I have genuine nightmares about this type of thing.
I'll check it out when I get back into the office. It's likely that an artist has just put the 1 fruit model on the no fruit tree.
I have genuine nightmares about this type of thing.
I'll check it out when I get back into the office. It's likely that an artist has just put the 1 fruit model on the no fruit tree.
As far as I know these items should all work together. I'll check it out.
EDIT: See Breezy's reply :D
We've hotfixed these to automatically be placed into your currency pouch, however the option to add to the currency pouch on tickets that you've already obtained via this method will not go live until Monday.
There is an improved pathing prototype in the works. It was shown at RuneFest alongside smooth movement.
Think of it as path prediction/interpolation.
Read morePlenty of ideas myself, but balancing and deciding whether it's worth making is a whole other beast.
For example, they could add upkeep to the house for free ways to train various skills. Water your garden for a bit of free Farming XP. Feed your pets for Summoning XP. Tidy up the kitchen for Cooking XP. (Or hell, even season a pot once a week? I dunno.) And just give an option to turn off house upkeep by having the butler do it, so players who don't want their homes to look filthy can do it themselves. I'm thinking something akin to the Mazcab forest, where you run around and get a bit of XP across like 5 skills.
Obviously they could add more rooms like the aquarium. Add a Thieves' gallery that gives perks for each unique piece of art of heirloom stolen. Add a greenhouse for Farming that has its own loading zone like the aquarium, and let us have a few allotment, bush, flower and/or tree patches in there. Add a proper trophy hall that gives minor buffs to Slayer, Fi...
Can I just say that I personally really appreciate posts like this and that your suggestions are sensible and appropriate. Thank you.
I've been designing and coding a better nightshade method today actually, so yes.
Speaking of Easty's farming project...
It's from january, but likely still applies.
We've spoken about that recently (I was the developer that had to mess with all the farming code for this project). We both agree that his rework of the system needs yet another rework and all of the relevant farming data would ideally all be placed into a lovely, organised relational database.
The current system is full of pitfalls, bad code smells, and ridiculous scripting practices from over a decade ago where there wasn't much other choice.
I know theres a risk involved, but with the pipeline in place (used for mining and smithing) to test major changes against the playerbase why not start refactoring code relating to item management? I can only imagine how monumental of a task that would be, but thats all the more reason to start chipping away at the technical debt.
Yep! Part of our workload is eliminating technical debt. If we can create an 'inventory-lite', which essentially only stores the object ID and the amount, then we'd be free to make many variations of these bespoke inventories.
Seed vaults. Herb bags. Rune pouches. Ammo quivers.
Containers for 'simple' objects would be mostly become a non-issue. Things like storm-barns that store farm animals would still fall under the same memory concerns as the objects stored are 'complex' and contain much more information.
As for internal save data of your profile, adding, let's say... 1000 more bank spaces should only be 25-50 KiloBytes in data(ID/Amount/Tab/Etc), and only if the player actually uses said space, which is rare, so it's hard to excuse the current lack of bank space unless it somehow affects performance of the game, which it shouldn't if it's done properly.
Maybe a JMod could chime in, but I'm pretty sure with how the bank and profile is set up in its current state, adding bank space is essentially tweaking a few numbers in various locations, and I think changing all bank boosters from +50 to +100 would solve a lot of problems and make them more appealing as a win/win.
Any unused inventories still require the memory to be allocated. Every single object in this game also has the potential to have variables attached to it (durability, charge, etc.).
We wanted to do something like the OP but got shot down by lead techs, rightly so. They're looking into a more formal solution for an 'inventory-lite' for things like this in the future.
https://twitter.com/JagexOrion/status/1200122041606836229
It's not the same as disassembling them, but I made this a while back.
Thoughts?
I still think "failing" to get sand from sandstone should be removed and higher weights of sandstone should have a higher chance to give more sand.
higher weights of sandstone should have a higher chance to give more sand.
This is the case and always has been :)
Hey!
Please see my comment here: https://www.reddit.com/r/runescape/comments/dvtmxv/can_we_have_an_update_on_this_please/f7fkyfn/?context=3
Quick hide this post from mod onion
👀
Hey, given that you're allowing people to upgrade supreme overload salves to elder overload salves directly, can we get an equivalent recipe for normal overload salves to supreme overload salves? I have several thousand overload salves that look like they're now confined to the history books :(
Very good suggestion and a slight oversight from us. It's going on the list.
We currently have no plans to scale this to 120. I believe it should be the same for various other D&Ds.
This would be great. It's certainly a QoL feature. Doesn't even increase XP/h
Yeah for sure!
We have been talking about it internally.
Buff bar took days and days of investigation from content developers, gameplay programmers, QA and more.
The BoB hotfix, by comparison, was a walk in the park.
This has just been given development time as of literally yesterday thanks to the epic jam production road map. You can thank Mod Osborne for letting me work on it again.
This is stunning!