Game Development: Tar Plow

Announcements about major changes in Haven & Hearth.
User avatar
kimjungskill
Posts: 49
Joined: Sun Feb 09, 2014 3:26 am

Re: Game Development: Tar Plow

Post by kimjungskill »

loftar wrote:
Schattengaenger wrote:Not that it really matters, but I hope you also added the feature to change the material color of the plows with a sketchbook page, or are they only supposed to work on stantionary buildings?
I have no such problems, either on plows nor on anything else.
Did you even test this on the recently changed variable material objects? Lol. Sketchbooks do not work on ovens, crucibles (steel crucibles too probably), or finery forges for me using the default client. Fireplaces do work though for some reason.

Thanks for the latest quality of life changes. Very nice.
Last edited by kimjungskill on Sun May 23, 2021 10:54 pm, edited 1 time in total.
User avatar
DatSheep
Posts: 540
Joined: Thu Mar 22, 2018 2:24 am
Location: A gay place with gay people yes

Re: Game Development: Tar Plow

Post by DatSheep »

loftar wrote:
DatSheep wrote:Drippy hat, don't get why dugouts need seaworthiness. It's well-stated they can't be out on the sea right? Or is that going to change?
Among the reasons why I was convinced otherwise was that it's useful when going through vortices, and also because I myself have used dugouts this world to traverse very small stretches of deep sea.
Ah fair enough, forgot vortexes for a moment there.
Something died in my basement and gave me rubella
Ejnekor
Posts: 133
Joined: Thu Mar 11, 2010 4:41 pm

Re: Game Development: Tar Plow

Post by Ejnekor »

It kind of looks like wooden plow from kings oak to me...
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Game Development: Tar Plow

Post by loftar »

kimjungskill wrote:Sketchbooks do not work on ovens, crucibles (steel crucibles too probably), or finery forges for me using the default client.
I hadn't tried sketches on those specific objects (because I've had no reason to assume they only work on some objects but not on others), but I can indeed confirm that they don't seem to work. I'll have to look into that. Everything else I've tried seems to work, however.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
pawnchito
Posts: 1120
Joined: Sat Apr 07, 2018 11:52 pm

Re: Game Development: Tar Plow

Post by pawnchito »

nice qol stuff. cool hat. overall good week boys keep it up.
User avatar
ogey
Posts: 156
Joined: Sat Apr 03, 2021 12:39 am

Re: Game Development: Tar Plow

Post by ogey »

DatSheep wrote:Some nice QoL. Drippy hat, don't get why dugouts need seaworthiness. It's well-stated they can't be out on the sea right? Or is that going to change?
You can travel a surprisingly long distance before they break and even more if you bring a second dugout on your head. Make an alt and try it out.
User avatar
WowGain
Posts: 1097
Joined: Fri Mar 07, 2014 2:09 am

Re: Game Development: Tar Plow

Post by WowGain »

Kirche wrote:snip
Bronze anvils look like that

Bronze can look different depending on what item its being used in

Image
Both of these are made with bronze, but the one on the left is a much lighter color
W7 Hermit, Honorary Ruskie
W8 Hermit - W10 Hermit - W12 Hermit
W13 Oppidian, Lawspeaker of Duckshead Bay, Straumfjord
W14 Oppidian, Aldermann of Aldorice Reodcomba, Duke of Eirinsk, Count of Sasheim
W15 Oppidian, Vanguard of the Wowgangers
W16 Oppidian, Sheriff of Yurhaven


discord: wowgain
User avatar
spavaloo
Posts: 329
Joined: Fri Mar 23, 2012 4:33 am

Re: Game Development: Tar Plow

Post by spavaloo »

why.jpg
why2.JPG
You do not have the required permissions to view the files attached to this post.
Go to space
NeoBasilisk
Posts: 579
Joined: Thu Jun 06, 2013 12:48 am

Re: Game Development: Tar Plow

Post by NeoBasilisk »

tarkiln wheelbarrow change is so good
would have loved it last world when I had a ton of those running
User avatar
Fostik
Posts: 2519
Joined: Tue Jul 05, 2011 4:08 pm
Location: EU

Re: Game Development: Tar Plow

Post by Fostik »

Why TF converting regular wounds into nerve damage via alchemy is even an option?
This is very high effort mechanic, and I'm getting convinced that it does not worth time anymore, dozens of reports where heals are not working, making harder wounds than it was, or not even applies stat bonuses displayed on elixir. Effects are always migrating during world resets or just new wounds additions, making hundreds of hours of discovery efforts a garbage excel sheets.
It's just too broken, do something with this mechanic.
Known as zunzon. Contact discord: zunzon.
My experience of market building in W13

Return to “Announcements”