Jaybudd

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  1. Report: The new headers don't play nicely in the mobile layout. Also, Sklo is missing from the dropdown in that layout. Nice work, though!
  2. Would it be possible to make the check something you can do manually, rather than having it check constantly? "Validate building" or such.
  3. If there's nothing better to do with devtime (lol), it doesn't make a lot of sense that BSBs can split items like that but we can't (their combining certain items notwithstanding). We currently can't reclaim excess metal from an enchanted lump without dispelling the enchantment, for example. I can't think of much of a use for splitting items below their minimum weight, other than specifically to game the system in cases like how imping currently works. Most things that only use fractions of items play well with oversized portions already, and if they don't, that's probably en edge case that needs to be reviewed anyway.
  4. Wouldn't really have to be as complicated as bridges inside of buildings. Ramp tiles, built like an opening. Static 15 slope, thus takes 2 to get up the 30 slope from floor to floor. Block movement on the tile below except from the open side. Ugliest solution - "Lower ramp" and "Upper ramp" options. Fanciest solution - One that can intelligently know what level it's starting from. Split-level floor tile planning allowing L-shaped ramps and other interior decorating z-level fun.
  5. The answer lies not in overriding/removing the fine control, but in improving the UI, making less granular changes less utterly obnoxious. Filtering options for that menu + multi-select for mass editing would be a massive step in the right direction. On a related note, why on earth does branding horses give manual permissions to each and every citizen, and not the citizen role?
  6. Not an "autogenerator", but static names in particular are resolved away as optimization. Wastes a lot of memory keeping track of what "ItemList.deadPerch" resolves to, even though that number will absolutely never change. Compare actual CombatEngine source final int attSknum = SkillList.GROUP_FIGHTING; try { // (I removed a bunch of commented code here, as you already know that's removed) attackerFightSkill = performerSkills.getSkill(attSknum); } catch (NoSuchSkillException nss) { attackerFightSkill = performerSkills.learn(attSknum, 1f); } to its decompiled twin int attSknum = 1023; try { attackerFightSkill = performerSkills.getSkill(1023); } catch (NoSuchSkillException nss) { attackerFightSkill = performerSkills.learn(1023, 1.0F); }
  7. At the risk of sounding like a nag, is WU support (Live or Skills, or both) still in the pipeline?
  8. You build the floors in between and then remove them later.
  9. The Unreal Engine supports terrain deformation and all that jazz, but no, I can't say I'm optimistic about it here. It sounds like a fairly generic MMO player housing solution to me.
  10. [RELEASED] Live Map

    Feature request: When at greater than one pixel to one tile (esp the cave renderer), a tile grid. It's a little tricky to line stuff up at distance by eyeballing it.
  11. Minor Granger bug/feature request -- Locking groups is a great feature but currently doesn't persist and will revert to grouping based on whatever you're sorting by the next time you start WA. EDIT: Also, would an option to switch SmilExamined from a timestamp to a countup a la exact age be feasible?
  12. To make this even simpler, the server installation has an appid file to begin with. You could just be telling people to copy that over
  13. I have a few minor annoyances and one actual problem to address this time. The WU server I frequent has an Info chat channel that's used to send.. well, information. Is there any way to get WA to automatically ignore its logs so I don't end up with trillions of Likewise, how can I stop this? And lastly, I'm getting a few of these, not sure what they mean. I did have a hard system crash while the game and WA were running, could your heuristics have gotten corrupted somehow? And how would I fix that without losing all of my timers/triggers/etc? I've had Granger stop updating properly until the next time I attempt to smilexamine a creature, which I'm guessing might have something to do with that.
  14. Well, that code checks to see if it's planted. So I'd guess the code that unplants things when their effective QL drops below 10 is interfering, as a hunch.
  15. Yeah, this is bugged. You can't change the config a player uses from the WU launcher GUI, only by editing the config.txt within their folder to match the new name.