I just saw the latest change to cotton seeds.
It sounds cool. But does it mean you have to build a bow and arrows now to shoot down cotton seeds before you can produce cloth? To get bow and arrow, you have to build the armory? None of these plans are available in the usual settlement maps.
Or are there other ways to get the seed?
It sounds cool. But does it mean you have to build a bow and arrows now to shoot down cotton seeds before you can produce cloth? To get bow and arrow, you have to build the armory? None of these plans are available in the usual settlement maps.
Or are there other ways to get the seed?
A hatchet and some jumping?
Attachment: Cotton.webm - Hatcheting Cotton (1492k)
PS: is there a reason why the armory and weapon stuff is disabled in some rounds?
You could e.g. kill piranhas with a bow or mine rubies with explosive arrows.
You could e.g. kill piranhas with a bow or mine rubies with explosive arrows.
The storyline-missions are supposed to introduce elements slowly and weapon production was supposed to start in Dark Castle.
For the worlds most stuff can be activated. I think there's usually just a list of exceptions of plans that make a round too easy. For example Gem Grabbers you cannot build the shipyard, but you have to discover it on a remote island first.
For the worlds most stuff can be activated. I think there's usually just a list of exceptions of plans that make a round too easy. For example Gem Grabbers you cannot build the shipyard, but you have to discover it on a remote island first.
You can get the seeds with bow & arrow, hatchet, sword and the sickle. Plenty of ways, I'd say!
The plant could indicate for a longer time that the balloon is ripe and will soon float away. E.g. the branch anto which the plant is growing is going up without letting the balloon go just yet.
When ripe, the fruit changes colour from green to purple. Also, some time before it starts floating away the fruit visibly shakes. After detaching, the fruit floats for a short while at ground level.
With this new change, however, it would be nice if one could harvest the fruit before it detaches (I didn't implement that because it wasn't necessary back then).
With this new change, however, it would be nice if one could harvest the fruit before it detaches (I didn't implement that because it wasn't necessary back then).
I still don't think it's necessary. The shaking tells you when you should head to a plant in order not to miss the fruit.
Additionally, when planting own cotton fruits you will most likely plant them underground or at least put a roof above anyway.
Mh, if you want to make it easier, you could have the fruit gain height slower? As in: float above the ground for a bit longer. That would effectively have the same outcome.
Additionally, when planting own cotton fruits you will most likely plant them underground or at least put a roof above anyway.
Mh, if you want to make it easier, you could have the fruit gain height slower? As in: float above the ground for a bit longer. That would effectively have the same outcome.
Even when I initially made cotton, I feared that people might be annoyed to have to wait in front of the plant until the magic detachment happens. Or think this is a bug. But I don't know.
It clould float more like an air-filled balloon, maybe. so it would slowly tumble across the landscape in big arcs. so even if winds push them high up, they could be found touching ground within a short walk.
Do you have a mathematical description of a floating balloon?
The problem I see with this is that if the landscape is not flat, seeds will often bump into the landscape and stop.
If they are supposed to fly close to the ground but not touch it, it could be something like:
But not all seed should follow this strategy. Otherwise we will never get plants e.g. on the other islands in Gem Grabbers. One idea would be that of the three seeds, one follows the current pattern, one stays close to the ground and the third does something random.
If they are supposed to fly close to the ground but not touch it, it could be something like:
desired_height = 50 + Min(200, FrameCounter() - takeoff_time);
if (GBackSolid(getx, gety + desired_height))
{
ydir -= 10; // Too close to the ground - float up!
}
else
{
ydir += 10; // Too high = float down!
}
But not all seed should follow this strategy. Otherwise we will never get plants e.g. on the other islands in Gem Grabbers. One idea would be that of the three seeds, one follows the current pattern, one stays close to the ground and the third does something random.
Then the seeds would oscillate with a high frequency around the desired height.
What's the problem with the current approach? D:
What's the problem with the current approach? D:
Depends on how often you adjust the speed. If you adjust less often or only by small amounts, movement should be more stable. Also, there will be some noise in the surface structure.
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