Hopefully as the game nears completion, Tango can invite more Hermits for testing. In addition to squashing bugs, the Hermits will also get their first peek at the game mechanics.
Same. Got into watching your stream VODs for DO2, stayed because I like the vibe of the general play/build/shenanigans streams. Full-time home-educating parent on the other side of the Atlantic, no way I can catch a stream live, but I do have enough short bits of downtime in the day to work through a VOD by installments.
@@TangoTek2 to be fair only the 1st playtest round got screwed up by the armor stand being broken, other than that it kinda did work.... dont be too hard on yourself
Hi, Tango. I wanted to give you helpful flashback info that explains why your timeline sometimes disappears, and how you broke those blocks in the replay. The "camera" you look through in flashback is just a player in spectator mode that is placed in the copy world of the replay. That is how you can control the camera. Pressing F1 hides the GUI and let's you move around the world. Since you are just a player in a world, you can also still run / commands. This means at any time, you can switch to creative or survival and start playing in the world, even as the replay is running. You can even type /kill to kill the "camera". In creative, you can place and break blocks in the replay world, like you did in the stream. (59:15 every time you alt+tab to write a note, you were put into creative mode because alt is one of your Axiom hotkeys. If you switch back to spectator, the timeline should re-appear). This lets you edit the look of the replay before recording, however, if you scrub backwards, the block changes are removed. You can also "open" inventories, but the contents are just empty. The blocks placed seem to be mostly visual (placed redstone doesn't function). I have Minihud and I was able to switch to creative, create a spawn radius sphere, and then see that sphere in the replay recording. It's quite bizarre. Anyway, I hope this helps you understand flashback a bit more, and show that there are some very interesting things you can do with it!
There's something about a game about running a chaotic restaurant being made of chaotic noodles. Nothing makes me happier than seeing Tango's joy in squashing the bugs scattered about the kitchen, love seeing the progress ❤
Ohh I love that! Have it be a more difficult item to make and gives more points. Nothing happens if they don't do it, just losing the opportunity for more points. This gives the players a choice!
oh my god im back again just to relive the chaos that is gem and etho's chemistry under the stress of a kitchen like its just so good!!! so much beetroot...
For the possibility of death, maybe a simple solution, have a respawn area just in case, with some lockers to store things, and a chest filled with iron nuggets, and they simply fill their inventory with 35 iron nuggets (giving space for 1 slot), and so if they die, they simply just refill it and come back in once the day has ended.
Put a bed in the freezer where they can’t stand on it. This lets them spawn back in the freezer. This is their life now until their teammate lets them out.
glad to see another has joined the goblin army xD watching etho and gem throw their stuff on the floor makes me wish the mouse thing was all ago - xD even just eat their stuff, would be hilarious to put it on the ground and bam. its gone
I love the use of the Flashback mod to find bugs^^ I mean the mod itself is just awesome, like Axiom from the same dev. just good quality mods that do what they should :)
I'd say make the bug where you have to go on the pressure plate twice to get their order a feature as we all know some people take longer to decide what they want to have
Idea for the bone meal dispenser: 1. you stand on a pressure plate -> a skelleton falls into a big grinder 2. you turn a wheel (item frame) to grind the skelleton to bone meal -> crunching noise 3. the freshly ground bone meal gets spit out from the contraption The skelleton could be recycled with a water stream, if you don't have a skellton spawner nearby.
I'm surprised that Tango is not making honor system rules... it would make his life infinitely easier... for example the meta storage methods (carrot thrown on fence)
I watched Gems perspective of playing and man it is entertaining to watch! I am so excited to see all the other hermits play it when it's done! Awesome job, Tango!!
The problem with the precustomer is just one of the perspective. You need to have the gate which is releasing persons in the queue to act as the player released count. Does not matter if it is a "fake" or normal customer. For this to work zhe gate has to be in sync with the customer release for dressing up. So everytime a customer is sent to dress up, another one is released into the queue. This way you dont have to worry about subtracting or adding 1, but you have to make sure, that only 1 customer is being dressed up at a time and that when game ends, the precustomer is dumped.
Another thing that could add a bit of randomness is putting iron doors between the kitchen and costumers that opens alternately... could catch some hermit shutting it on their faces sometimes, waste a couple of seconds in crucial moments
And you could divide the whole floor into 4 parts with 1 minecart each to just pick up items sometimes without spawning rats for now, so the hermits couldnt do what etho did where he just left all the items on the floor for a long time. It could also be the opportunity to add back the tabletop upgrades if they havent been yet
Very fun testing. As Etho immediately threw items on the floor it would make sense to investigate in some kind of system to prevent this (while still being able to pass items to the other player).
Both watching the bug testing (even though Tango got frustrated) and watching Gem and Etho play made this one of the best watches yet. Keep at it Tango! As you saw, your concept is amazing and you're nearly there. Even with some bugs, it's still a fun time for both players and watchers.
I’m sure someone else has said this, but one thing you could do to fill time at the beginning of a day is make the “bone tree” spit out an actual bone. Then they have to go back to the kitchen and craft it into bone meal, but they get three so it would be worth it!
To fill up the entire inventory, my vision was that you have 35 droppers facing the same hole and that would drop the items down. Each item should be a different name so it is non stackable with the others, so it instantly fills the inventory spaces. Negative: The player needs to switch a blocked item out of the hot bar and that is probably a given to the players when they want to feed an item to the amour stands or fireplace they will do so automatically. Except for Scar. He will fail and it will be hilarious.
It’s looking good! And watching Etho & Gem play was very fun! Unless I’m mistaken, both Cub & Doc made small footprint “rat” creators for xp, & something else. You might could use what they did, in order to save yourself time. Iirc, Cub’s is inside his fireworks factory on the first floor, & Doc’s is on the T part of his swamp storage, somewhat near his bed.
This was a really fun stream, both the redstone debugging and the playtest. You fixed like 5 bugs at the start and the game was pretty much 80% working and is in a *playable* state. You have a tendency to overexaggerate to yourself how broken things really are. The points were accruing, customers were getting fitted and into the restaurant, the detection of the correct item given to a customer worked, the music started, the points sounds were working, the freezer worked, the loss sound mostly worked, the game ends on a loss, the days increment correctly, the tables are reset correctly. You can't say the game is broken when 80% of it is working and it's in a playable state. If you look at the bugs you need to fix, they are not actually that severe: pressure plate, patience, armor stand animation outside the restaurant, flood warning, the day ends a couple of customers early, ...., and that's most of it, not counting unimplemented stuff. Unimplemented stuff is not "broken". The very least you could say is the game is *buggy* , not broken. Broken implies it's unplayable. Buggy implies it's playable. The difference is important mainly because you are too hard on yourself and it's reinforced with the language that you use. The game is buggy, not broken. It's much easier to fix bugs in a game than to fix a whole broken game.
2:28:07 man the white wood from the creaky forest place would be PERFECT for making a spooky lil bone tree! if only that update was coming a bit sooner /:
instead of flood warning, it could be a sprinkler system. would fit the theme a bit better and you wouldnt have to change much other than maybe the sound
one way to possibly deal with trash being tossed on the ground: use Tuff stairs on the base of the floor and put hoppers underneath, that way if the flood goes off, items will wash to the walls and be sucked up by the hoppers. Even if they find a way around it they could at least experience the panic of trying to find a solution
There's actually benefit to adding rats etc after the game is already released. Too much on release may make it too hard but after players know the mechanics and are efficient then rats may make it the right difficulty again.
The only penalty I can think of that, isn't as severe than losing, for not answering the phone is maybe losing money, like a breaking a multiplier or something, but I don't know...good luck coming up with a cool solution to that.
1:35:40 I put this on hold to watch Gem’s POV of the gameplay first; fun was had! Now for the Dev’s POV.😉 🤔 Day ended = no more customers queued….so not broken👍. If a “day end” notification is wanted, perhaps involves counting all customers returned? 🤷♀️ (Can’t just count points because of ☎️ phone points.)
Oh. The amount of times the kitchen floor drains used to get backed up and flood the floor with nastiness...I forgot all about that. Happens so much in facilities. Allllll the drain lines lead to the kitchen...
4:00 Thor tends to not do much game dev on his game (heartbound) on stream nowadays because it's in spoiler territory, but he does work on blockgame (RPG currently in minecraft, probably will move to something else at some point)
When they stand on the pressure plates to take an order it should play the "wompwompwompwomp" noise from Peanuts that all the adults made when they talked.
You could have the players come in holding thematic junk items (like a train ticket or some car keys) that they have to figure out how to safely dispose of. That way you can dispense those first and then all of the padlocks.
Haven't finished the VOD yet so this may come up but one way to save time at the start of the day, instead of a pre-customer, might be to start the customers queueing up when the game starts and each successive day ends, instead of at the start of each day. There's no penalty for how long a customer stands in the queue so there shouldn't be any impact on the gameplay and all the other systems wouldn't need hacks to account for the 'extra' customer. Edit: Or yeh, as chat says, reserving the last customer when the count reaches zero and using that as the next pre-customer would work too.
Does pressing on the pressure plate to get the customers order ever NOT increase their patience? Can't remember you adding anything for that case if they step on it after their order is taken, which may be the reason why the patience seemed super lenient for the first customers you tested and why other armour stands are being animated when they're not supposed to
I suspect when the phone rings snd they answer it it might also be calling another customer in without incrementing the dropper. So there ends up being more physical customer (armor stand) than customers being tracked in the droppers which is why the day is ending early 2:08:18
I mean, there were at least three ideas to solve the precustomer problem getting talked about as if they were the same solution, and at least one of them was a waste of time.
You probably will not see this comment but you could have a shared counterspace, chopping block or cutting board, covered by a wooden pressure plate on top of a mud bock or whatever. put a hopper under that. The item triggers a counter say 45 seconds or whatever that allows the item to sit on the cutting board before its sucked up. You would have to set up some sort of spam protection that lasts whatever duration you want and once that is over the items are spoiled or gone. The upgrade for the chopping block could just be time extension. Say it starts at 30 seconds and the upgraded adds another 15 - 30 seconds.
The phone 📞 could be a customer calling for reservations and you are telling them you are full! So, if you don't answer the call. You get an Extra Customer 🧑🤝🧑 1:56:43
1:22:27 could you connect the gate that blocks the pre customer to the comparator reading the dropper on the left. When the day starts, n items are added, and the pre customer is instantly released. The first n-1 customers are created, and the gate will be open for them since there's still an item in the dropper. The gate will close once the nth customer is created, leaving it as the pre customer for the next day. This could have issues with timing, depending on when the dropper is updated relative to dispensing the armor stand. And you'd have to release one pre customer at the start of the game, not at the end of each day.
Thinking about it further, the timing might make this impractical, since the time from dispensing the armor stand to passing the gate varies by day. I think a better solution is to add a new line that triggers whenever the pre customer is released/the day starts, which powers the left (customers waiting to be created) dropper while bypassing the customer dispensing system. This should fix the droppers to match the actual game state (1 pre customer with an item that was artificially moved to the waiting to serve dropper, n-1 items in the waiting to create dropper)
Gem and Etho make an incredible Hungry Hermits team.
Gem is good at yelling, and Etho is good at being yelled at.
Canadians at their best?
I'm just glad that Etho and Gem popped by and ended up being Hugry Hermits testers for Tango! The resulting interactions were the best! 😂
Hopefully as the game nears completion, Tango can invite more Hermits for testing. In addition to squashing bugs, the Hermits will also get their first peek at the game mechanics.
So true ❤
99,999 bugs on the wall 99,999 bugs. You squash one down patch the game round…… 9,999,999 more bugs on the wall!
Someone knows the dev process 😊
Too real man! Inducing ptsd
Just wanted to say that I really appreciate it that you upload these streams to UA-cam! And you're usually pretty fast.
Glad you like them!
Indeed, this I dido
same. i usualy miss the stream but am happy to scroll threw the vod
Same. Got into watching your stream VODs for DO2, stayed because I like the vibe of the general play/build/shenanigans streams.
Full-time home-educating parent on the other side of the Atlantic, no way I can catch a stream live, but I do have enough short bits of downtime in the day to work through a VOD by installments.
Yep, thanks a bunch Tango ❤
Tango: 'This redstone is getting very, very, very complicated...'
Chat: "It works though right?"
Tango:
Chat: "Right?"
Tango sighs
Clearly not
@@TangoTek2 to be fair only the 1st playtest round got screwed up by the armor stand being broken, other than that it kinda did work.... dont be too hard on yourself
"ETA!? IM FREEZING TO DEATH ETHO!" Made me scream
Yet a bit later she does give an ETA of 5 seconds before she'll need to be let out of the freezer lol Gotta love Gem and Etho 😊
Gem and etho bickering at ine of tangos games again. It is all I need in my life really
Watching Gem and Etho stress out taking orders was so funny 😂😂😂
Hi, Tango. I wanted to give you helpful flashback info that explains why your timeline sometimes disappears, and how you broke those blocks in the replay.
The "camera" you look through in flashback is just a player in spectator mode that is placed in the copy world of the replay. That is how you can control the camera. Pressing F1 hides the GUI and let's you move around the world.
Since you are just a player in a world, you can also still run / commands. This means at any time, you can switch to creative or survival and start playing in the world, even as the replay is running. You can even type /kill to kill the "camera".
In creative, you can place and break blocks in the replay world, like you did in the stream. (59:15 every time you alt+tab to write a note, you were put into creative mode because alt is one of your Axiom hotkeys. If you switch back to spectator, the timeline should re-appear). This lets you edit the look of the replay before recording, however, if you scrub backwards, the block changes are removed. You can also "open" inventories, but the contents are just empty. The blocks placed seem to be mostly visual (placed redstone doesn't function).
I have Minihud and I was able to switch to creative, create a spawn radius sphere, and then see that sphere in the replay recording. It's quite bizarre.
Anyway, I hope this helps you understand flashback a bit more, and show that there are some very interesting things you can do with it!
lovely lovely very helpful info
There's something about a game about running a chaotic restaurant being made of chaotic noodles. Nothing makes me happier than seeing Tango's joy in squashing the bugs scattered about the kitchen, love seeing the progress ❤
it's so entertaining watching gem and etho bickering non stop🤣
quick recap of the play through by Gem and Etho: RAAAAAAHHHHHHHHHHHHHH
Tango: LOL this is perfect!
Also: Gem: *_LET ME OUT OF THE FREEZER!!!_*
2:32:00 when Tango started pacing back-and-forth, Gem and Etho also started pacing back-and-forth 😂
These three are the real bugs
for the phone, you should add a "to go order" where the hermits drop a food item in a hopper or minecart to take order out.
Ohh I love that! Have it be a more difficult item to make and gives more points. Nothing happens if they don't do it, just losing the opportunity for more points. This gives the players a choice!
1:42:36 Etho and Tango playing plateup together would be awesome
omg yes
oh my god im back again just to relive the chaos that is gem and etho's chemistry under the stress of a kitchen like its just so good!!! so much beetroot...
The bistro's name should be "The Noodles"
This isn't a game, this is tango's Hermit powered beetroot farm! xD
For the possibility of death, maybe a simple solution, have a respawn area just in case, with some lockers to store things, and a chest filled with iron nuggets, and they simply fill their inventory with 35 iron nuggets (giving space for 1 slot), and so if they die, they simply just refill it and come back in once the day has ended.
Put a bed in the freezer where they can’t stand on it. This lets them spawn back in the freezer. This is their life now until their teammate lets them out.
glad to see another has joined the goblin army xD
watching etho and gem throw their stuff on the floor makes me wish the mouse thing was all ago - xD even just eat their stuff, would be hilarious to put it on the ground and bam. its gone
Hungry Hermits is taking as long as Tango thought Decked Out 2 would take
You should ask Cub to build the entrance. He would make it so creative and amazing
I love the use of the Flashback mod to find bugs^^ I mean the mod itself is just awesome, like Axiom from the same dev. just good quality mods that do what they should :)
People can use the water stream that drops items back to the kitchen as a water source, bypassing the well.
As far as I could tell, the patience seems to go up when certain sounds play? .. maybe...
Despite the bugs, watching the beautiful chaos of Etho and Gem playing has me grinning so much!
1:54:42
this is the most canedian Interaction i have ever witnessed
I'd say make the bug where you have to go on the pressure plate twice to get their order a feature as we all know some people take longer to decide what they want to have
Idea for the bone meal dispenser:
1. you stand on a pressure plate -> a skelleton falls into a big grinder
2. you turn a wheel (item frame) to grind the skelleton to bone meal -> crunching noise
3. the freshly ground bone meal gets spit out from the contraption
The skelleton could be recycled with a water stream, if you don't have a skellton spawner nearby.
I'm surprised that Tango is not making honor system rules... it would make his life infinitely easier... for example the meta storage methods (carrot thrown on fence)
He doesn't like constantly telling people "Do that! or Don't do that!".
I watched Gems perspective of playing and man it is entertaining to watch! I am so excited to see all the other hermits play it when it's done! Awesome job, Tango!!
The problem with the precustomer is just one of the perspective. You need to have the gate which is releasing persons in the queue to act as the player released count. Does not matter if it is a "fake" or normal customer. For this to work zhe gate has to be in sync with the customer release for dressing up. So everytime a customer is sent to dress up, another one is released into the queue. This way you dont have to worry about subtracting or adding 1, but you have to make sure, that only 1 customer is being dressed up at a time and that when game ends, the precustomer is dumped.
Tango: "Stream might not be that exciting"
*Gem and Etho join the game*
It probably doesn't compensate for the additional customers from phone calls, so it ends but extra customers keep coming
Another thing that could add a bit of randomness is putting iron doors between the kitchen and costumers that opens alternately... could catch some hermit shutting it on their faces sometimes, waste a couple of seconds in crucial moments
The phone could cancel out the upgrade for that day if not answered
And you could divide the whole floor into 4 parts with 1 minecart each to just pick up items sometimes without spawning rats for now, so the hermits couldnt do what etho did where he just left all the items on the floor for a long time. It could also be the opportunity to add back the tabletop upgrades if they havent been yet
Gem and Etho's playtest was amazing. The chaos, the yelling, was so much fun to watch. I can't wait to see more hermits play.
99 bugs in the code. Fixed a bug, built it again, 101 bugs in the code!
Gem and etho bring the best sibling energy! I love them!
I wasn't sure about the game, but watching Gem and Etho play really sold me on it. Makes me ponder what a co-op version of Decked Out would look like.
Very fun testing. As Etho immediately threw items on the floor it would make sense to investigate in some kind of system to prevent this (while still being able to pass items to the other player).
Both watching the bug testing (even though Tango got frustrated) and watching Gem and Etho play made this one of the best watches yet. Keep at it Tango! As you saw, your concept is amazing and you're nearly there. Even with some bugs, it's still a fun time for both players and watchers.
Oh, and Gem & Etho made an amazing team.
Gosh, this bit with Gem and Etho is 100x better than any life series. Well done already Tango, this is going to be great!
gem and etho team on hungry hermits is the funniest thing i've seen in a while 🤣
I’m sure someone else has said this, but one thing you could do to fill time at the beginning of a day is make the “bone tree” spit out an actual bone. Then they have to go back to the kitchen and craft it into bone meal, but they get three so it would be worth it!
(Or a bone block, I suppose. But I dunno if 9 is too powerful! and then you could have a timer until the tree can be “harvested” again)
Your chat is amazing, Tango. I'm in awe at their redstone skills. Oh, you're not too bad, either.
To fill up the entire inventory, my vision was that you have 35 droppers facing the same hole and that would drop the items down.
Each item should be a different name so it is non stackable with the others, so it instantly fills the inventory spaces.
Negative: The player needs to switch a blocked item out of the hot bar and that is probably a given to the players when they want to feed an item to the amour stands or fireplace they will do so automatically. Except for Scar. He will fail and it will be hilarious.
Every duo needs to be hermits that DONT work smoothly with each other so we get the most yelling at each other.
This is so funny, love it.
It’s looking good! And watching Etho & Gem play was very fun!
Unless I’m mistaken, both Cub & Doc made small footprint “rat” creators for xp, & something else. You might could use what they did, in order to save yourself time.
Iirc, Cub’s is inside his fireworks factory on the first floor, & Doc’s is on the T part of his swamp storage, somewhat near his bed.
This was a really fun stream, both the redstone debugging and the playtest. You fixed like 5 bugs at the start and the game was pretty much 80% working and is in a *playable* state. You have a tendency to overexaggerate to yourself how broken things really are. The points were accruing, customers were getting fitted and into the restaurant, the detection of the correct item given to a customer worked, the music started, the points sounds were working, the freezer worked, the loss sound mostly worked, the game ends on a loss, the days increment correctly, the tables are reset correctly. You can't say the game is broken when 80% of it is working and it's in a playable state.
If you look at the bugs you need to fix, they are not actually that severe: pressure plate, patience, armor stand animation outside the restaurant, flood warning, the day ends a couple of customers early, ...., and that's most of it, not counting unimplemented stuff. Unimplemented stuff is not "broken".
The very least you could say is the game is *buggy* , not broken. Broken implies it's unplayable. Buggy implies it's playable. The difference is important mainly because you are too hard on yourself and it's reinforced with the language that you use. The game is buggy, not broken. It's much easier to fix bugs in a game than to fix a whole broken game.
Twitch chat LOVES to backseat game and be noticed. - That is QA if I ever saw one. Using chat for bug hunting is nothing short of brilliant, Tango!
2:28:07 man the white wood from the creaky forest place would be PERFECT for making a spooky lil bone tree! if only that update was coming a bit sooner /:
This makes me excited for skizz and impulse to play it together 😂
instead of flood warning, it could be a sprinkler system. would fit the theme a bit better and you wouldnt have to change much other than maybe the sound
This is incredible first off. So, so impressive. Second you mustttt drag them into Plate Up with you and Pearl
one way to possibly deal with trash being tossed on the ground: use Tuff stairs on the base of the floor and put hoppers underneath, that way if the flood goes off, items will wash to the walls and be sucked up by the hoppers. Even if they find a way around it they could at least experience the panic of trying to find a solution
There's actually benefit to adding rats etc after the game is already released. Too much on release may make it too hard but after players know the mechanics and are efficient then rats may make it the right difficulty again.
this game is going to be great viewing after that taster! i wasnt convinced but now i am 😊
ngl we reallly need at to pull Etho and Gem into Plate Up even it just once, gotta drag all the hermits into trying the game
1:35:35 I actually thought Etho was gonna save the day😂
Gem and Etho are such a good duo.
This is going to be content gold.
I'm excited to see the progress of the game!
Just to add to the melon factoids; the T is actually not silent in "glister" as it is in "glisten". So it's actually a gliss-ter-ring melon... 😂
He was serious about the Scarstone staying! W move, Tango!
“Really? That’s a priority for you guys?” Meanwhile I’m over here ecstatic because that’s been bothering me for TWO YEARS lmao 1:15:16
The only penalty I can think of that, isn't as severe than losing, for not answering the phone is maybe losing money, like a breaking a multiplier or something, but I don't know...good luck coming up with a cool solution to that.
1:35:40 I put this on hold to watch Gem’s POV of the gameplay first; fun was had! Now for the Dev’s POV.😉 🤔 Day ended = no more customers queued….so not broken👍. If a “day end” notification is wanted, perhaps involves counting all customers returned? 🤷♀️ (Can’t just count points because of ☎️ phone points.)
The game is very fun, when it's done we'll watch some great videos!
1:35:35 Ergo strikes again
A Sewer Backup Warning would be more thematically appropriate for a kitchen than a Flood Warning.
Oh.
The amount of times the kitchen floor drains used to get backed up and flood the floor with nastiness...I forgot all about that.
Happens so much in facilities. Allllll the drain lines lead to the kitchen...
Someone needs to animate Etho and Gem yelling at each other.
4:00 Thor tends to not do much game dev on his game (heartbound) on stream nowadays because it's in spoiler territory, but he does work on blockgame (RPG currently in minecraft, probably will move to something else at some point)
loved seeing gem and etho play
Now I understand all the yelling at my favorite Italian restaurant.
I really need the soundtracks from this
When they stand on the pressure plates to take an order it should play the "wompwompwompwomp" noise from Peanuts that all the adults made when they talked.
You could have the players come in holding thematic junk items (like a train ticket or some car keys) that they have to figure out how to safely dispose of. That way you can dispense those first and then all of the padlocks.
Haven't finished the VOD yet so this may come up but one way to save time at the start of the day, instead of a pre-customer, might be to start the customers queueing up when the game starts and each successive day ends, instead of at the start of each day. There's no penalty for how long a customer stands in the queue so there shouldn't be any impact on the gameplay and all the other systems wouldn't need hacks to account for the 'extra' customer.
Edit: Or yeh, as chat says, reserving the last customer when the count reaches zero and using that as the next pre-customer would work too.
just watched Gem's vid.
It looks like great fun, best of luck with it.
I usually can't even think up an idea for a minigame, meanwhile tango is just a minigame machine! :)
Two Canadians running a restaurant designed by an American. Peak content
Does pressing on the pressure plate to get the customers order ever NOT increase their patience? Can't remember you adding anything for that case if they step on it after their order is taken, which may be the reason why the patience seemed super lenient for the first customers you tested and why other armour stands are being animated when they're not supposed to
I suspect when the phone rings snd they answer it it might also be calling another customer in without incrementing the dropper. So there ends up being more physical customer (armor stand) than customers being tracked in the droppers which is why the day is ending early 2:08:18
Tango: Today I settle all bug business.
I wonder if it would help having a designated, coloured walkway when in the noodles? So you don't get lost lol
If I had Tango’s brain I would be unstoppable.
I would love to see Gem and Joel play this together, or Mumbo and Ren
2:28:39 have bones/bone blocks in a crafter to give 3/9 bonemeals when a button is pressed
tango coming through with the vod at the perfect time 💜
Gem and etho omg!!!!!🎉
First 30 seconds Tango was on another screen and for some reason I thought he was talking about living bugs
The second the VOD started i immediately thought “HOLY SPAGHET”
Where is the BDubs horn from? "Stop throwing mah tulips!"
Gem & Etho are a good pair.
I mean, there were at least three ideas to solve the precustomer problem getting talked about as if they were the same solution, and at least one of them was a waste of time.
I can't believe the viewers caught those bugs...
You probably will not see this comment but you could have a shared counterspace, chopping block or cutting board, covered by a wooden pressure plate on top of a mud bock or whatever. put a hopper under that. The item triggers a counter say 45 seconds or whatever that allows the item to sit on the cutting board before its sucked up. You would have to set up some sort of spam protection that lasts whatever duration you want and once that is over the items are spoiled or gone. The upgrade for the chopping block could just be time extension. Say it starts at 30 seconds and the upgraded adds another 15 - 30 seconds.
The phone 📞 could be a customer calling for reservations and you are telling them you are full! So, if you don't answer the call. You get an Extra Customer 🧑🤝🧑 1:56:43
1:22:27 could you connect the gate that blocks the pre customer to the comparator reading the dropper on the left. When the day starts, n items are added, and the pre customer is instantly released. The first n-1 customers are created, and the gate will be open for them since there's still an item in the dropper. The gate will close once the nth customer is created, leaving it as the pre customer for the next day.
This could have issues with timing, depending on when the dropper is updated relative to dispensing the armor stand. And you'd have to release one pre customer at the start of the game, not at the end of each day.
Thinking about it further, the timing might make this impractical, since the time from dispensing the armor stand to passing the gate varies by day.
I think a better solution is to add a new line that triggers whenever the pre customer is released/the day starts, which powers the left (customers waiting to be created) dropper while bypassing the customer dispensing system. This should fix the droppers to match the actual game state (1 pre customer with an item that was artificially moved to the waiting to serve dropper, n-1 items in the waiting to create dropper)
Tango should make a dish named tango's noodles