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JonJon

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About JonJon

  • Birthday 12/12/1991

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  1. Exactly one of my ideas. Curently looking on writing some more posts with ideas on the farming area of the game.
  2. Totally agree it's something mid to late game, but as the post on the blog 2022 and beyond explains, The devs are looking into making the late game more enjoyable. I also think it could synergize with farming.
  3. Hello guys. This is the first post I pretend to make about farming rework. I'm an agronomist in Brasil, who wants to collaborate with the game in some way. I will write as I do the necessary research on each part. I would also like to thanks the people on the post Bee Keeping for some good ideas, specially BeardedRooster (awesome nick by the way) First, Beekeeping was somewhat common on Kentucky 1993, as you can see here in the Kentucky 1992 Census of Agriculture. In 1992 KY had 90.281 farms, of those, 1.000 had bees colonies (1,11%), with 5.620 total colonies, and 81.829 pounds of honey sold. In 1987 KY had 92.453 farms, of those, 1.716 had bees colonies (1,86 %), with 10.173 total colonies, and 121.995 pounds of honey sold. Although there were a reduce from 87 to 92, the culture was quite present in the State. In county distribution, I'll consider the 4 nearest Counties to the game area: Bullitt, Hardin, Jefferson and Meade (feel free to correct me). 1992 Bullitt county had 12 farms and 48 colonies; 1992 Hardin county had 26 farms and 913 colonies; 1992 Jefferson county had 13 farms and 96 colonies; 1992 Meade county had 13 farms and 50 colonies; Total was 66 farms and 1.107 colonies. Data source here. This represents 6,60% of the State farms with bees colonies and 19,70% of the State colonies in these 4 counties of the 120 counties of KY. Being somewhat common in KY, especially in the game area, why adding beekeeping could improve the base game? Source of non-perishable food (honey); Source of food to help in weight control (high in carbohydrates); Source of renewable lights (candles made from beeswax and twine); Adding new POIs on the rural areas; New variable in the Farming Rework; So, what's necessary? Bee Hives Wild hives could be found only in the woods with the new foraging system (lvl 4 - 6 requirement and rare loot) and could only be harvested for honeycombs (more on that later) from normal players, but could also be harvested as a hive from beekeepers and placed in an empty constructed hive (sack, garbage bag or other container required to transport). Constructed hives could be found in rural areas in normal operation. If harvested from normal players, kill the hive and harvest only honeycombs. If harvested from beekeepers, maintain the hive and harvest part of the honeycombs. After tended from beekeeper could possibly be splitted and placed into another empty constructed hive (sack, garbage bag or other container required to transport). Constructed hives could be made by beekeepers from planks, nails and sturdy sticks, carpentry lvl affects quality (lvl 4 low quality, lvl 6 normal quality, lvl 8 good quality). Quality afects, honey production and winter mortality of the bees). Only 1x1 tile building, something like this. New items and objects Honeycombs, food item, nutrition closely to 90% of same mass of honey, no beeswax gained, could be processed with a sieve or colander; Sieve or colander, items to process honeycombs, gives 10% of mass as beeswax and 90% of mass as honey (jar or other container required for the honey); Beeswax, used in the candle recipe (twine and heat required); Wild hives in forage (item can't be picked); Constructed hives (building); Smoker, when equipped could burn twigs to make smoke (half chance of stings and faster harvesting); Beekeeper suit (when equipped no chance of stings except on hands and feet) *Other clothes may also give some protection like boots (no stings on feet) or leather gloves (no stings on hands) New Trait or Occupation If trait: +1 carpentry, +1 foraging or farming, knows all recipes relate to beekeeping, no lvl required to forage wild hives (8 points cost) If Occupation: +2 carpentry, +1 foraging, +1 farming, knows all recipes relate to beekeeping no lvl required to forage wild hives (12 points cost) I think carpentry bonus for hives construction, forage for searching wild hives and farming because harvesting honey could give farming XP, beekeeping could also synergize with farming in the farming rework. IMHO no magazine like Herbalist. New Mechanics Harvest honeycombs from constructed hive, opens window like with cars and shows hive lvl, amount of honeycombs, health of the hive, other information (45 kg full) Harvest wild hive (1-5 kg of honeycombs) Split constructed hive (needs full hive); Stings (causes pain, sick and on hands slows items transfer, on feet reduce player speed); Constructed hives emits sound and attracts zombies; Process honeycombs (with sieve or colander); Constructed Hives production mechanics Simple version: No population variation and no surroundings evaluation; Spring and summer produces 0,2 kg/day (approximately 36,0 kg in 180 days); Autumn produces 0,1 kg/day (approximately 9,0 kg in 90 days); Winter consumes 0,15 kg/day (approximately 13,5 kg in 90 days); *That's why beekeepers will always leave 15 kg in the hive; Approximately 31,5 kg of honeycombs per hive per year; Expanded version: Population variation, some bees dies in winter (depending on hive quality), population of bees in hive affects production; Surroundings evaluation (50 m radius, 7850 m², 7850 tiles?): Tile of tree or crops = 2 Tile of grass = 1 Others tiles = 0 Tiles in the range of another hives, splits the value by the number of hives. From certain score, hits 100% honey production, something along the line of the simple version. In the end, this is just a humble suggestion, but one that could add some nice flavor to the base game. The numbers and others aspects are only suggestions, all based in the real world, but certainly needs tweaks for balance. I'll make some others suggestions in the aspects of a farming rework in the near future. For now, sorry for the long post, and feel free to post your ideas and feedback.
  4. The title got a music to my mind Sorry to get offtopic
  5. Thumbs up for this, Also, how about removing the bad stats of stale bread after toasting?
  6. Congrats, you're amazing blindcoder, Even the sweet water spots of Mauldragh Now I'm a happy person
  7. Sorry Supreme Leader, but I think loosing the trait will be too much of free points, I would suggest that player will get sadness for eating meat or meat products, but in a value compared to the hunger value consumed. Balanced in a way you could eat meat for living, but you'll be always sad, also new fonts of protein will be needed to work with the nutrition system, if you really wanna go vegetarian. As vegetables are common during summer this trait will thrive, but in winter, it'll give jarring a new breath of live.
  8. How about the adition of EpiPen (epinephrine) for anaphylaxis? Maybe add some kind of allergic as a trait? (for seafoos, bees, bugs, peanut and/or others?) Asthmatic inhalers for the asthmatic trait Some muscles relaxants for the sore back (maybe if added to the game?) Add stethoscope to doctor so it can diagnose tuberculosis from normal cold. And how about some common diseases as traits? (diabetes, hypertension, hypoglycemia) in this case you just need to manage your food and routine, and maybe need some medecine in cases when you don't follow the restrictions.
  9. I think we should have two kins of theese, one that runs with batteries and one that runs with petrol, make one in some color and the other in a different color.
  10. Do we still need the whole bottle of coffe or it is drainable with more tha one use now? Also, thanks a lot for the update RJ, I was waiting for the anims to drop in the IWBUMS, but things are getting so intense here, that I'll have to antecipate my ride in the IWBUMS
  11. JonJon

    Hello ladies

    Can't wait to see those ladies in the new animations
  12. I have some sugestions for cooking, I know this will not make great difference in the gameplay, but i like to think it will give a good flavor to the game. How about put the recipes of bread, cake and pie in just one Good cooking magazine (maybe call it bakery apretince magazine) and add a recipe for pancakes? (also how about some mapple syrup, honey and jam for the pancakes?) And add a Italian cuisine magazine (maybe call it Mama's Old Recipes) that contains recipes for pizza, tomato sauce (that can be jarred maybe?), fresh pasta (not the convencional pasta in game, but one tha spoils really faster if not cooked soon) and fresh lasagna noodles (like the fresh pasta) And add lasagna noodles in the way pasta is in game, so if you find the normal lasagna noodles in game you can make lasagna without reading the magazine? Also, this is kind of minor, but I like to think that you don't wanna toss a whole tomato or cabbage in a dish, you'll like add a chopped/diced/sliced tomato or cabbage into a dish, then maybe, if you don't want to put the whole item in the dish, you need to chop (in game, let's use just chop maybe) it first, than you can add just part of it, but it has a downwards, after chopped, an item will spoil really faster, as it will do IRL, how about make this for meats and vegetables that are not small like peas. Have some other ideas to put down the line, just need to organize them first.
  13. I think the devs named it unusable wood to clarify for new users that it can't be used in craft, and they are trying to add it as fuel.
  14. Have to agree, dismantling and breaking are kind inverted in my opinion now. The logical will be when breaking a door you get nothing but scraps. While dismantling, with low carpentry, you get the same as breaking (since you know nothing Jon Snow) But as carpentry goes up (or metalworking) you start geting more usable items, maybe even being able to retrieve the entire door as an item with enough skill?
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