new and fun art of stacked items in bundles walked so that small number in the corner could runwonder-ass wrote:did u scrap the neat looking bundle art? kind of liked the aesthetic of it.
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Zentetsuken
- Posts: 2127
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- Location: Flavor Town
Re: Game Development: Stack of Stacks
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leeharvy
- Posts: 13
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Re: Game Development: Stack of Stacks
The silk worms auto stacking then not eating while auto stack is an awesome way to destroy a lot of progress.
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bumfrog
- Under curfew
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Re: Game Development: Stack of Stacks
so one patch a month’s the new status quo, huh?jorb wrote:
- Apologies for the radio silence. A lot going on. Will do better, but patches may be intermittent for a while. We work as much as always.
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Zentetsuken
- Posts: 2127
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Re: Game Development: Stack of Stacks
They're doing allright.bumfrog wrote:so one patch a month’s the new status quo, huh?jorb wrote:
- Apologies for the radio silence. A lot going on. Will do better, but patches may be intermittent for a while. We work as much as always.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Stack of Stacks
Pushed some more smaller accrued fixes that don't really warrant their own announcement:
- When mousewheeling into inventories that only accept some items (eg. herbalist tables, smelters, &c), the transfer will try to find items in stacks (and also other container items) to see if something matches. It's a general mechanism, so I'm not sure if it might have some unintended consequences that are less desirable, but I haven't found any obvious yet.
- The Drink action still uses the general autodrink mechanism that is invoked when out of stamina, but this mechanism has been augmented such that, if you have nothing drinkable bound to your hotbelt, it looks for anything drinkable that your character has. The intention is that if you don't care what you auto-drink or the order in which they are prioritized, just don't bind anything, and if you do, you can bind the things you want to drink.
- If a chippable boulder is in the way when area-mining, the character will first prefer to chip down said rock. Hopefully this lessens the problem with boulders preventing area-mining.
- The following things now stack: Feathers, entrails, intestines, animal fat, rendered fat, butter, eggs, and bone material.
"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: Stack of Stacks
Actually more impact on the game than the last 10 patches. The gnomes are truly doing alright.loftar wrote:Pushed some more smaller accrued fixes that don't really warrant their own announcement:
- When mousewheeling into inventories that only accept some items (eg. herbalist tables, smelters, &c), the transfer will try to find items in stacks (and also other container items) to see if something matches. It's a general mechanism, so I'm not sure if it might have some unintended consequences that are less desirable, but I haven't found any obvious yet.
- The Drink action still uses the general autodrink mechanism that is invoked when out of stamina, but this mechanism has been augmented such that, if you have nothing drinkable bound to your hotbelt, it looks for anything drinkable that your character has. The intention is that if you don't care what you auto-drink or the order in which they are prioritized, just don't bind anything, and if you do, you can bind the things you want to drink.
- If a chippable boulder is in the way when area-mining, the character will first prefer to chip down said rock. Hopefully this lessens the problem with boulders preventing area-mining.
- The following things now stack: Feathers, entrails, intestines, animal fat, rendered fat, butter, eggs, and bone material.





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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Stack of Stacks
All of those changes are really niceloftar wrote:Pushed some more smaller accrued fixes that don't really warrant their own announcement:
- When mousewheeling into inventories that only accept some items (eg. herbalist tables, smelters, &c), the transfer will try to find items in stacks (and also other container items) to see if something matches. It's a general mechanism, so I'm not sure if it might have some unintended consequences that are less desirable, but I haven't found any obvious yet.
- The Drink action still uses the general autodrink mechanism that is invoked when out of stamina, but this mechanism has been augmented such that, if you have nothing drinkable bound to your hotbelt, it looks for anything drinkable that your character has. The intention is that if you don't care what you auto-drink or the order in which they are prioritized, just don't bind anything, and if you do, you can bind the things you want to drink.
- If a chippable boulder is in the way when area-mining, the character will first prefer to chip down said rock. Hopefully this lessens the problem with boulders preventing area-mining.
- The following things now stack: Feathers, entrails, intestines, animal fat, rendered fat, butter, eggs, and bone material.
Can items be be sold out of stacks in barter stands? or are there plans for that?
Last edited by jordancoles on Fri Mar 24, 2023 11:22 pm, edited 1 time in total.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Game Development: Stack of Stacks
loftar wrote: [*]The Drink action still uses the general autodrink mechanism that is invoked when out of stamina, but this mechanism has been augmented such that, if you have nothing drinkable bound to your hotbelt, it looks for anything drinkable that your character has. The intention is that if you don't care what you auto-drink or the order in which they are prioritized, just don't bind anything, and if you do, you can bind the things you want to drink.

thanks
"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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donbot
- Under curfew
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Re: Game Development: Stack of Stacks
thank you for finally listening, do more of that and i'll be very sure that nobody would complain about the game lol
What amazes me more than how light the punishment was, is how nothing was done about it ingame. I'm actually starting to think people are frightened that you'll do it again, so to protect the server, they work with you instead of going against you, all in the hopes that you will leave the server alone.
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loftar
- Posts: 9096
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- Location: Your character database
Re: Game Development: Stack of Stacks
The current implementation is that barter stands very explicitly and intentionally recurse into stacks to find items for sale. The reason for this is to be able to see the actual item that you're buying instead of a stack that doesn't really tell you much about the items inside it. I actually thought that barter stands already had the option to sell multiple items at once, but now that I look at it again, it seems I had only dreamt that. Will consider that as a future addition.jordancoles wrote:Can items be be sold out of stacks in barter stands? or are there plans for that?
"Object-oriented design is the roman numerals of computing." -- Rob Pike

