Awesome stuff! All of it, love it! Thank you!!!jorb wrote:We've been developing, and here's what's new.
[*]... Added some Road building QoL...
[*] While holding an item and right-clicking a container, you can now hold Alt to only take from the container, rather than first attempting to transfer to the container...
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Reyajh
- Posts: 271
- Joined: Thu Mar 17, 2011 4:29 am
Re: Game Development: Merry Igloo!
Just my .O2... Taste, drink.., like/hate...
Jorb: "Oh, don't you worry. We're gonna take care of the pepper situation!"![Trollface ¦]](./images/smilies/troll.gif)
Jorb: "Oh, don't you worry. We're gonna take care of the pepper situation!"
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Merry Igloo!
I don't disagree, but I'm still certain that it's better than a flower menu popping up to present the options.jordancoles wrote:More key commands that will never be written down anywhere ingame
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Reyajh
- Posts: 271
- Joined: Thu Mar 17, 2011 4:29 am
Re: Game Development: Merry Igloo!
Well, I don't disagree either but, that's why there's a wiki.jordancoles wrote:Igloos, awesome![]()
More key commands that will never be written down anywhere ingame
Just my .O2... Taste, drink.., like/hate...
Jorb: "Oh, don't you worry. We're gonna take care of the pepper situation!"![Trollface ¦]](./images/smilies/troll.gif)
Jorb: "Oh, don't you worry. We're gonna take care of the pepper situation!"
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pawnchito
- Posts: 1120
- Joined: Sat Apr 07, 2018 11:52 pm
Re: Game Development: Merry Igloo!
Keep them in the key binds menu so we can change them if needed but also recall them when we inevitably forget.loftar wrote:I don't disagree, but I'm still certain that it's better than a flower menu popping up to present the options.jordancoles wrote:More key commands that will never be written down anywhere ingame
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vatas
- Posts: 5255
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Game Development: Merry Igloo!
+1pawnchito wrote:Keep them in the key binds menu so we can change them if needed but also recall them when we inevitably forget.loftar wrote:I don't disagree, but I'm still certain that it's better than a flower menu popping up to present the options.jordancoles wrote:More key commands that will never be written down anywhere ingame
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Game Development: Merry Igloo!
I will be very nice and genuinely objective, ok? ok
Just... why? how?
Excellent work, you've outdone yourselves. I love this and I think every single person loves this change.jorb wrote: [*] Added some Road building QoL. A vector is now drawn between the previous Road sign, and the one you are currently placing, indicating the walk path the placement will yield. The game will by default prevent blocked roads from being built, but you can insist by holding shift.
I'm sure many appreciates this.jorb wrote: [*] Redrew various UI elements in higher resolution to better support UI scaling: Log in button, buttons to shift character selection list up/down, "New Character"-button.
Why have you added a feature every single custom client has, but figured out a way to make it so much worse to the extent of which it is useless, by which I mean using the in-game time to calculate the LP/H?jorb wrote: [*] The default client now displays LP per hour information on curiosities. Hovering over a curiosity will color all curios currently in your mentory in shades of green or red, depending on if their LP/h is better or worse than the one you're currently hovering over.
Just... why? how?
Good. Very good, we all appreciate this.jorb wrote: [*] While holding an item and right-clicking a container, you can now hold Alt to only take from the container, rather than first attempting to transfer to the container. Useful, for example, when you want to light a branch on a fireplace without first filling the fireplace up with fuel (e.g. branches).
Very nice, fixing bugs is always appreciated more than you think, no matter the bug.jorb wrote: [*] Fixed a bug by which "Brandy" could not be learned.
Nice.jorb wrote: [*] Added debug code to find the problem with mandrake spawning.
Good. Very good, we all appreciate this very much.jorb wrote: [*] Churning butter is now faster.
Cool.jorb wrote: [*] Added a descriptive tooltip to "Still".
Very nice, fixing bugs is always appreciated more than you think, no matter the bug.jorb wrote: [*] Fixed a bug by which going directly from boat to a horse would give added statusbar meters erroneous offsets.
This one I don't understand, but whatever it's ok.jorb wrote: [*] Fixed a bug by which outlaws could be dismounted when not logged in.[/list]
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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Pommfritz
- Posts: 360
- Joined: Wed Sep 16, 2015 6:00 pm
Re: Game Development: Merry Igloo!
uhh my horse just died while riding through a gate and closing it behind me. not sure if it has anything to do with the update but this never happened before ^^
the horse did never get KO'd before I believe. I was riding towards it, opening, step forward through the gate, closed it, I ran forward wondering why I'm dismounted, turned around and saw my dead horse.

the horse did never get KO'd before I believe. I was riding towards it, opening, step forward through the gate, closed it, I ran forward wondering why I'm dismounted, turned around and saw my dead horse.

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rye130
- Posts: 2557
- Joined: Mon Feb 01, 2010 9:41 pm
Re: Game Development: Merry Igloo!
This seems pretty useless to me. Never have I had too much gellant and too little casings.jorb wrote:Added "Jelly Casing", a casing made from gellant and flour.
Other than that pretty cool patch. Road QOL seems nice!
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pawnchito
- Posts: 1120
- Joined: Sat Apr 07, 2018 11:52 pm
Re: Game Development: Merry Igloo!
This kind of stuff is why Vanilla Client is the superior client. Now you can play video game and bust out an abacus to convert Haven hours to RL hours.Nightdawg wrote:Why have you added a feature every single custom client has, but figured out a way to make it so much worse to the extent of which it is useless, by which I mean using the in-game time to calculate the LP/H?jorb wrote: [*] The default client now displays LP per hour information on curiosities. Hovering over a curiosity will color all curios currently in your mentory in shades of green or red, depending on if their LP/h is better or worse than the one you're currently hovering over.
Just... why? how?
Although I admit its positive because if the base game has it it will likely trickle down to other modders and all will have this feature but corrected for real life.
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talon00302
- Posts: 516
- Joined: Sun Apr 15, 2012 8:30 pm
Re: Game Development: Merry Igloo!
Sprucecap on the hunt for the redrawn dhelm with 4k thickets.

good update btw

good update btw