Zcul

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Everything posted by Zcul

  1. Ok, I added another check so fence ontop building wont check for road.
  2. Probably can make the floors rotateable during planing, as it would/could affect how the tiling will be placed aswell.
  3. This and other bulk create suggestions will most likely result in less bulk assignment jobs for newbies. How can that be fixed? Limiting the economy and having people become more indepentent feels the wrong direction imho. Not saying we should get rid of the click-practice, just saying we need to solve it without loosing that balance, I think? /Zcul
  4. Someone might be practicing catapulting in your vicinity.
  5. it's a known bug its being worked on. The bugged house usually is missing a wall which is causing it to spread out in a most unnatural way during server startup.
  6. Just now fixed a bug that was causing "refreshing" walls on planned structures, so it will get into live environment most likely after weekend. Confirmed by making some donut shaped houses like you described without getting "refreshing" bug.
  7. I'm not employed, but Haradur is - for both Server + Client. He made the code for the new roofs plus the animations and visible armor and loads more!
  8. Hey, Sounds like this is a bug. Building floors and roofs should be prevented before the outer walls of the first floor have been completed. Best regards Andreas
  9. I think this should be the behaviour for dig instead of dirt in inventory /Andreas
  10. No this bug can't stay too many unexpected results and weird things will occur. If anything it should be implemented as a feature and tested properly.
  11. I like this suggestion. What are the potential drawbacks, imbalances or griefings/cheatings that could come from such change? /Andreas
  12. @Ayes I'd say it is a deed perk by design, but maybe some tweak might be in order.
  13. Branch

    Ok made various knife on branch make kindling.
  14. Development Team .

    optimization is being worked on!
  15. This specific check is intentional. The purpose is that building massively high houses should be hard.
  16. Were you walking, dragging something, riding or commanding a large cart?
  17. Thanks for helping with testing! There are some obstacles still with removing the tiles since you can remove the start of your original house. It has to be looked into abit more.
  18. Hi, We have just patched the test server with a new function that I think will work nicely. You can now add tiles to an existing building, and remove tiles from an existing building. Removing tiles means you need to bash all existing adjacent walls and floors on that tile before you can remove the tile from the structure. Please test this properly as it is quite a large change to the codebase and requires alot of testing. Report your findings in this thread! Best regards Zcul
  19. Sheep Panic!

    Look at this cute sheep!!! It doesn't have a home yet, it is still a construct in Saromans modeling tools. Now we need to get this little thing alive and kicking, and that is where you come in. You are hereby invited to suggest whatever recipies and weird things we should be able to make from this. The reward will be: Getting your suggestion implemented in the game! Best regards from your humble servants Saroman and Zcul
  20. The expected behaviour would be to let you drop things into it but not take out, right? /Andreas
  21. How to handle expensive stuff, like maybe jewlery?
  22. Stamina drain should be similar to wall building now. not sure how to reproduce that other bug you describe.
  23. What message do you get when trying to plan the wall?
  24. There are some big challenges with allowing houses to be next door to each other.