Since hotspot upgrading is not in, they were requiring an unobtainable item in order to craft.
They now only require oak planks and steel bars. The ammounts have been increased to compensate for the lack of upgrade mechanic.
Improved the firemaking repeat pulse. Logs are now consumed after the space is verified, preventing loss of logs when running out of room. Additionally, the timing has changed to match the animation better.
Firemaking now also repeats when done by using a log on a pyrelord. This requires a tinderbox in your inventory, so that the pulse can be interrupted by dropping it.
Also fixed the bug where pyrelords could light logs you didn't have the firemaking level for.
As a temporary feature until making flatpacks is implemented, working at a workbench will simply consume planks for construction exp. Less clicking than creating and destroying tables over and over.
Each plank type requires a specific construction level and workbench tier to use.
Using any of the essence pouches on a bank booth, bank chest, or banker npc will refill all the pouches in the player inventory, as well as their familiar.
When runecrafting, if the player runs out of essence then essence will be withdrawn from the familiar and pouches.
Both of the previous functions only work on pure essence, not rune essence.
Also moved the Ourania teleport closer to the altar.
Interacting with the fancy dress box in the costume room of a player owned house will allow access to this extra storage.
Items stored in this bank count as "worn" when doing treasure trail emote clues.
Shoving coke no longer requires intense clicking, the player will keep shoveling until the stove is full.
Adding ore that requires coal to the conveyor belt will take the needed coal from the gold satchel, if carried.
Pouches are not consumed. Points are not lost when summoning. However, lifespan is directly tied to summoning points, and the familiar despawns at zero points.
Created a new pouch storage that can be accessed from the summoning tab by pressing "call pet" when no familiar is active. This allows freely switching familiars as long as points are maintained.
Special move points start at empty instead of full, and replenish 1 point every 3 ticks instead of 15 points every 50 ticks.
Only coal will be used from the satchel when smelting, the other ores must be in the inventory (to prevent smelting more than you can carry).
Bars and gems (cut and uncut) can now also be stored in the satchel.
When attacking a 2x2 or larger creature from the SW, attack range would be reduced. Most noticeable on halberds. Fixed by checking the closest tile when attacking from a distance.
Fixed the exp rate for mind and fire runes.
Combination runes now also get double exp like the rest of runecrafting, and all of them give the same exp as lava runes
Added a message when crafting combination runes without a binding necklace.
Default exp rate is now 1.0, Restored the option to select 10x (no longer limited to hardcore ironmen)
Restored option to select hardcore ironman mode.
Permadeath now properly clears the custom satchels.
Ironmen can no longer trade (custom feature allow untradebale items to be traded was allowing ironmen to trade all items with a warning)
Implemented option to select Boosted mode
This was caused by items being unequipped and re-equipped on login to verify that the player meets the requirements to use it. As a consequence of this bugfix, if the requirements for an item change (like a new quest comes out) then the item won't be forcibly unequipped. I can live with that though.
Runecraft with one essence at a time instead of the whole inventory at once. Doubled rune and exp output to compensate.
Also, Ourania and Combination runes are now affected by rune multiplier.
All elemental runes share the same level, exp, and multiplier as air runes.
Add small multiplier for Soul Runes.
These satchels are normally from creature creation. The custom versions can be crafted by using an enchantment spell on hides, and have a stackable inventory that only stores certain items.
- Plain: Level 1 enchant on Blue D hide. Carries anything but can only be emptied by using it on a bank booth.
- Green: Level 2 enchant on Green D hide. Carries any seed or herb. Harvesting farming plots with the satchel equipped returns noted produce.
- Red: Level 3 enchant on Red D hide. Carries summoning charms. Charms dropped by mobs are automatically added to the satchel.
- Gold: Level 4 enchant on Dagannoth hide. Carries ore. Smelting at the furnace will use ore in the satchel.
- Rune: Level 5 enchant on Suqah hide. Carries catalytic runes. Spells will use runes in the satchel.
- Black: Level 6 enchant on Black D hide. Placeholder, as I don't have a use for it yet.
commit 3177468c3261b783bdab2486e939121d7d28bff3
Author: randy <randy@in.snowlab.cc>
Date: Mon Feb 24 20:35:53 2025 -0700
Final touches on teleorb
commit e7b41fbf509150ef489ab2644e55b0d5baaec638
Author: randy <randy@in.snowlab.cc>
Date: Mon Feb 24 19:22:04 2025 -0700
Added new teleorb file
commit f99da5b28817ab5b03fe0506f0e9442d463381a8
Author: randy <randy@in.snowlab.cc>
Date: Mon Feb 24 19:20:56 2025 -0700
Implemented Strange Teleorb as a custom teleport item
Implemented Strange Teleport as a custom teleport item
This item is crafting by casting Charge Air Orb on the Abyssal Rift at the center of the abyss. It can be inspected to save a location and add charges, and can be activated to teleport to the saved location. Charges require 20 law runes or an additional orb.