Game Development: Stack of Stacks

Announcements about major changes in Haven & Hearth.

Game Development: Stack of Stacks

Postby jorb » Tue Mar 07, 2023 10:51 pm

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

Image

New Implementations
-----------------------
  • Implemented item stacking proper. Certain items -- e.g. those which we had previously added bundles for, along with some others, notably stone -- now stack in type restricted stacks using the same icon and inventory size as a single item of that type.
    • Stacks are formed by right-clicking a stackable item with another item of the same type. Holding Shift while right-clicking will draw the maximum amount of such items into the stack, and holding Shift-Ctrl will attempt to create as many such stacks as you can from your current inventory.
    • Actions acquiring resources from nature (e.g. picking branches) tend to auto-stack whatever you're acquiring, whereas inventory transfers normally preserve existing stacks. UPDATE: Autostacking is now also subject to a toggle (under Adventure->Toggles), which defaults to off, but saves its value per character.
    • The local inventory of a stack is available on mouseover. You can pick items, mousewheel them out, &c&c.
    • Holding a stack and right-clicking another stack, or item of the type, will combine the stackables. Holding Alt while thus right-clicking will leave the combined stack on your cursor.
    • You can Shift-Right-click a stack to move one item out of it. You can Shift-Ctrl-Right-click to empty the stack entirely.
    • With this, we have naturally removed the ability to create new bundles.
  • Sub-inventories (stacks, belts, keyrings, creels, &c) are now permanently available to the client. You can drag sub-inventories to detach them as traditional inventory windows. UPDATE: Said windows can also be enabled and toggled either by right-clicking the container item, or by binding it to a hotbelt slot.
  • Added a "Drink" action, as it has been repeatedly requested. (Adventure->Drink). This drink action simply invokes the normal auto-drinking behavior of drinking from any hotkeyed vessel, which may be less than what you expect from a perfect drink action, but it was easy enough to implement. Feel entirely free to suggest changes.
  • When picking up hotbelt-bound items with Ctrl+number key, the item now saves the inventory it was in and the position it had therein, restoring it to the same place when using the same Ctrl+number key again to put it back.

Key Fixes
-----------------------
  • Redrew a whole bunch of icons in higher resolution, notably the ones under the "Buildings & Construction" submenu of the "Build" menu.
  • Cleaned up the Adventure submenu a bit, giving blue, rather than green, backgrounds to most actions under it, and moving Fire related recipes to a specific submenu.
  • Simple item drops should now, much like objects, remember their Last Owner, meaning that if you drop something on claimed land, you should be able to pick it back up again.
  • Fixed the old fuel bug and removed the work-around for it. Ovens/smelters/&c. no longer reset their progress when burning out, rather each item therein tracks the average fuel quality it has seen while burning, and uses that upon completion.

Small Fixes
-----------------------
  • Cattle roster should update properly when animals are branded.
  • Fixed a bug which would sometimes cause pockets to not be counted toward the final inventory size.
  • Fishing nets and lobster pots should now lie correctly on the water surface, rather than on the lake/river/ocean bed.

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

Today's Patch Item, for the fair price of $9, ist the "Mycologist's Hat".

Store Description wrote:Image$9 Left behind on a damp Champignac backroad, and now overgrown with slimes, 'shrooms, and 'stools.


All Gold & Silver subscribers have been awarded the "Mycologist's Hat", free of charge.

In the Pipe
-----------------------
  • Apologies for the radio silence. A lot going on. Will do better, but patches may be intermittent for a while. We work as much as always.
  • There are a lot of UI and interface details in the stacking paradigm that could be discussed. Open to feedback.
  • 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?

UPDATE YOUR CLIENTS... for stacking to work. Old clients should not crash, but your mileage on sub-inventories will not be great.

Enjoy!
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Re: Game Development: Stack of Stacks

Postby noindyfikator » Tue Mar 07, 2023 10:53 pm

Patchma! I was first! Great work, need to try drink button!
Last edited by noindyfikator on Tue Mar 07, 2023 10:54 pm, edited 1 time in total.
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Re: Game Development: Stack of Stacks

Postby loftar » Tue Mar 07, 2023 10:54 pm

I'd also like to state that, purely codewise, this update is larger than some wipes, so I'd really appreciate it if y'all would kindly report any bugs you find this time instead of exploiting them silently, in memory of other recent updates.
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Re: Game Development: Stack of Stacks

Postby vatas » Tue Mar 07, 2023 10:54 pm

Simple item drops should now, much like objects, remember their Last Owner, meaning that if you drop something on claimed land, you should be able to pick it back up again.

YES
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Re: Game Development: Stack of Stacks

Postby APXEOLOG » Tue Mar 07, 2023 10:56 pm

Yay!
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Re: Game Development: Stack of Stacks

Postby Zentetsuken » Tue Mar 07, 2023 10:57 pm

loftar wrote:I'd also like to state that, purely codewise, this update is larger than some wipes, so I'd really appreciate it if y'all would kindly report any bugs you find this time instead of exploiting them silently, in memory of other recent updates.


code-wise, how large was it compared to OCO?
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Re: Game Development: Stack of Stacks

Postby Audiosmurf » Tue Mar 07, 2023 10:59 pm

The inevitable march of progress.
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NORMALIZE IT
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Re: Game Development: Stack of Stacks

Postby lordgrunt » Tue Mar 07, 2023 11:09 pm

attempting to stack meat:
Code: Select all
2023.03.07.de4ba9d3
Windows 7 6.1 x64, 1.8.0_311 amd64
NVIDIA Corporation (GeForce GTX 1050/PCIe/SSE2) - 4.6.0 NVIDIA 391.01

java.lang.NoSuchMethodError: haven.res.ui.tt.defn.DefName.getname(Lhaven/ItemInfo$Owner;)Ljava/lang/String;
   at haven.res.ui.tt.stackn.StackName.build(stackn.cjava:11)
   at haven.ItemInfo.buildinfo(ItemInfo.java:539)
   at haven.GItem.info(GItem.java:308)
   at haven.GItem.dropItMaybe(GItem.java:468)
   at haven.GItem.spr(GItem.java:236)
   at haven.WItem.draw(WItem.java:368)
   at haven.Widget.draw(Widget.java:874)
   at haven.Widget.draw(Widget.java:906)
   at haven.Inventory.draw(Inventory.java:126)
   at haven.Widget.draw(Widget.java:874)
   at haven.Widget.draw(Widget.java:906)
   at haven.sloth.gui.MovableWidget.draw(MovableWidget.java:216)
   at haven.Window.draw(Window.java:686)
   at haven.Widget.draw(Widget.java:874)
   at haven.Widget.draw(Widget.java:906)
   at haven.GameUI.draw(GameUI.java:1366)
   at haven.Widget.draw(Widget.java:874)
   at haven.Widget.draw(Widget.java:906)
   at haven.RootWidget.draw(RootWidget.java:90)
   at haven.UI.draw(UI.java:241)
   at haven.HavenPanel.rootdraw(HavenPanel.java:463)
   at haven.HavenPanel.run(HavenPanel.java:771)
   at java.lang.Thread.run(Unknown Source)

but thats custom client, prob needs update or hotfix
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Re: Game Development: Stack of Stacks

Postby APXEOLOG » Tue Mar 07, 2023 11:10 pm

lordgrunt wrote:but thats custom client, prob needs update or hotfix

Yes, a lot of custom clients will have an issue with that one
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Re: Game Development: Stack of Stacks

Postby Massa » Tue Mar 07, 2023 11:12 pm

is this a siege
ImageImage
ass blast USA
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