Same, just found 3 and I have never found any.Archiplex wrote:thanks i've found more glimmer in the past 5 minutes than the past month
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Lightning2
- Posts: 662
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- Location: Sodom
Re: Game Development: Pelican Pool
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iamahh
- Posts: 1806
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Re: Game Development: Pelican Pool
glimmer was pretty common since some patch last world
now dustpile is still kinda missing, maybe its intended rare now
now dustpile is still kinda missing, maybe its intended rare now
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loftar
- Posts: 9096
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Re: Game Development: Pelican Pool
Dustpiles never did respawn, they are only placed in the new world and never regenerated.iamahh wrote:now dustpile is still kinda missing, maybe its intended rare now
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Lambsauce
- Posts: 90
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Re: Game Development: Pelican Pool
this but unironicallySouthpaw wrote:Cool patch, but when will we get the Rat Catcher credo?
I'm here to kick ass and chew bubblegum, and I'm all out of ass
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VDZ
- Posts: 2766
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Re: Game Development: Pelican Pool
One thing I had been wondering: Did this only apply to specific rare forageables, or did it apply to all forageables, with certain ones just being affected more due to increased demand?loftar wrote:Quite a simple mechanic, I don't think it ever was a secret. There was a global structure for each pooled foregable that kept track of an imaginary number in the pool, and a maximum number. Think of it as it being possible for 500 bluebells (made-up number, I don't remember what it actually was), and each time a bluebell was picked, one was subtracted from the number of bluebells in the pool. The remaining number as a fraction of the maximum number was then used to modulate the chance of the forageable in question actually spawning, and the number filled up over time at some particular rate.shubla wrote:Could you explain how the old pools actually worked like?
I'm sure that many people would be curious to know that.
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loftar
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Re: Game Development: Pelican Pool
Just some. Pretty much the same that are now local-pooled instead. The pools were and are manually parameterized, so we don't do that for every little thing.VDZ wrote:One thing I had been wondering: Did this only apply to specific rare forageables, or did it apply to all forageables, with certain ones just being affected more due to increased demand?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Pelican Pool
Should also do the same for Lye Ablution, it's a ridiculous amount. Good patch.jorb wrote: [*] Greatly reduced the "Lye" cost required for "Soap Clay". Suggested here.





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shubla
- Posts: 13041
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Re: Game Development: Pelican Pool
I wonder how big "local" pools are... Continent specific? Minimapgrid specific? If that even is a relevant way to state it.loftar wrote:now local-pooled instead

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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Vekser
- Posts: 3
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Re: Game Development: Pelican Pool
Bloated Bolete weren't really rare but I just saw around 2147483647 of them in the last hour.
Flotsam? I got flotsam respawned three times in the same place in the last hour? huh? Works as intended?
Flotsam? I got flotsam respawned three times in the same place in the last hour? huh? Works as intended?
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loftar
- Posts: 9096
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Re: Game Development: Pelican Pool
Well, all the pools have started out as full, so I think it is to be expected.Vekser wrote:Bloated Bolete weren't really rare but I just saw around 2147483647 of them in the last hour.
Flotsam? I got flotsam respawned three times in the same place in the last hour? huh? Works as intended?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
