Progress From May 8-14th : Modular Fences, Rabbit, With Alchemy & Eggs

Andrew: Greetings everyone! This week-

Modular Fences

Fancy fences? Here’s two variants that are now found throughout the Town. I made various sizes and pieces that all fit together and can be placed throughout the land!


Hedges on Ledges

Also placed around town, hedges and their dirt beds underneath.


Running Rabbit

Here’s a preview of the fleeing bunny from the player. Watch him run.

Running Rabbit

I’m gonna get you. 🙂


We now have a new equation for combining ingredient effects. An effect’s potency is no longer simply calculated as an average of all properties found in a mixture. Instead, a mixture must contain an elemental property in at least 2 ingredients for it to appear in the resulted mixture and uses the following equation:

For each elemental property found within the mixture of ingredients, the potency = (nm)/(x+1).

Where n is the sum of the elemental properties’ potency among all ingredients, m is the sum of opposing elemental properties’ potency among all ingredients, and x is the amount of ingredients without the corresponding elemental property.

The duration of these effects, however, is a whole other can of worms, which we won’t get into today. Besides, it is subject to change at this point.

Egg-quippable, Throwing Eggs


Not only can eggs be consumed, they can also be equipped and thrown.

Misc Improvements & Bug Fixes

• Item info now displays an item slot’s combined weight (amount x weight), as well as the weight of a single item.

• Larger weapons now play lower-pitched hit sounds.

• Pumpkins can now be destroyed!

• Fixed bug where all shoes’ condition in your inventory would decrease when taking steps, rather than just the ones equipped/worn.

• Broken items no longer appear in quickslot toggling.

• Fixed mounting while crouching animation bug.

• Fixed bug that would occur when trying to refill/renew weapon incandescence. This used to cause the effect to cease.

Have an egg-cellent weekend!


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