Salem V1.1.8 Windmill Revamp

Announcements of major changes to Salem.

Re: Salem V1.1.8 Windmill Revamp

Postby reeper_aut » Fri Jan 08, 2016 4:18 pm

you have 3 floors to build big barrels in now!

why not mix the flour?
didn't we have that once?
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Re: Salem V1.1.8 Windmill Revamp

Postby Kandarim » Fri Jan 08, 2016 4:21 pm

not that I'm aware.
You could always mix stuff of the same type but with different purity, but you could never mix different types of flour or meal to arrive at generic stuff (sadly).
I have neither the crayons nor the time to explain it to you.
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Re: Salem V1.1.8 Windmill Revamp

Postby Taipion » Fri Jan 08, 2016 4:30 pm

Zapt13 wrote:I'm not sure the Feasting Table hitbox fix went out quite right. I've since picked this up to realign it and I can't set it down. I've moved as much as I can out of the way, now I'm sure I will KO and drop this into oblivion.

Great graphics, tho!

Edit: Was able to finally place it similar to this shot, but farther in to the room. Before it was against that left wall, which is where I'd like to put it back to.


Something went wrong here for sure, my table was turned 90° (or possibly 270°) after the patch, and cant be placed in any reasonable way, please fix the tables box, thanks.
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Re: Salem V1.1.8 Windmill Revamp

Postby Procne » Fri Jan 08, 2016 4:30 pm

Kandarim wrote:not that I'm aware.
You could always mix stuff of the same type but with different purity, but you could never mix different types of flour or meal to arrive at generic stuff (sadly).

You used to be able in jorb times. You would receive generic flour (used by oatmeal crackers or pie dough for example). It was pretty dangerous - if, for example, you wanted to mill wheat flour but had 0.01 oeatmeal flour in a drygoods bag - you would get a lot of generic flour. Flour mixinf was pretty useless, annoying and it's a great thing it has been removed
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Re: Salem V1.1.8 Windmill Revamp

Postby Kandarim » Fri Jan 08, 2016 4:49 pm

oh - I don't actually remember that anymore.
Great, now I'm contemplating how long I've been playing this game.
who else remembers the horrible paradox forums ? :)
I have neither the crayons nor the time to explain it to you.
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Re: Salem V1.1.8 Windmill Revamp

Postby reeper_aut » Fri Jan 08, 2016 6:46 pm

it was gone shortly after i started. @Kandarim

we have the same system wie oil or food. mixing meat druing cooking for example
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Re: Salem V1.1.8 Windmill Revamp

Postby MaxPlanck » Fri Jan 08, 2016 6:54 pm

I wish we could flour mix like when you mix different cloth types so I can get an all around food to spam glut and not worry about the different biles or worry about carrying two different dry goods bags of oatmeal + barley, etc.
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Re: Salem V1.1.8 Windmill Revamp

Postby Lallaith » Fri Jan 08, 2016 7:05 pm

I remember that flour mixing, it was better to mix flour than use t1 iirc.

Thanks for the update, but i am really not happy with the crow situation. The 'questionably effective scarecrow' looks silly, ugly, and not like something that belongs in salem at all, and has a tiny radius. I'm supposed to spam a ton of these dumb looking things all over my fields or waste lots of time shooing crows? I have a large base with many fields, no thankyou. Please at least make them look like something that belongs in the game.
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Re: Salem V1.1.8 Windmill Revamp

Postby Taipion » Fri Jan 08, 2016 7:07 pm

Lallaith wrote:Please at least make them look like something that belongs in the game.

+1

Cost and effect are probably ok, but yea, they don't look like they belong here.
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Re: Salem V1.1.8 Windmill Revamp

Postby JohnCarver » Fri Jan 08, 2016 7:11 pm

Will try to see what is going on with feasting tables.
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