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Make Crates constructable, and sealable #8785

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merged 1 commit into from Sep 3, 2014

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@Snaaty
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commented Sep 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.

@Zireael07

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commented Sep 2, 2014

Great!

"difficulty" : 0,
"time" : 10,
"components" : [
[ [ "2x4", 4], ["nail", 12] ]

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@KA101

KA101 Sep 2, 2014

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The lid's probably near an opened crate--I'd be OK with only requiring nails.

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@Rivet-the-Zombie

Rivet-the-Zombie Sep 3, 2014

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I'd be OK with only requiring nails.

Seconded.

@KA101 KA101 added the ready label Sep 2, 2014

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commented Sep 2, 2014

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.

@i2amroy

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commented Sep 3, 2014

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).

@Rivet-the-Zombie

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commented Sep 3, 2014

This might be useful if you want to lock your stuff away, so that no sneaky NPC may take it.

I'm behind this 100%.

@KA101 KA101 self-assigned this Sep 3, 2014

@KA101 KA101 merged commit e5f0811 into CleverRaven:master Sep 3, 2014

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@Snaaty

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commented Sep 3, 2014

Yay,I thought about the lid idea myself, perhaps we could include an actual lid in the construction/deconstruction recipes?
So, when constructing, the player may choose to use a lid (if he has one) or more 2x4s, when deconstructing, he gets a lid? (is that possible?)
Although I take it you're already happy with how it is now, because you already merged?

Also, I thought there were some merge-conflicts here. Did you resolve them, or what happened?

@Rivet-the-Zombie

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commented Sep 3, 2014

Also, I thought there were some merge-conflicts here. Did you resolve them, or what happened?

@KA101 is magic.

@KA101

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commented Sep 3, 2014

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. ;-)

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commented Sep 3, 2014

Generally, how do I resolve merge conflicts, or how do I even look at what exactly is the merge conflict?
Also, thanks Rivet! ;)

@Snaaty Snaaty deleted the Snaaty:Crates branch Sep 3, 2014

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commented Sep 3, 2014

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.

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commented Sep 4, 2014

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.

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