Construction development (14 October 2013)

PkHonor's work in progress and future updates will be posted here.
Locked
Blahblahdie
Fanatic
Posts: 5388
Joined: Fri Apr 19, 2013 6:22 am

Re: Construction development (28 September 2013)

Post by Blahblahdie » Sun Sep 29, 2013 11:36 pm

Mike wrote:
Leviathans wrote:On the test server, when making trees like Magic Trees for example. You need the Bagged Magic Tree and a Water Can (Number) to plant it right, as well as the required level.

I spawned in 8 Watering Can (8) and 8 Bagged Magic Trees (Filling my inventory); but when I went to plant it, it won't let me. It says I need another Bagged Magic Tree; which I spawned it and it worked fine when planting. But I'm not sure if you already have some that it should be saying you need 1 more than how many watering cans you have.
Are you certain about this? Because I tried it and it worked just fine for me. Perhaps you spawned the wrong bagged plants and thought they were magic trees?



Also, 29 september update: players can now choose who can enter their house and who cannot. They can also choose whether to allow guests in their house if they are offline.
The butler has also been fixed, he will now properly keep following you around even if you are adding new rooms to your house. There will also always be a butler in a house (if the home owner has hired one), regardless of whether the home owner is present or not.
Lastly, whenever a player has entered someone's house, a message will be displayed to the home owner that someone entered his house. For those that fear this will result in spam, as of the next update you'll be able to disable all game messages (apart from the really important ones). And if someone is spamming, you can still just add them to your ignore list and prevent from entering.
Does that mean the " ignore list" will be fixed with the release of construction?
Seeing as right now, the only thing it does is prevent them from spamming your trade and pm, but not your chatbox.
Image
Image

User avatar
Megumin
Honor Player
Posts: 2675
Joined: Sat Jun 01, 2013 9:29 pm

Re: Construction development (29 September 2013)

Post by Megumin » Sun Sep 29, 2013 11:38 pm

Will you be able to restrict mods from entering your house?
Image

User avatar
Mike
Programmer
Posts: 6348
Joined: Sun Nov 01, 2009 8:00 pm
Location: PkHonor HQ

Re: Construction development (28 September 2013)

Post by Mike » Sun Sep 29, 2013 11:44 pm

Blahblahdie wrote: Does that mean the " ignore list" will be fixed with the release of construction?
Seeing as right now, the only thing it does is prevent them from spamming your trade and pm, but not your chatbox.
Dang.

I had been looking into this ignore list bug, but I just couldn't find it. All the time I was like "uh everything seems fine to me", but I never checked if public chat is also blocked with this.
Thanks for giving me the one thing I needed to know, now I can finally fix that darn bug :P

Blahblahdie
Fanatic
Posts: 5388
Joined: Fri Apr 19, 2013 6:22 am

Re: Construction development (28 September 2013)

Post by Blahblahdie » Sun Sep 29, 2013 11:55 pm

Mike wrote:
Blahblahdie wrote: Does that mean the " ignore list" will be fixed with the release of construction?
Seeing as right now, the only thing it does is prevent them from spamming your trade and pm, but not your chatbox.
Dang.

I had been looking into this ignore list bug, but I just couldn't find it. All the time I was like "uh everything seems fine to me", but I never checked if public chat is also blocked with this.
Thanks for giving me the one thing I needed to know, now I can finally fix that darn bug :P
Lol ;)
Image
Image

User avatar
Mike
Programmer
Posts: 6348
Joined: Sun Nov 01, 2009 8:00 pm
Location: PkHonor HQ

Re: Construction development (29 September 2013)

Post by Mike » Mon Sep 30, 2013 12:16 am

Update: I've hereby updated and restarted the test server. Any additions and fixes I mentioned in my earlier posts have hereby been applied to the test server!

I had to reset all player-owned house settings because of compatibility issues. Thankfully nobody lost their houses but you will have to get a new butler.

User avatar
B0rnt0b3pk
Fanatic
Posts: 5103
Joined: Wed Apr 10, 2013 8:37 pm

Re: Construction development (29 September 2013)

Post by B0rnt0b3pk » Mon Sep 30, 2013 12:21 am

Great work, Mike and I especially love this...
There could also be flamers in people's houses, and if the home owner is absent (or he's the flamer), moderators wouldn't be able to punish them.
ImageImage

User avatar
Dacat1
Premium Donator
Posts: 148
Joined: Sat Apr 13, 2013 10:24 pm

Re: Construction development (29 September 2013)

Post by Dacat1 » Mon Sep 30, 2013 12:34 pm

Two glitches ive found with the dungeons so far:
1. The icon for the spike trap, is a purple skirt: http://imgur.com/MmXiqb8
2. When building the tentacle pool, spawning in buckets of water (code:1929), it says "You need 20 more buckets of water": http://imgur.com/MmXiqb8
Image

Ecquid tempus digna adipisci massa.

Vitae est mysterium, dum licet uti.

User avatar
Mike
Programmer
Posts: 6348
Joined: Sun Nov 01, 2009 8:00 pm
Location: PkHonor HQ

Re: Construction development (29 September 2013)

Post by Mike » Mon Sep 30, 2013 3:15 pm

Dacat1 wrote:Two glitches ive found with the dungeons so far:
1. The icon for the spike trap, is a purple skirt: http://imgur.com/MmXiqb8
2. When building the tentacle pool, spawning in buckets of water (code:1929), it says "You need 20 more buckets of water": http://imgur.com/MmXiqb8
The first glitch is something that will be fixed with the next client release, the second one I was not yet aware of. Thanks for taking the time to test if everything works :) much appreciated

User avatar
Mike
Programmer
Posts: 6348
Joined: Sun Nov 01, 2009 8:00 pm
Location: PkHonor HQ

Re: Construction development (30 September 2013)

Post by Mike » Tue Oct 01, 2013 1:30 am

30 September update
The portal chamber has been added. Here, you can build three portals:
-> Portal to Bork (costs 100M coins): leads you to a cave where you can fight Bork (and some Ork legions). Killing Bork results in 8 slayer points and 2000 slayer XP. Bork is not assigned as a slayer monster but gives slayer XP and points nonetheless when killed. It will only respawn after you have killed all legions.
-> Portal to Slayer Dungeon (costs 50M coins): Donator-only, leads to a dungeon where you'll find Gargoyles, Abyssal Demons and Dark beasts.
-> Portal to Frost Dragons (costs 200M coins): Premium-only, leads to a dungeon where you'll find Frost Dragons. The most important thing about these is that they drop Frost bones which give 5x as much prayer experience as normal dragon bones.

User avatar
Megumin
Honor Player
Posts: 2675
Joined: Sat Jun 01, 2013 9:29 pm

Re: Construction development (30 September 2013)

Post by Megumin » Tue Oct 01, 2013 1:36 am

Mike wrote:30 September update
The portal chamber has been added. Here, you can build three portals:
-> Portal to Bork (costs 100M coins): leads you to a cave where you can fight Bork (and some Ork legions). Killing Bork results in 8 slayer points and 2000 slayer XP. Bork is not assigned as a slayer monster but gives slayer XP and points nonetheless when killed. It will only respawn after you have killed all legions.
-> Portal to Slayer Dungeon (costs 50M coins): Donator-only, leads to a dungeon where you'll find Gargoyles, Abyssal Demons and Dark beasts.
-> Portal to Frost Dragons (costs 200M coins): Premium-only, leads to a dungeon where you'll find Frost Dragons. The most important thing about these is that they drop Frost bones which give 5x as much prayer experience as normal dragon bones.
STOP GIVING ME ERECTIONS!
Image

Locked