So, not only B12 has a story behind it huh
Expected something negative from the patch but hey, thanks for the thing with trellises.
-
Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
-
Artemiswhb
- Posts: 178
- Joined: Thu Jan 02, 2014 7:57 pm
Re: Game Development: Blazing Trellis

It behaves weirdly with multiple trelisses on the same tile
-
Ardennesss
- Posts: 1171
- Joined: Sun Oct 06, 2013 4:22 pm
Re: Game Development: Blazing Trellis
Expected response : "People build multiple trellis on the same tile?"Artemiswhb wrote:It behaves weirdly with multiple trelisses on the same tile
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Blazing Trellis
It is highly likely that it doesn't work with all imaginable constellation of trellises. It does not use general pathfinding.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Game Development: Blazing Trellis
Make it so trellises will stop growing if they are too close to each other.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
-
Artemiswhb
- Posts: 178
- Joined: Thu Jan 02, 2014 7:57 pm
Re: Game Development: Blazing Trellis
Maybe an idea is to make it stay on the tile you harvested the first time from, and it tries to reach from there instead of trying to walk to the rotation of the trellis?loftar wrote:It is highly likely that it doesn't work with all imaginable constellation of trellises. It does not use general pathfinding.
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Blazing Trellis
Do feel free to post other particular constellations or usage patterns that you feel should work but don't currently, and I'll consider if there's something reasonable that I should do about them.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
svino
- Posts: 299
- Joined: Mon Jun 06, 2011 4:09 am
Re: Game Development: Blazing Trellis
whats the optimal constellation though? because it doesnt work on my trellis' at all either, it's trying to walk to some spot which it cant walk toloftar wrote:Do feel free to post other particular constellations or usage patterns that you feel should work but don't currently, and I'll consider if there's something reasonable that I should do about them.

i'd say this is probably the most popular way to build trellis' because it saves a bit of space, you can even squeeze in 6 on the same grid if you want to
-
DoctorViper
- Posts: 43
- Joined: Thu Aug 24, 2017 1:28 am
Re: Game Development: Blazing Trellis
I caved in and got the hat. People need to remember this shit, especially going into the next world iteration.


If you have nothing to make, then maybe it is still something. Why? Because you possess the idea that you wish to make something from nothing.
-
Dakkan
- Posts: 666
- Joined: Thu Dec 12, 2013 2:58 am
Re: Game Development: Blazing Trellis
The autoharvest seems to be working fine for me, so long as I start from one end of a set of trellises, and have free space at either end.

My character does a typewriter type of path, moving down the row 3 times and at each end, runs into the tile adjacent to the last trellii.

My character does a typewriter type of path, moving down the row 3 times and at each end, runs into the tile adjacent to the last trellii.
