55:34 those of us in and that have been in the technical field refer to this issue as an "ID-10-T error" most common even for the most experienced, usually happens when the brain has has a lack of rest and is over saturated with coffee. Lions Mane supplement and magnesium supplement, along with green tea, a good night's rest and plenty of water, we have our upmost faith in you.
When you take a customer's order, the book that shows the nametag also (temporarily) resets the head nod. It could be confusing for players, so it might be worth repulsing the patience book or something
After a customer is served and the items (armor stand, armor, etc) are getting returned to the "dressing room", what happens if the hopper minecart is already returning another batch of items? They'll fall off the ice and...? Is it possible they don't get picked up and despawn? This may be why you're having some minor losses in hoppers (~1:03:00). I think the point chime sound processor could be improved. It currently takes ~12 seconds after a customer is served to hear the corresponding point chimes play (in the VOD you served the customer at 27:52 and the first chime plays at 28:04). I think there are two ways this system could be improved. First, the delay is too long, and may distract from the players' current tasks in the restaurant if they're trying to figure out which action triggered such a delayed sound effect (in the stress of the moment, they may not even remember what they did 10+ seconds ago). I would prioritize decreasing that delay (after bug fixes, of course). Second, I feel a single point chime per dish may be sufficient, instead of playing one chime per food value. I don't expect players to pay attention to the actual number of point chimes that get played, and as food values increase over the days, having 8-9 chimes may cause excessive noise pollution. Refactoring this may also reduce the delay from my first point.
1) If the minecart isn't there, the items will sit on a full hopper. When the minecart returns it'll pick up the items and they'll be distributed next pass. 2) The delay between serving a customer and hearing the points awarded isn't desired, its just the way things work. There isn't really another way for me to detect the proper food matches the armor stand any quicker. I'm limited by the speed items travel through water. 3) I don't know, I personally feel hearing 1 chime per point reinforces the value of higher tier foods and is quite satisfying
a middleground for the chimes could be to group the points into 3-4 point groups. 1-2 points is one ding, 3-4 provides two dings etc. However in some cases more is better, because people simply like MORE. its a trial and error kinda deal, so i say send it as is and rework if the amount of chimes seem excessive or actually gives people headaches. if anything impulses BBLULULULUH point counting sound is a good example for this. 20+ points makes it kinda obnoxius, but it makes for a good first impression and just about everybody laughed at it first time it happened so it is a good feature.
@@TangoTek2props to you for essentially codeveloping all of your games with your entire youtube community, but man it has to be annoying hearing suggestions about things you’ve already considered 500 times.
- For the new queuing system, if the queue fills up completely, does the system stop new customers from generating until a new queuing spot is opened? Otherwise you are in danger of getting a double customer. - An alternative safe spot for the cat in the kitchen is to just put it on top of one of the cabinets. - In the upgrade system there is still a small possibility that the dropper that spits the papers out to the sorters freezes. To make the redstone line that activates the dropper into a clock the comparator that reads the dropper needs to move back by 1 block and it needs a repeater in front of it that powers the block below the lamp. Beneath that block a redstone line can then be drawn that connects with the comparator and the target block. - You might have an issue in one of the tests that the score wasn't correct. You served 2 customers correctly before the loss so you should have gotten at least 4 coins. The second customer was served just before the game ended. It might be so that the minecart left before the last two coins made it to it. So the next run will start with 2 coins. - In the food sorter there is still a small possibility for the honey and slime to move the cauldron of the adjacent lane. If the honey retracts first and the slime after that the slime cauldron will be in contact with the slime when the slime retracts. If you do the same thing with the slime blocks that you did with the honey blocks neither type would be able to interfere with adjacent cauldrons any more. It is a very small probability that this happens so it might not be worth preventing though. - A hybrid idea for the trash system could be to make it a gamerule that you can only drop items in the kitchen itself (chequerboard area). Then you could have only that area have trash collectors beneath it? Players can still throw things in the farm then and in the front of the restaurant but for crafting things they will need to move to those areas to get the ingredients if they store them there. If the blocks where you can drop items onto is specified (mushroom stems and polished blackstone) it becomes sort of a catch all that makes all other spots illegal. It's a weak solution as it relies on player self-moderating but it could be good in that it's a catch all for all of the obscure spots that can't be covered by the minecarts. It allows you to still keep a version of the trash system without having to think of every possible location where you can throw items. This would probably be DLC at this point though.
Change the 33% chance to reroll the upgrade to "Risk it for the Biscuit!". Feel free to add a "Biscuit" upgrade that can only be found (rarely) from that.
Hey tango of the tek variety got a couple of fun Easter eggs that could be fun for hungry hermits.(at random times whilst preparing food you could have a audio play of skizz bops and hups, whilst getting upgrades you could do the research research research sound that you and skizz do,whilst getting honey blocks there could be a change of it playing your Winnie the Pooh voice from stream saying oh bother) these are what I’ve got as an idea so far love the game tango
I know you've mostly abandoned the idea of using silverfish and weaving potions/cobwebs but it could be a good way to give people some start-of-day busy work to fill time while they wait for the first customer: Start of day, they have to jump into dealing with "overnight mess" Other tasks like that (things that happen between days that players have to correct in the morning) could help with that start-of-day dead time.
I wonder if you could fix the problem with the fed customer overlapping by holding back the bits from the next one while the pulse extender is still active. Maybe you could make it so that the flaps don't open to let the bits into the main stream until enough time has passed for the last set to be done. Then again that could become harder to deal with once you consider that other customers might get fed in the mean time. This might be a larger rework, but maybe have a central clock that controls the trapdoors at the customer disassembly, open them one by one in a staggered way and gather the bits at a central trapdoor to get everything in at the same time.
I like the Tango moans. Maybe put changing this at the very bottom of your task list as it for sure doesn't break the game (and you might not do it at all ;)
1:22:00 is the pulse extender supposed to back-power into the dropper? Seems like that might cause problems and could be solved with replacing a dust with a repeater. If that's intended please ignore. It's hard to understand Redstone just from video.