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Vaughn “Drathy” Royko
KeymasterGreat stuff as usual @Quantum-Leap
Resting time is currently based on the following factors:
- Time of day (or night) – you wake up more during the day.
- Camping skill.
- Whether you are facing a fire or not.
- If an enemy is near or you take damage, your rest will be interrupted.
These factors allow you to control the times a bit. Simulation/realism wise, you won’t be able to dictate sleep pace yourself because of the environmental factors at play. I think going forward though, to allow even further control, there should be a difference between “Sleep” and “Rest” as resting is something you would be able to control directly.
There’s a couple considerations before changing UI and control schemes as we have to cater for both touch displays, keyboard only interfaces, mouse only interfaces and a combination. Not to mention the multitude of resolutions. Breaking up the bars on larger resolutions could work though.
New context-specific menus are a good idea for sure, especially for tile interaction. This is noted on the todo list.
Vaughn “Drathy” Royko
KeymasterThanks for the reports! Will look into tonight!
Vaughn “Drathy” Royko
KeymasterHey there,
Check the Wiki for more information regarding item recipes: http://www.unlok.ca/wiki/wayward/items/
A stone shovel is: x1 Sharpened Rock, x2 Pole-like, x1 String.
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This reply was modified 11 years ago by
Vaughn "Drathy" Royko.
Vaughn “Drathy” Royko
Keymaster@KageWraith Yikes! What a bug! Which browser are you using? Here’s a fix for that though. Load up the page and paste this in your console:
var playerFix = JSON.parse(localStorage.getItem('player')); for (var i in playerFix.invItems) { if (!playerFix.invItems[i].type) { playerFix.invItems[i].type = "pileofsnow"; } } localStorage.setItem('player', JSON.stringify(playerFix));
Then start the game normally!
Vaughn “Drathy” Royko
Keymaster@JamesIII Now that needs to be a mod! 🙂
March 17, 2014 at 11:29 am in reply to: 1.7 Not able to place then light any kindling or fuel of any sort. #4624Vaughn “Drathy” Royko
KeymasterHey there, as I stated above, they all have to be in your inventory now. There is still some improvements to be made with these interactions, so hopefully both can possible going forward.
March 15, 2014 at 12:35 pm in reply to: 1.7 Not able to place then light any kindling or fuel of any sort. #4620Vaughn “Drathy” Royko
KeymasterThere’s many different methods to get a fire going. Here’s a basic example scenario:
“Start Fire” with a Hand Drill with the following in your inventory: Log, Kindling, Tinder.
Vaughn “Drathy” Royko
KeymasterchangeTile(change, changeX, changeY, stackBypass)
change: String of tiletype.
changeX: X coordinates of changed tile
changeY: Y coordinates of changed tile
stackBypass: Can use: true, false, or not set. If set to true, it will ignore any stack of tiles on that location, and overwrite them all.Example:
changeTile(‘dirt’, 250, 250, true);To get a listing of all tiletypes, type ’tiletypes’ without quotes into your console.
spawnMonster(monsterType, x, y, bypass)
monsterType: String of monster type.
x: X coordinates of spawn.
y: Y coordinates of spawn.
bypass: Can be: true, false, or not set. If set to true, it will spawn the monster even if it shouldn’t be spawned there (wrong tile, over monster, over player, etc.).Example:
spawnMonster(‘harpy’, player.x+2, player.y+2, true);To get a listing of all monster types, type ‘npcs’ without quotes in your console.
Vaughn “Drathy” Royko
Keymaster@Quantum-Leap Thanks for the work and feedback! Temperature and more distinct biomes are coming as well 🙂
Vaughn “Drathy” Royko
KeymasterDid you at any point in your game put that amount of meat into a bag, chest, or ground for it to show up in your inventory at a later point?
Vaughn “Drathy” Royko
Keymaster@Mystaleo Yikes, that is very weird. I heard a similar instance of invisible rotten meat coming after a rafting trip. I am assuming there was a bunch of rotten meat sitting in a chest or bag or ground somewhere that somehow got to your inventory… but I’ll check on this.
Vaughn “Drathy” Royko
Keymaster@Inverted Yep! That’s the issue we are having. We can’t make the error happen on purpose.
Vaughn “Drathy” Royko
Keymaster@amozart Thanks!
Bugs:
1. Added to todo!
2. Good point, will look into options for fixing this.Issues:
1. Right clicking on an item will always drop it in front of you, so I’m not sure how it would be counter-intuitive. Right clicking an item will move an item into a wooden chest because you are literally dropping it in front of you, into the chest.
2. Will look into. I didn’t realize it made that big of a difference.
3. This should not be an issue if you hover over the dialog? Will improve though.
4. Good point!
5. Not if you try to start a fire on a tree 🙂
6. Treasure is sometimes rare, will look into balancing this.Vaughn “Drathy” Royko
Keymaster@SpazMan777 Thanks for the bug reports, comments, and for the stream!
Unfortunately, I couldn’t reproduce those bugs at all, but I’ll keep looking. I noticed them on your stream so they do exist!
Issues:
1. Hobgoblins are pretty stupid… haha.
2. This will change in a future patch a bit.
3. Intended.
4. Good point!
5. Bug!Feedback:
1. On the todo!
2. May be changed in the future; however, if you equip 2 light objects, it doubles the effect for now.
3. Good idea!
4. Noted!
5. Good idea, but adding it to your quickslot, equipment or moving it to the end of your inventory should achieve a similar result.
6. Good idea!Vaughn “Drathy” Royko
KeymasterVery cool stuff! Have you considered making a mod?
First two ideas are great and have added them to the “to do”.
I feel like a larger land mass would be far too easy in terms of survival. I think most people would prefer the island survival setting, but again, I have no problem with a mod if some people prefer this as well. As for Perlin Noise itself, I’ve found it very slow in JavaScript. The Midpoint displacement algorithm I am using has always been leaps and bound faster than any Perlin Noise i’ve tried – but maybe I can revisit that if that isn’t the case anymore.
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