Game Development: Vending Stand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Vending Stand

Postby Delamore » Mon Nov 09, 2009 9:32 pm

Potjeh wrote: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.

But is there a way to pick and choose items based on QL? (I haven't done much with the interface)
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Game Development: Vending Stand

Postby Potjeh » Mon Nov 09, 2009 9:36 pm

Well no, not really, but you can put different quality stuff in different slots. You probably don't want to mix different materials in one container anyway, and the number of slots offers a good enough resolution, unless you're OCD about 1 point differences in quality.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: Game Development: Vending Stand

Postby MadAlice » Mon Nov 09, 2009 10:09 pm

Is it possible that we might see an additional type of claim for vending stalls? Anyone who wants to put their stall in a high traffic area is forced to create an alt and level it up just for stall ownership/maintenance. Then there's the ongoing transfer of stuff back and forth just to get it to the right char, etc. It would be so much easier to be able to have 1 vendor claim and one personal claim.
MadAlice
 
Posts: 29
Joined: Fri Oct 09, 2009 7:53 pm

Re: Game Development: Vending Stand

Postby Delamore » Mon Nov 09, 2009 10:10 pm

Potjeh wrote:Well no, not really, but you can put different quality stuff in different slots. You probably don't want to mix different materials in one container anyway, and the number of slots offers a good enough resolution, unless you're OCD about 1 point differences in quality.

There is still the problem with that it would take a whole load of top end trees to make containers to cover the 300 Chernobyl is bogged down by.
Also Jorb has apparently drawn the containers, all that they're waiting for is some material assignments and a copy and paste of chest code.
User avatar
Delamore
 
Posts: 1233
Joined: Mon Jul 13, 2009 9:11 am

Re: Game Development: Vending Stand

Postby RaptorJedi » Mon Nov 09, 2009 10:12 pm

A root cellar would make a nice food storage, without requiring too much in the way of drawing. It could hold large amounts of food only, but take the place of a cellar in the house. The "chest" part of it could just be the cellar door and when you right click on it, it opens the storage window.
<Megagun> FOx
User avatar
RaptorJedi
 
Posts: 311
Joined: Fri May 29, 2009 5:53 pm

Re: Game Development: Vending Stand

Postby PhaedrothSP » Mon Nov 09, 2009 10:27 pm

RaptorJedi wrote:A root cellar would make a nice food storage, without requiring too much in the way of drawing. It could hold large amounts of food only, but take the place of a cellar in the house. The "chest" part of it could just be the cellar door and when you right click on it, it opens the storage window.

It would have to hold ...multiple pages of 8x8 inventory for it to be more usefull than a cellar full of containers.
User avatar
PhaedrothSP
 
Posts: 544
Joined: Sat Aug 01, 2009 6:07 am

Re: Game Development: Vending Stand

Postby RaptorJedi » Mon Nov 09, 2009 10:31 pm

Or allow food to be stacked in groups like the vendor stand does, maybe limited by a stack of 100. Edit: as well as having larger storage space.
<Megagun> FOx
User avatar
RaptorJedi
 
Posts: 311
Joined: Fri May 29, 2009 5:53 pm

Re: Game Development: Vending Stand

Postby PhaedrothSP » Mon Nov 09, 2009 10:39 pm

RaptorJedi wrote:Or allow food to be stacked in groups like the vendor stand does, maybe limited by a stack of 100. Edit: as well as having larger storage space.

True, I'm wondering how that will work with the food decay thing that might happen later on.
User avatar
PhaedrothSP
 
Posts: 544
Joined: Sat Aug 01, 2009 6:07 am

Re: Game Development: Vending Stand

Postby Peter » Mon Nov 09, 2009 10:55 pm

RaptorJedi wrote:A root cellar would make a nice food storage, without requiring too much in the way of drawing. It could hold large amounts of food only, but take the place of a cellar in the house. The "chest" part of it could just be the cellar door and when you right click on it, it opens the storage window.


Look, I really don't like "hidden" rooms. If there's space there, I should be able to walk in or put other things in. It just seems cheap.

Rather than add new types of cellar, why not just make furniture like shelves that can be larger than chests and cheaper, but immobile once loaded? Then stocking a basement with shelves would make a fine root cellar or other storage, or it can act as any of a number of storage areas, wine cellars, or workshops.
Surprise.
User avatar
Peter
 
Posts: 1491
Joined: Thu Jun 04, 2009 3:36 am

Re: Game Development: Vending Stand

Postby sabinati » Mon Nov 09, 2009 11:02 pm

shelves would be great. i'd also like to see the winerack doubled in size. it kind of sucks right now only holding 9 bottles. 36 would be nice, but i'm sure it would be easier to make it 18, as you could double the height fairly easily in an image editor and tweak the code to be 3x6 instead of 3x3.
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Ahrefs [Bot], Claude [Bot] and 7 guests