Welcome To The Rice Field

08.11.2019by admin
Welcome To The Rice Field Average ratng: 4,8/5 9378 reviews

Replaces the launch noise of the fat man with Papa Franku's legendary words, 'Welcome to the rice fields motherfucker'Working on a way to get the launch to just say Welcome, and the explosion sound to be changed to 'to the rice fields motherfucker' but so far can't find the fat man explosion sound file, GG at labeling things poorly Bethesda.Changelog (Version v2.0) Made the reload sound Pink Guy saying 'b0ss pls' and timed it up with closing the bolt in the reload animation.Version 2.0 Demo here.

No content has been released publicly, this concerns changes to the internal dev branchFor the first time, we've added unique non-central-biome content! We've started adding content to the Far East biome.

WELCOME TO THE RICE FIELDS from Imgur tagged as Rice Meme. WELCOME TO THE RICE FIELDS from Imgur tagged as Rice Meme. Sign up quick AF. By signing up, you. Check out WELCOME TO THE RICE FIELDS. It’s one of the millions of unique, user-generated 3D experiences created on Roblox. Let us acquire the rice my brothers.

The Far East has received a unique crop: rice. It can be combined with chicken and cabbage to create a full meal. There are three new production chains for happiness items. Firstly, there's tea. Grow tea leaves, process and dry them and your cook will be able to make tea.The workers are still default-pink, that should be different next weekSecondly, you can make porcelain. There's a unique ore in the Far East: kaolinite.

When it's mined, a stonemason can use it to make raw porcelain. This should be fired twice in a kiln to make glazed porcelain.The last new production chain concerns silk. You need to grow special bushes that cater to silkworms. Harvest their cocoons and process them in a special spinning wheel to make silk threads. A tailor can use the threads to make silk, which are required to make for example silk pillows.

The

PathfindingWhile I've been working on new models and icons for the new content, Zun was working on the pathfinding. It worked decently in 99% of the situations, but pathfinding errors were still some of the most common problems. He rewrote quite a bit of it, and it should cause a lot less errors with better performance now!Instead of clustering in the banner, unemployed colonists wander around for a bit now:And the new pathfinding system also has another feature; right-click a colonist to see where he's going. Realistic StockpileLast week, we talked about our plans for the future. Lots of people were enthusiastic about our idea for realistic stockpiles, allowing us to make transport of items in for example minecarts a feature.

But there was also a decent amount of criticism. People like the current system because it was easy to use and dislike having to search through crates for specific items.Firstly, it's not our intention to ever make transport a significant problem in the early game. The game shouldn't be too challenging at first. Just like in real life, transportation of objects should be a significant challenge when you're running a civilization with big factories and large cities, not when you start a small commune with a handful of farmers.Secondly, if we ever come around to adding the realistic stockpile, we'll try add a way to partly or totally revert the feature. A simple way could be to add a setting to dramatically increase the carrying capacity of crates/colonists/couriers. Another way could be allow people to re-enable 'magic' crates.

Welcome To The Rice Fields Intro

Whatever we'll do, we're not planning to overly complicate the early game!Bedankt voor het lezen!// // // colonysurvival.nl // discord.gg. The inventory system of the old Zeus games was awesome: you could set each warehouse or granary to allow, refuse, get, or empty any of its resources, and set the level of that resource that's allowed in that warehouse, with a graphic representation of how much of each resource was in each warehouse.You'd set your warehouse near your gold mines to allow gold ore to be deposited, but you'd set your warehouse near your gold smelters to GET gold ore (up to, say, half of the warehouses capacity). This would allow the workers at your gold mines to offload mined ore quickly, and would make sure that the workers at the smelter didn't have far to go to get ore, with the warehouse workers doing the transport between the two warehouses.Another recent game that uses this type of storage system (that I recently finished and enjoyed tremendously) is Lethis: Path of Progress.

If you guys want a suggestion,having two types of Blocks for inventory:A Crate, with a small capacity and settings to how many of each item to keep stored in it.A 'Stock area', much greater capacity, but costly both to make and its occupied space (a 4x2x2 block, for example). The banner could act as one of that for easier early game.Carriers would transport items based on Crates settings. Only player and Carriers can access Stock Areas.

Filthy Frank Rice Fields

Would need to be able to set item transport priorities.The player could access all storages magically, or as @Fatsquid suggested, an NPC would try to deliver items requested by player.The carriers could be a set of unspecialized workers, or everyone who doesn't have a job. So they wouldn't be just hanging out near the banner all day.I see many possible bugs in this suggestion I made. But please let me know if you guys want more details or a better explanation.