Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upMake Crates constructable, and sealable #8785
Conversation
This comment has been minimized.
This comment has been minimized.
|
Great! |
KA101
reviewed
Sep 2, 2014
| "difficulty" : 0, | ||
| "time" : 10, | ||
| "components" : [ | ||
| [ [ "2x4", 4], ["nail", 12] ] |
This comment has been minimized.
This comment has been minimized.
KA101
Sep 2, 2014
Contributor
The lid's probably near an opened crate--I'd be OK with only requiring nails.
This comment has been minimized.
This comment has been minimized.
KA101
added
the
ready
label
Sep 2, 2014
This comment has been minimized.
This comment has been minimized.
|
I think the time on construction at least is quite short, but crafting-durations are Funky and I don't have a clear answer ATM. Would think that a sealed crate would take a similar time to making a chair or table. |
This comment has been minimized.
This comment has been minimized.
|
Constructions durations are currently measured in minutes (which is something that should be standardized eventually since crafting uses move points (i.e. 100 per 6 seconds). |
This comment has been minimized.
This comment has been minimized.
I'm behind this 100%. |
KA101
self-assigned this
Sep 3, 2014
KA101
merged commit e5f0811
into
CleverRaven:master
Sep 3, 2014
1 check failed
This comment has been minimized.
This comment has been minimized.
|
Yay,I thought about the lid idea myself, perhaps we could include an actual lid in the construction/deconstruction recipes? Also, I thought there were some merge-conflicts here. Did you resolve them, or what happened? |
This comment has been minimized.
This comment has been minimized.
@KA101 is magic. |
This comment has been minimized.
This comment has been minimized.
|
I removed the 2x4 requirement, reduced the nails to 6 figuring that folks could reuse most of 'em, and the merge conflict was fairly straightforward. And there was a time when I wasn't confident in resolving merge conflicts. What Rivet isn't telling you with that flattering comment is that she helped me work out one or two, back in the day. (Not to mention helped me revert something that caused a non-fixable merge conflict, not so long ago.) She's quite competent and we're lucky to have her on the team. ;-) |
This comment has been minimized.
This comment has been minimized.
|
Generally, how do I resolve merge conflicts, or how do I even look at what exactly is the merge conflict? |
Snaaty
deleted the
Snaaty:Crates
branch
Sep 3, 2014
This comment has been minimized.
This comment has been minimized.
|
You'll need a functioning pull system for that, IME (if you can't merge files, you can't get merge conflicts in front of you to fix). Merge conflicts happen when more than one branch changes a given file in the same general area (within about 20 lines, I think). At that point, Git chokes and calls in human intervention. You fix it by manually going into the file, finding the points where Git kindly highlighted the differential code, and fixing it to the required spec. In this case, the construction rework redid the same code your crates covered, so I just needed to make sure your stuff was in a good spot and fill in a missing line. |
This comment has been minimized.
This comment has been minimized.
|
Ah, okay, that explains something, thanks. I had already suspected, that there was some conflict with the constructions menu thing, but I wasn't sure and even less sure how to fix it. |
Snaaty commentedSep 2, 2014
So, if this gets merged, you will be able to construct crates, like the ones occasionally found scattered on the countryside.
Also, you will be able to seal (any) crates. This might be useful if you want to lock your stuff away, so that no sneaky NPC may take it. (Not sure if they won't just smash it, btw.)
Tell me, if the numbers need some changes.