jajohn Report post Posted January 26, 2009 I have this idea: make mules able to harvest some plants from level 10 or something like that 10 level mule is skilled and I thnk it could "pick flowers with its mouth and put them into bag" it might be slow way of harvesting(half normal harvest speed,or something like that) OR create a shapeshifting god- that would give you more EMU while muled,or would allow you to harvest some small plants. I don't see mules effective now as they are,only good for instances a little. but I don't want to make them something extra on the other side,so I think the god is not a bad sollution to this. Please respond;) Share this post Link to post Share on other sites
LabRat Report post Posted January 26, 2009 The reason that mules can't do anything useful (apart from be what they are - mules) is that the client crashes if a level is achieved and eye candy is enabled. I could go into the technical reasons but I won't. Suffice to say we know why. Share this post Link to post Share on other sites
DHT Report post Posted January 26, 2009 One player harvests a ton of stuff while the other mules in mule shape - fast way to get all of your harvested stuff to sto, isn't it? How is that not effective? Share this post Link to post Share on other sites
LabRat Report post Posted January 26, 2009 In tests I found that a maxed out mule (me!) can keep up with at least 4 silver miners. One trip to storage and back is 1100 ores Share this post Link to post Share on other sites
fitzer Report post Posted January 26, 2009 The reason that mules can't do anything useful (apart from be what they are - mules) is that the client crashes if a level is achieved and eye candy is enabled. I could go into the technical reasons but I won't. Suffice to say we know why. Well... i didn't look the source code, but i suppose at least a variable is made to declare that the char is in mule form. So i suppose there is a function for level up. So i suppose that in that particular function the mule variable could be passed as argument, so i think it could be really easy to bypass the problem with "if varmule != 1 { eyecandy }" if the variable is not 1 (default value for the variable passed to the function = 0) the eyecandy part is ignored... let me count... 4 lines of code, three new lines (the if one, the closing } and the variable declaration) and one edited (the argument one). Really, i'm sure (i hope) the matter is somewhere else, because it is really impossible that no one think about it Share this post Link to post Share on other sites
Vanyel Report post Posted January 26, 2009 I don't like this idea. My reasoning is rather simple. Mule has no arms, but four legs. Harvesting plants? More like eating them. Harvesting any minerals - simply impossible without an ability of using tools. Harvesting dung? More of producing it (after ``harvesting'' plants). Share this post Link to post Share on other sites
jajohn Report post Posted January 27, 2009 The reason that mules can't do anything useful (apart from be what they are - mules) is that the client crashes if a level is achieved and eye candy is enabled. well,if they cannot do the eye candy,do it like with a/d;) no experience from anything while being a mule. That would enable mixing,but most players wouldn't do it either. However, I did not even want to make them able to mix. But I think the harvesting could be implemented, maybe with some side effects: -the mule eats 3/4 of the flowers,so you get only 1/4 of the normal ammount -the mule stops harvesting after every 50 flowers,because it is boring and there are interesting things happening around -the mule can find a rare stone,but it can't know it is rare,so you would get a message that"jajohn found an animal removal stone but was too stupid to recognize it" or something like this -the mule can get poisoned by eating some bad flowers or by eating too much of them choose some or add some;) but I don't really see any problems in that eye candy stuff Share this post Link to post Share on other sites
ranger_86 Report post Posted January 27, 2009 How about changing the main idea of a mule... like it would cost quite a lot more and instead of shapeshifting into it, you would buy it like a horse with similar limitations. Then you could use it as a carrier for loads of your goods and still would be able to harvest, etc ... it would follow you like the chest from DiscWorld ;-) Share this post Link to post Share on other sites
Roja Report post Posted January 27, 2009 The reason that mules can't do anything useful (apart from be what they are - mules) is that the client crashes if a level is achieved and eye candy is enabled. I could go into the technical reasons but I won't. Suffice to say we know why. That is not why... In tests I found that a maxed out mule (me!) can keep up with at least 4 silver miners. One trip to storage and back is 1100 ores This is why. They're not meant to do more than mule. Share this post Link to post Share on other sites
jajohn Report post Posted January 28, 2009 ranger- this was suggested before and I think it was how the mules were planned to work at the beginning, then it was changed to shapshifting(well,I am not sure about this) Roja- thanks,I like straight answers Share this post Link to post Share on other sites