Home Wiki Codex Forum Donations Portal

Beehive changes

Keep track of this topic. All announcements and short-term rules will be written here.

Re: Beehive changes

Postby +Colibri on Wed Jun 14, 2017 6:59 am

Those are actually 2 clusters, you have to click the center of each. Though, even clicking the middle of both should actually count as if you clicked the edge of one or the other, so this seems to still be an issue with the edge. Thanks for the screenshots.
+Colibri, Administrator of UO Excelsior Shard

Don't know what the purpose of your life is? Well then make something up! ;)
(Old Colibrian proverb)
User avatar
+Colibri
Administrator
 
Posts: 3213
Joined: Sat Feb 25, 2006 4:08 pm
Location: static void Main

Re: Beehive changes

Postby Fiacha on Thu Jun 15, 2017 1:21 am

Miranda Ventrata wrote:Gotta find a large cluster of grey, and click a grey dot that isn't near any yellow.


see this makes sense I didn't understand that before thank you
User avatar
Fiacha
Grandmaster Scribe
 
Posts: 91
Joined: Sat Aug 22, 2009 1:39 pm

Re: Beehive changes

Postby Miranda Ventrata on Thu Jun 15, 2017 2:09 pm

In all the bugged pics you provided, it is next to a yellow, cant click next to a yellow.
Miranda Ventrata
Elder Scribe
 
Posts: 140
Joined: Thu Jul 23, 2015 12:45 pm

Re: Beehive changes

Postby +Colibri on Thu Jun 15, 2017 6:37 pm

With today's restart, we changed the way grey spots appear - they can no longer appear close together in a way that would form a single big spot.
+Colibri, Administrator of UO Excelsior Shard

Don't know what the purpose of your life is? Well then make something up! ;)
(Old Colibrian proverb)
User avatar
+Colibri
Administrator
 
Posts: 3213
Joined: Sat Feb 25, 2006 4:08 pm
Location: static void Main

Re: Beehive changes

Postby fixxer1963 on Thu Jun 15, 2017 10:09 pm

Gaara wrote:
Miranda Ventrata wrote:However perhaps have a feature that turns off the beehive animation

You can do this with easyuo btw :P


I would love to have the script to turn off animation. Not permanently. But I have a Steam script to open beehives, and it would be easier to set up first time if I could turn off the animation.
Do you have a link to that script?
Hawke Armstrong/FiXXer
User avatar
fixxer1963
Legendary Scribe
 
Posts: 211
Joined: Tue Apr 01, 2014 5:43 pm

Re: Beehive changes

Postby Wil on Fri Jun 16, 2017 8:52 pm

+Colibri wrote:With today's restart, we changed the way grey spots appear - they can no longer appear close together in a way that would form a single big spot.



ImageImage
Image

The algorithm is building a larger radius of gray than you think it is.
User avatar
Wil
Legendary Scribe
 
Posts: 349
Joined: Mon Dec 30, 2013 1:19 pm
Location: Virginia, US

Re: Beehive changes

Postby Wil on Wed Jun 21, 2017 8:11 pm

FYI, I continue to get merged dark spots at a rate of 7%-10%.
User avatar
Wil
Legendary Scribe
 
Posts: 349
Joined: Mon Dec 30, 2013 1:19 pm
Location: Virginia, US

Re: Beehive changes

Postby +Colibri on Tue Jun 27, 2017 6:51 am

Update to the hive appearance: when a hive does its daily cycle, the bees will go inside (the bee animation is removed). When you doubleclick the hive, the bees come outside again. This way, it is easier to doubleclick hives (so all those bees arent in the way), also you get a visual feedback about which hive was already tended to, and also so you know when their daily cycle is.
+Colibri, Administrator of UO Excelsior Shard

Don't know what the purpose of your life is? Well then make something up! ;)
(Old Colibrian proverb)
User avatar
+Colibri
Administrator
 
Posts: 3213
Joined: Sat Feb 25, 2006 4:08 pm
Location: static void Main

Re: Beehive changes

Postby culichi on Tue Jun 27, 2017 5:38 pm

wow! that sir is 110% genius
culichi
Elder Scribe
 
Posts: 186
Joined: Fri Aug 22, 2014 9:04 pm

Re: Beehive changes

Postby Octavius Thorn on Tue Jun 27, 2017 9:55 pm

... ive seen.. this thing.. be updated... way too much... Maybe a tailoring update? A nice couple of hard to get robe layer recipes get us past y2k like the newb beehives clearly already are.. :D
User avatar
Octavius Thorn
Grandmaster Scribe
 
Posts: 95
Joined: Tue Sep 06, 2016 3:34 pm
Location: Orlando, Florida

Re: Beehive changes

Postby culichi on Tue Jun 27, 2017 11:16 pm

well the beehive thing is pretty huge for those of us that do bees but I agree id really like to see new facets open so we can get all those new robe slot options as well as cake shield and other cool stuff
culichi
Elder Scribe
 
Posts: 186
Joined: Fri Aug 22, 2014 9:04 pm

Re: Beehive changes

Postby +Colibri on Wed Jun 28, 2017 8:58 am

Octavius Thorn wrote:Maybe a tailoring update?


Looks like we have a mind reader over here. Tailoring is currently being reworked to the new system. I think I should get one of those tinfoil hats.
+Colibri, Administrator of UO Excelsior Shard

Don't know what the purpose of your life is? Well then make something up! ;)
(Old Colibrian proverb)
User avatar
+Colibri
Administrator
 
Posts: 3213
Joined: Sat Feb 25, 2006 4:08 pm
Location: static void Main

Re: Beehive changes

Postby Octavius Thorn on Wed Jun 28, 2017 3:50 pm

+Colibri wrote:
Octavius Thorn wrote:Maybe a tailoring update?


Looks like we have a mind reader over here. Tailoring is currently being reworked to the new system. I think I should get one of those tinfoil hats.



very cool! :woot:
User avatar
Octavius Thorn
Grandmaster Scribe
 
Posts: 95
Joined: Tue Sep 06, 2016 3:34 pm
Location: Orlando, Florida

Previous

Return to Announcements

Who is online

Users browsing this forum: No registered users and 0 guests