Make belts good

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Make belts good

Postby SnuggleSnail » Thu Jan 09, 2025 4:40 pm

IDK about everybody else, but I'm constantly switching my tool when I don't want to.

  • Bashing a slime generator mining thing? Switch from weapons to pickaxe
  • Butchering animals? switch to a Q10 woodsmans axe
  • Bashing a snekkja in PVP, or something I'm blocked by? Switch out of the shield for a combat cooldown and 50% def weight
  • Want to mine this high quality node? Switch from Q300 stone axe to Q150 pickaxe, ruin some ore
  • 1 million other examples everybody has

I would personally prefer it if you used the fancy new animation tech you added for branding irons/lanterns and stuff to make using tools just an animation. Ideally, inheriting the 'best' attribute from each tool. for example:
  • Q300 sword + Q100 butcher's cleave equipped or in belt == butchering softcap is 300, and butchering speed is equal to the cleaver
  • Q300 sword equipped, Q150 pickaxe in belt, Q250 stone axe in belt == mining strength of the pickaxe, mining softcap of the stone axe
  • Q200 glass blowing rod in belt, nothing in hands == can blow glass as if you're holding the glass blowing rod
  • B12 equipped but sledgehammer in belt == destroy does 4 extra damage per tick instead of 1
  • Q300 stone axe and Q10 pickaxe in belt == pickaxe mining speed, stone axe mining strength

As well as fixing the undesirable auto-switching , I think this would remove a lot of tedium in other places. Nobody likes mining with a stone axe.
Last edited by SnuggleSnail on Thu Jan 09, 2025 5:52 pm, edited 2 times in total.
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Re: Make belts good

Postby Tubby_Squirrel » Thu Jan 09, 2025 4:50 pm

I've had exactly this at much lower progression.

Butcher meat? Ah let me just pull out my low flint knife and not my triple quality stone axe or ceramic knife.
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Re: Make belts good

Postby Sephiron » Thu Jan 09, 2025 4:56 pm

The pickaxe point is the moist infuriating. Especially when you're mining really hard tiles, the stone axe quality is high enough to give you enough mining str to mine the tiles, but it switches to pickaxe and says "this rock is too hard"
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Re: Make belts good

Postby vatas » Thu Jan 09, 2025 5:02 pm

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Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

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Re: Make belts good

Postby DDDsDD999 » Fri Jan 10, 2025 2:13 am

I tried to remove one of those rocks that spawn slimes when destroyed and I had to drop my belt so my sword wouldn't get replaced with my sledge, pick, woodsmans axe, or high q stone axe.
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Re: Make belts good

Postby MightySheep » Fri Jan 10, 2025 3:01 am

pretty sure they do this shit in combat too if someone dock camps you and you gotta bash snekk signs to get out of the blockade itl switch to pickaxe or sledgehammer and kill you with combat cooldown

or if youre in a big fight over a war banner or thingpeace challenge you cant just casually hit the thing with ur b12 u gotta take stuff off your belt first
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Re: Make belts good

Postby maze » Sat Jan 11, 2025 4:51 am

maybe don't bash snekk in combat~ big brain.

but you're basically in the same realm of my suggestion at this point: viewtopic.php?p=947796#p947796
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Re: Make belts good

Postby Audiosmurf » Sat Jan 11, 2025 5:12 am

Your idea, as usual, mostly sucks ass
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Re: Make belts good

Postby Kiklington » Sat Jan 11, 2025 7:45 am

Audiosmurf wrote:Your idea, as usual, mostly sucks ass

arent you a serial whiner about low effort high negativity shitposts?
list a problem with this idea because belt-autoswapping is annoying as hell and in my experience its something ive seen everyone from faction pvpers to hermits complain about/ask about ways to get around it. just the other day someone was in the main discord asking about how to keep from autoswapping from his high q stone axe to his low q pickaxe while mining ore.
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Re: Make belts good

Postby Archiplex » Sat Jan 11, 2025 8:00 am

Audiosmurf wrote:Your idea, as usual, mostly sucks ass

actually this is probably the best way to implement a fix that solves the problems, yeah sure it's a little tiny bit weird that you get BOTH the hq nature of rock axes AND the mining str of pickaxe which might be able to let you do something you otherwise couldn't do in like 1% of cases but i dont think thats too much of a gift when considering the sheer QoL

the other suggestion for this was essentially tagging pocket slots with this, or maybe a dedicated way to tag "this is my butchering tool" and similar, or to disable/enable the hotswap functionality of belts

edit: just reread and op didnt even say mining str of pickaxes (i.e the base str, using ql of axe) but rather mining speed... which kinda confuses me, isn't the pickaxe's mining "speed" just a factor of its mining str*your str? or is there a hidden mining speed bonus stat
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