Game Development: Vending Stand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Vending Stand

Postby lordrio » Mon Nov 09, 2009 7:49 pm

The other problem I have with vending stand, its too easy too steal from them. Way way way too easy. And there's nothing a noobie like me can do about it. I guess this update are only for vets and peoples with villages. I guess I'll just sell rats in my stall and trade like I used too before.
lordrio
 
Posts: 133
Joined: Wed Oct 14, 2009 1:58 pm

Re: Game Development: Vending Stand

Postby sabinati » Mon Nov 09, 2009 7:50 pm

it's on a claim right? you can have someone track your thief down.
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Game Development: Vending Stand

Postby loftar » Mon Nov 09, 2009 8:37 pm

lordrio wrote:Way way way too easy.

How is that? Unless I've bugged them somehow, they should be precisely as hard or easy to steal from as it is to steal from any other container (and having it any other way would, naturally, be absurd).
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Vending Stand

Postby Delamore » Mon Nov 09, 2009 8:40 pm

loftar wrote:
lordrio wrote:Way way way too easy.

How is that? Unless I've bugged them somehow, they should be precisely as hard or easy to steal from as it is to steal from any other container (and having it any other way would, naturally, be absurd).

The difference here is that a container can be behind any number of walls, a stall cannot have any protection other than the fact that it is claimed.
Also add larger containers, Chernobyl is like trying to dump rock on DF, every waking moment is spent with container management.
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Game Development: Vending Stand

Postby Potjeh » Mon Nov 09, 2009 8:45 pm

Stalls can hold plenty if you use high quality materials.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Game Development: Vending Stand

Postby bajuba » Mon Nov 09, 2009 8:52 pm

Potjeh wrote:Stalls can hold plenty if you use high quality materials.


can you give us an example potjeh? I am going to build one soon and would like to compare data
Was Lawspeaker of Macomb in W2.
User avatar
bajuba
 
Posts: 185
Joined: Wed Sep 09, 2009 8:00 am

Re: Game Development: Vending Stand

Postby Delamore » Mon Nov 09, 2009 8:55 pm

Potjeh wrote:Stalls can hold plenty if you use high quality materials.

Yes, but that does not seem like the intended use, the interface is not the best for mass storage.
And they are quite large and require tons of high QL materials for what we need.
For reference Chernobyl has over 300 chests and is hard up for storage still.
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Game Development: Vending Stand

Postby sabinati » Mon Nov 09, 2009 9:13 pm

my stalls hold 89 slots, however it seems it is limited to 5 item types for each.

also, could we get a fish sign and a fishhook sign?
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Game Development: Vending Stand

Postby sabinati » Mon Nov 09, 2009 9:15 pm

also, to clarify, one would need the theft skill, and would leave summonable theft scents, right?
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Game Development: Vending Stand

Postby Potjeh » Mon Nov 09, 2009 9:19 pm

Q42 boards, q17 blocks, q25-ish linen (crap loom) gives me 22 slots.

And IMHO stalls have a better interface than chests. You don't have to move your mouse around to retrieve all items of one type.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Semrush [Bot] and 10 guests