Game Development: Winter Garden

Announcements about major changes in Haven & Hearth.
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sakroit
Posts: 29
Joined: Sat May 14, 2011 10:06 pm

Re: Game Development: Winter Garden

Post by sakroit »

Sunstone greenhouse to plant crops underground when?
WhatsitallaboutAlfie
Posts: 12
Joined: Fri Oct 04, 2019 2:41 am

Re: Game Development: Winter Garden

Post by WhatsitallaboutAlfie »

I forsee greenhouse and long winter definitely cutting into my fun.
Same here!
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Nightdawg
Posts: 2637
Joined: Fri Feb 28, 2020 12:31 am

Re: Game Development: Winter Garden

Post by Nightdawg »

Nightdawg wrote:I'm calling it before the server comes up:

The green house will take like 100 glass panes for a 5x5 space for crops.

lmfao
I forgot to come back to this.

15 glass panes for 12 crop slots.

lmaoooo
jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
"Our primary development direction is toward object-controlled-objects"
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MysteriousCow
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Joined: Fri Sep 16, 2022 8:14 pm

Re: Game Development: Winter Garden

Post by MysteriousCow »

Joy it's time to make a bunch of alts died to mercury poisoning and make 48 :?
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fallout
Posts: 964
Joined: Sun Apr 18, 2010 3:17 am

Re: Game Development: Winter Garden

Post by fallout »

The cost of larpin is incredibly high
ItsFunToLose
Posts: 264
Joined: Thu Jan 20, 2011 10:18 pm

Re: Game Development: Winter Garden

Post by ItsFunToLose »

Nightdawg wrote:
Nightdawg wrote:I'm calling it before the server comes up:

The green house will take like 100 glass panes for a 5x5 space for crops.

lmfao
I forgot to come back to this.

15 glass panes for 12 crop slots.

lmaoooo
down from 4:1 panes per tile to 5:4 which is a drastic improvement over your joke. Am I the only one who thinks the price is both reasonable and cheap for what it provides?
MysteriousCow wrote:Joy it's time to make a bunch of alts died to mercury poisoning and make 48 :?
At what stage of the glass pane making process do you think quicksilver poisoning comes into play?

Ya'll acting like watching paint dry four times is exhausting, inexcusable manual labor. Keep playing as if they don't exist, then. Can't do that though, the autists will getchya with their winter boosted super crops!

Can't get got by autists if you're the autist *points to temple*

*starts planning out an expansion for 48 greenhouses*


The real question here is:

Does anyone know if the greenhouse obeys current house internal orientation mechanics where east facing doors result in perfect alignment when entering exiting? The tent that was recently added is north facing for perfect alignment and i am fucking triggered. If i built a greenhouse and it's not internally aligned to the external world properly, I'm going to destroy it.
I like to air dribble.
ThorleifCleaver
Posts: 89
Joined: Sun Mar 22, 2020 10:01 pm

Re: Game Development: Winter Garden

Post by ThorleifCleaver »

Jorb,

You need to add a double tile wide wooden floor ringing the interior of the greenhouse, similar to other interiors, making the effective planting space 3x4 but the overall space 5x6. Keep the outside size of the greenhouse the same. No reason in the world not to have space for barrels/chests that doesn't interfere with the planting space itself.

Also, why not add a larger sized greenhouse? 12x12, same border. Nice to have the option.
MrBunzy
Posts: 363
Joined: Tue Nov 30, 2010 11:48 pm

Re: Game Development: Winter Garden

Post by MrBunzy »

Intended that it is still snowing in spring? Some of us have been very patiently waiting for rain.
(once and futue king btw)
ItsFunToLose
Posts: 264
Joined: Thu Jan 20, 2011 10:18 pm

Re: Game Development: Winter Garden

Post by ItsFunToLose »

MrBunzy wrote:Intended that it is still snowing in spring? Some of us have been very patiently waiting for rain.
lol
I like to air dribble.
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Robben_DuMarsch
Posts: 2646
Joined: Wed Sep 28, 2011 2:58 am

Re: Game Development: Winter Garden

Post by Robben_DuMarsch »

jorb wrote:
SnuggleSnail wrote:I don't know how big the interior is yet, but if it's less than a 1/4th - 1 full mini-map this is going to make farming very tedious and unfun
Maybe drop the factory mentality, and larp a little? :)
I think it should require mulch every time a crop matures, and every time you replace the mulch it has a troll like percentage chance of awakening a treeant that bashes down the greenhouse and starts to bash any non-wall structure (while having the ability to traverse wall tiles by walking over them.)

Really make them earn those extra quality levels on those crops, you know?

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