Game Development: Orange Alchemy

Announcements about major changes in Haven & Hearth.
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serVar161
Posts: 550
Joined: Mon Feb 23, 2026 10:55 am

Re: Game Development: Orange Alchemy

Post by serVar161 »

loftar wrote:For anyone curious, the concrete recent change that suddenly made the render bug so reproducible was adding outlines to avatars. This specifically, when the combat relation list expanded to need scrolling (so that at least one avatar view didn't actually render to the screen) made the VAO tracking mismatch cause an indexed drawcall to ba called without an index buffer set, which caused the crash. This usually wouldn't happen since there are usually many drawcalls in between that accidentally resynchronized the VAO tracking.

When we tried to debug the previous so-called "nVidia bug" (so called since I only got it reported from nVidia owners, making me think it was a driver bug), the combat-relation list didn't switch to scrolling mode at all, and avatars didn't have outlines, so my suspicion is that it only happened in fights that were large enough that the list overflowed the bottom of the screen, and where at least two consecutive characters in the list had hats with "lens flare" effects on them (which also render index-lessly), explaining why it was almost impossible to find how to reproduce the problem.
I see. But that's not certain. I think many people guessed it was related to portraits. The question was more likely, "Why did this bug appear?" – it felt like it appeared quite recently after an update, but there didn't seem to be any updates related to it.
The main thing is that it was fixed. I hope no one died from this bug.
My english is bEd.
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serVar161
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Re: Game Development: Orange Alchemy

Post by serVar161 »

fatfunnyvalentine wrote:Honestly I've been avoiding alchemy for a while because of trying to keep up with discoveries. This is actually very helpful. Is there any plan to include a cookbook in a similar function? Perhaps have it set up per recipe, to show you each FEP combo you've discovered thus far?
I think this was done specifically to popularize alchemy. And it seems logical that a cookbook would appear next. Although it would be a very, very, very thick book.
I haven't done much alchemy—approximately how many recipes are there in alchemy, and how many times more are there in cooking?
Kinglazy wrote:Sweet. Can we have a similar book for cooking?

Fingers crossed for reset announcement next week
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Seretos
Posts: 1
Joined: Sat Mar 28, 2020 6:11 pm

Re: Game Development: Orange Alchemy

Post by Seretos »

Any chance of adding / updating recipes to utilize different types of cheese? Bit of a shame that we have so many amazing cheeses but can't incorporate them into cooked dishes for the most part
Frogg
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Re: Game Development: Orange Alchemy

Post by Frogg »

holy based :o
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jordancoles
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Re: Game Development: Orange Alchemy

Post by jordancoles »

Are we able to favourite recipes?
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loftar
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Re: Game Development: Orange Alchemy

Post by loftar »

jordancoles wrote:Are we able to favourite recipes?
Will consider, but I figured the ability to sort by effects would be enough.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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svino
Posts: 299
Joined: Mon Jun 06, 2011 4:09 am

Re: Game Development: Orange Alchemy

Post by svino »

loftar wrote:For anyone curious, the concrete recent change that suddenly made the render bug so reproducible was adding outlines to avatars. This specifically, when the combat relation list expanded to need scrolling (so that at least one avatar view didn't actually render to the screen) made the VAO tracking mismatch cause an indexed drawcall to ba called without an index buffer set, which caused the crash. This usually wouldn't happen since there are usually many drawcalls in between that accidentally resynchronized the VAO tracking.

When we tried to debug the previous so-called "nVidia bug" (so called since I only got it reported from nVidia owners, making me think it was a driver bug), the combat-relation list didn't switch to scrolling mode at all, and avatars didn't have outlines, so my suspicion is that it only happened in fights that were large enough that the list overflowed the bottom of the screen, and where at least two consecutive characters in the list had hats with "lens flare" effects on them (which also render index-lessly), explaining why it was almost impossible to find how to reproduce the problem.
Awesome find
Barbiz
Posts: 3
Joined: Mon Dec 02, 2024 5:29 am

Re: Game Development: Orange Alchemy

Post by Barbiz »

Thank you for a potions update !!!
But could you please make the potions effects stronger, or % based, as is they do not give an effect that is meaningful :( +40str with elixir doesnt help the 900str miner :(
Malagast
Posts: 15
Joined: Fri Nov 22, 2024 12:56 am

Re: Game Development: Orange Alchemy

Post by Malagast »

Great update! A recipe book for food that has a filter for the attributes they can boost ... or even an encyclopedia of all food materials/ingredients categorized by food type and the attribute boosting properties they have/can transfer over to a dish would be cool too. :o
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Robben_DuMarsch
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Joined: Wed Sep 28, 2011 2:58 am

Re: Game Development: Orange Alchemy

Post by Robben_DuMarsch »

I suppose this likely confirms that we're missing the June 5th 6 month date of next world.

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