs, then, without needing soil or water or clay, retain that high quality by planting them in mounds?

That's the idea, yes. Is that a statement of disagreement, or just a request for clarification?
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Re: Game Development: Planting Roster

Postby axus » Wed Nov 23, 2022 1:19 am

cave bulb stockpile does not glow

Wait wait wait it's a *subtle* glow. Couldn't see it outside in a full stockpile, but a small underground stockpile has an animated soft blue glow
Last edited by axus on Wed Nov 23, 2022 1:30 am, edited 1 time in total.
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Re: Game Development: Planting Roster

Postby pbbllt » Wed Nov 23, 2022 1:20 am

jorb wrote:
pbbllt wrote:If it does, why does it not work upon BUILDING the mound bed? (mulch req)


Hmmwat do you mean?


Gardener credo provides sizeable bonus "Halved soil and water required for gardening pots."

Imho if beds are to be used in any case as potential resource multiplier they should be included in said bonus. Otherwise, if they actually provide much larger output (compared to garden pots) the credo will miss its point actually (doubled output).

Also, is planting credo-specific plants possible (e.g chiming bluebell)?
Last edited by pbbllt on Wed Nov 23, 2022 1:22 am, edited 1 time in total.
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Re: Game Development: Planting Roster

Postby loftar » Wed Nov 23, 2022 1:21 am

axus wrote:cave bulb stockpile does not glow

They do for me. You aren't using an old-render client or anything?
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