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buwaro

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  1. Like
    buwaro got a reaction from Wolf_EX in Small but Important Suggestions Thread   
    1078 Toasters, appear on kitchen counters like microwaves, right click to use, only 3 options: "pick up", "disassemble"(for electronics xp and scrap) and "toast bread" slices(or waffles). Toasting bread slices turns it into toast a base recipe ingredient where spreads such as butter can be added(and avocado and maybe cooked eggs)
  2. Like
    buwaro got a reaction from MrTrololo in new variants of tinder-wood shavings and dry grass   
    what about putting the grass into the composter as well(did that all the time when mowing the lawn  as a kid, in the 90's)
  3. Like
    buwaro got a reaction from Tails in Small but Important Suggestions Thread   
    1078 Toasters, appear on kitchen counters like microwaves, right click to use, only 3 options: "pick up", "disassemble"(for electronics xp and scrap) and "toast bread" slices(or waffles). Toasting bread slices turns it into toast a base recipe ingredient where spreads such as butter can be added(and avocado and maybe cooked eggs)
  4. Like
    buwaro got a reaction from trombonaught in Small but Important Suggestions Thread   
    1078 Toasters, appear on kitchen counters like microwaves, right click to use, only 3 options: "pick up", "disassemble"(for electronics xp and scrap) and "toast bread" slices(or waffles). Toasting bread slices turns it into toast a base recipe ingredient where spreads such as butter can be added(and avocado and maybe cooked eggs)
  5. Like
    buwaro got a reaction from MrHrulgin in Eating: Portion control suggestion   
    Plates might be the answer to this(would function like a bowl in terms of splitting) and when (slow-moving)projectiles are implemented maybe thrown as a distraction(would be louder than a rock)
  6. Like
    buwaro reacted to iuridosanjos in Improvement on how condition of items are shown in UI on primary/secondary/hotbar   
    I've already posted it on reddit, but I was in doubt if it would reach the devs there, so I'm posting it here.
     
    How I think the condition of items in primary/secondary/hotbar should appear in UI to be easy to see the condition of the items on hotbar and primary/secondary slots.
     


    Note: today (build 41) the game use a Star next to the item to represent the condition on items (I removed that on the image above). I think it's not a good way to represent that, it's not easy to see nor obvious for some players. The suggestion is to replace the "Star" with the above a "colored circle" around the item.
    Image of how it is today: 
     
    What do you think?
    Remember to react/like if you would like to see it in game!
  7. Like
    buwaro got a reaction from grammarsalad in Ability to upgrade beds   
    also to add this to chairs, pad them, add a cushion, arm rests etc
  8. Like
    buwaro got a reaction from ZAMNPlayerD in Machetes seem to be far too rare compared to other weapons.   
    i tend to find machetes at around the 2 month mark, stuck in zombies, got 3 that way, only ever found 1 katana
  9. Like
    buwaro reacted to Demonbabe in Ability to upgrade beds   
    I would love to see the ability to upgrade beds as to what they are now:
     
    - The ability to add pillows to the bed
    - Use sheets to sew a blanket which you can stuff with ripped sheets or with feathers?! (from foraging or so) to max the insulation.
    - Remove said stuffing from the blanket in summer so you don't overheat while sleeping.
    - A special buff (Slept like a baby idk) when sleeping in a comfy bed to decrease your energy usage slightly throughout the day and/or if you are injured, this would add a small bonus to healing.
    - When going to sleep in dirty/bloody clothes, the sheets and pillows would get dirty/bloody too and you'd have to wash them.
    (The bed can be kind of a container where you'd drop the pillows etc into to upgrade the bed)
     
    Just throwing this out there bc I would really really love this in PZ, I can only imagine coming home after a long day of looting and killing, washing up in my little sink, putting on my long dress and long socks and getting right into my comfy warm bed 😴
  10. Like
    buwaro got a reaction from ColonelJukeBox in Small but Important Suggestions Thread   
    1065 more starting hats/facewear for different occupations
     
    i.e.  police hat for police, balaclava for buglers, chefs hat for chefs and fast food hat for burger flipper, sweat band for fitness instructor, fisher's hat for the fisher, and surgical masks for doctor/nurse
  11. Like
    buwaro reacted to Okamikurainya in Small but Important Suggestions Thread   
    1069: Light Sweater and Heavy Sweater traits.
    IRL, I hardly sweat at all while running in the African heat, while my friend becomes a veritable fountain with the bare minimum of exertion, so it's very much a variable thing.
  12. Like
    buwaro reacted to Burger_Time in Tool quality system.   
    So, recently I was thinking how can the crafting system be improved, and I came up with an idea of tool quality system. While it may not be a very hard thing to implement, I think it could make the crafting system a little bit more in-depth and allow to implement more complex crafts and tools.
     
    Firstly, how's it gonna look like?
     
    Every tool, or item that could be used as one, will have a quality of some sort. There will be five qualities: "awful", "bad", "normal", "good" and "excellent." So, for example, a simple stone would have a hammering quality of "awful", a club hammer — "good" and a proper hammer would have an "excellent" quality. 

    Here's a quick mockup of how you'd check the quality of an item.
     
    What is it gonna do?
     
    Firstly, some of the crafting recipes and building stuff will require tools with different qualities, and depending on how high the quality of the tool is, time required and quality of the crafted item will change.
    Example: Hypotetical Mister X has caught a rabbit and he wants to butcher it. Depending on his own skill, quality of his workplace and quality of the tool he owns, the results will differ. So butchering with, let's say, a hunting knife is going to be faster, yield more useful parts and less garbage than butchering with a sharp stone. Same with tailoring, hammering, screwing, bolting, cooking and many other stuff that you can do.
     
    Secondly, some of the crafting recipes will have the lower limit of the required tool, which means you will have to find better tools than you already have.
    Example: Mr. X moved into a new place and he decided that the first thing he'll do will be barricading. Now, while that one stone in his backpack might be good enough for denting stuff, cracking nuts and breaking windows, it's not the best tool for hammering, and he'll have to find a better tool for that. Or, perhaps, make a stone hammer, which is good enough.

     
    What good is it gonna do?
     
    Well, besides making the crafting system at least somewhat better, it'd slightly improve devs' ability to add new crafting recipes and tools, because instead of manually adding every possible tool to the craft, they'll just need to assign the required quality and set quality definitions for the tool.
     
    Fin.
     
     
    Thx to ma boi Vunder from discord for helping me with pics.
  13. Like
    buwaro reacted to lemmy101 in IWBUMS 41.20 RELEASED!   
    PLEASE NOTE: This patch includes two Work in Progress new systems - being released now for general feedback and bug reports.
    The new thermal system should be seen as being in a 'debug' state. We'll likely add more streamlined feedback so as not to intimidate players  with options to dig into the advanced statistics, as much of the info currently provided won't be necessary to players unless they want to dig into it - or are perhaps playing one of our planned 'extreme' challenges in future versions.

    Likewise - the current new sewing/tailoring system is currently accessed via multiple submenus, but will be replaced by a more versatile UI window for each different bloodied/ripped/dirty garment in the next patch

    NEW

    Added new Mash's textures for zombies and survivor characters.
    Zombies have now 3 level of decay, they'll be shown depending on your survival time (6 months after apo having lots of decay level 3 etc..)
    Updated Kingsmouth & Studio map, also changed their description for placeholder & added correct thumblr for them.
    Character temperature stuff:
    - added Thermoregulator to BodyDamage which handles all the player heat stuff
    - added character panel thermos ui and elements
    - changed hunger,thirst,fatigue may be multiplied due to thermoregulation state
    - reworked cold/heat damage and penalties
    - changed umbrella effectiveness to per body part basis
    - changed getting a cold chance to measure skin temperature + wetness per body part, head/neck/chest weigh more
    - changed outdoorsman reduces chance to catch a cold to 10% of normal
    - added proper humidity to climate manager
    - added bodyheat generation values to timedactions, walking, combat (also an increase based on weight)
    - added bodywetness per body part instead of one value for entire body
    - changed clothing wetness/drying, added perspiration and body heat working the layers from inside to outside 
    - added clothing insulation values to new clothing, Clothing insulation can be set from 0.0 to 1.0 
    - added clothing wind resist, decreases windchill effect, can be set from 0.0 to 1.0
    - added clothing water resist, 1.0 fully stops soakthrough (example poncho) lower value slows it down
    - added time penalty for timed actions when hands/arms are very cold
    - added bodypart widget to protection panel
    - changed PlayerClimateDebug to show debug stuff for thermoregulator now
    - added BodyPartContacts, can be used to determine which body part connects to another
    - added distance to core, skinsurface percentage and umbrella mod to BodyPartType
    Added Clothing Repair:
    Right click an item to add/remove patches to clothing.
    Adding a patch to a hole removes it, otherwise it simply gives you defense bonus (need to add more insulation to them if simply upgrading).
    Quality of the defense depend on fabric used & tailoring skill.
    In coming weeks a UI will be made to inspect clothing so it'll be less clicky through submenus.
    Changed how ripping clothing works to make it easier to update when new clothes are being added.
    Can now rip leather/denim stuff to get strips (requires scissors).
    Boosted overall thread spawn rate, can also get leather strips when disassembling leather stuff (couch etc.)
    Patch textures currently all the same no matter the fabric used, they are placeholder textures.
    Gun improvements:
    Tweaked hit chance with guns: should be easier and have a way more 'linear' feel toward aiming level now.
    Improved zombies sprinter:
    - They now sprint only if they have a target, otherwise they just walk.
    - They have a chance to trip and fall when sprinting.
    - Fixed zombies sprinting through trees.
    - Sprinters have a wider turn delta when sprinting.
    - Controller X button now transfers items from the player to whichever container is displayed in the loot window, instead
     of to the floor.
    Saving and logs:
    - Added DebugLog.txt file to logs.zip. This file is contained in /debug-log/ directory in archive.
    - Checked that vehicles.db file is saved in logs.zip. This file is contained in /save/ directory in archive.
    - Added saving last save when the game starting. Those files are contained in /save_old/ directory in archive.
    Water improvements:
    - Added WaterZones on the docks and boathouse north of Westpoint to fix rendering with the water shader.
     It isn't 100% fixed; the tiles that provide thickness to the docks aren't visible, and there's a 1-tile glitch
     where the dock meets the shore.
    - I changed the water-shader code to render in two passes, first the solid water tiles, then the regular tiles, then the shore tiles.
     It fixes some tiles being hidden on the docks/boathouse north of Westpoint, and the railway bridge east of Westpoint.  Previously
     you couldn't see the transparent floors on the edges of the railway bridge because the water covered them.
     
    GENERAL
     
    Added some food models (mainly for vegetables/fruits).
    Addded eat from plate anim
    Added tailoring trait/books.
    Fixed sometimes having spawn house barricaded.
    Moved passive skills to the top of the Skills tab.
    Transfering items by 20 stakcs now does it only for small items (weight <= 0.1) liks nails, bullets etc..
    Changed aiming zombies outline colors to use less dark red.
    Changed some words on repair menu.
    MARTIN ADDITIONS
    -added Bob_IdleEatingFromPlate.X and Bob_DrinkFromFloor.X
    TRUNK VERSION
    - Fixed puddles rendering on top of water (when not using the water shader and Dynamic Puddles = All).
    - Fixed puddle data rendering
     This was to fix a bug when opening/closing a door using a controller, puddles would appear briefly
     in a 3x3 area around the door.  It didn't happen when using the 'E' key, strangely.  I think the puddles
     rendering isn't thread safe though, the main thread could be updating IsoPuddlesGeometry.pda/etc while the
     render thread is reading them.
    - Fixed the second container in the loot window being auto-selected instead of the first when using a controller.
     IIRC the floor used to be displayed at the top of the list of containers in the loot window.
    - Fixed some garage doors with walls behind them in cell 25,31.
    - Fixed zombies inherit some other room distributions, making easy to farm some items by luring zombies into specific rooms.
    - Removed tutorial popup message for new players.
    - Fixed entering a vehicle sometimes taking longer than it should. This seemed to happen when the player was playing a turning animation and entered the vehicle.
    - Fixed rendering of wall vines being affected by the old circle-stencil.
    - Added a delay-before attack animation to the zombie "attack" state in 100% unfair instant pounce situations.  The animation lasts 1/2 second. This replaces the 'grace' period from the last patch.
    - Removed the blend time between the start and finish animations of the zombie attack.  This appeared to
     cause a hitch in the zombie's pose.
    - Fixed player walking to adjacent containers when transferring items.
    - Fixed Difference in how tint is applied to models versus on-character clothes.
    - Fixed Survivor & Builder mode not starting in July.
    - Fixed player not waking up when low health.
    - Fixed player not waking up if a zombie destroy something in the house (window, door, barricade..)
    - Fixed sometimes player continue walking when about to sleep making him phasing through walls etc.
    - Fixed texture-related exception loading moveable items in containers.
    - Fixed sleep ending too soon.
    - Fixed player turning while looting since doing so may change which containers are displayed.
    - Fixed corpse textures being recreated each time a corpse was loaded.
    - Fixed lua error unloading bullets from a magazine when there are no bullets in inventory.
    - Fixed issues dismantling vehicles with a blowtorch.
    - Fixed multiplying comboboxes killing fps after repeatedly clicking the Randomize button in the character-creation screen.
    - Fixed typo in ClothingSelectionDefinitions.lua.
  14. Like
    buwaro reacted to mccree in Please disable auto jump on upper floors.   
    I fell from 3rd floor while jogging :(.
  15. Like
    buwaro got a reaction from DresdenBBQ in Make the the "courage" mechanic into an actual skill/attribute   
    Currently(in build 41) you panic a lot when you first spawn, and that gradually reduces as you survive(due to being acclimated to the existence zombies). this mechanic has no real indicators that it happens(besides less of a panic moodle). What i propose is that this get shifted into an attribute(like fitness or strengthen) maybe called courage or wits or some synonym of it.
     
    character would start with a  default value of 5(like the other 2 attributes) with existing  and traits new affecting these values
    Brave would be +2, 
    Coward -2 
    Paranoid(new, gives 4 trait points) 
    Desensitised +5, (granted at start by veteran occupation rather than a selected trait like it currently is)
    All phobia's -1(hemo, agora and claustro)
     
    to make it easier all phobia's are mutually exclusive with each other and brave
    At lvl 0 skill you always max panic at the sight of a zombie
    Lvl 3 replaces Paranoid with Coward
    lvl 5 removes coward, default char behaviour
    lvl 7 gains brave
    lvl 10 replaces brave with Desensitised (same as veteran, realistically not going to be maxed out in a normal game like fitness or strength), removes phobia's
     
    Skill could either be gained by not panicking at the sight of zombies, and/or having panic return to 0
     
    Could also be applied to NPC's once they are in game to determine their reaction to things and make them braver over time
    no courage= always run from danger
    low= only takes small risk fights/situations
    moderate courage=sticks around if reasonable chance of success, retreats when wounded
    High courage=riskier fights, fights on despite wounds unless severe
    max courage=NEVER Surrender
    player may be able to tell allies up to there courage level for how to react(so you don't have suicidal allies)
     
    Pros
    You can now see your characters progress on this hidden mechanic hemophobic now has a real drawback slightly more interesting traits in character creation can be applied to npc's  
    Cons
    figuring out balance hemophobic may be seen as even more free trait points due it being removable more work for the devs to do  
     
     
  16. Like
    buwaro got a reaction from muscamole in Desensitized Trait Suggestion   
    Well you technically do have it after about 6 months or so. You gaining less panic over time almost equivalent to the trait, I am going to to (shamelessly) plug my suggestion on the topic: https://theindiestone.com/forums/index.php?/topic/26171-make-the-the-courage-mechanic-into-an-actual-skillattribute/
    which would make both the mechanic more visible.
  17. Like
    buwaro got a reaction from Geras in Desensitized Trait Suggestion   
    Well you technically do have it after about 6 months or so. You gaining less panic over time almost equivalent to the trait, I am going to to (shamelessly) plug my suggestion on the topic: https://theindiestone.com/forums/index.php?/topic/26171-make-the-the-courage-mechanic-into-an-actual-skillattribute/
    which would make both the mechanic more visible.
  18. Like
    buwaro got a reaction from Geras in Small but Important Suggestions Thread   
    1065 more starting hats/facewear for different occupations
     
    i.e.  police hat for police, balaclava for buglers, chefs hat for chefs and fast food hat for burger flipper, sweat band for fitness instructor, fisher's hat for the fisher, and surgical masks for doctor/nurse
  19. Like
    buwaro got a reaction from trombonaught in Small but Important Suggestions Thread   
    1065 more starting hats/facewear for different occupations
     
    i.e.  police hat for police, balaclava for buglers, chefs hat for chefs and fast food hat for burger flipper, sweat band for fitness instructor, fisher's hat for the fisher, and surgical masks for doctor/nurse
  20. Like
    buwaro got a reaction from Geras in Make the the "courage" mechanic into an actual skill/attribute   
    Currently(in build 41) you panic a lot when you first spawn, and that gradually reduces as you survive(due to being acclimated to the existence zombies). this mechanic has no real indicators that it happens(besides less of a panic moodle). What i propose is that this get shifted into an attribute(like fitness or strengthen) maybe called courage or wits or some synonym of it.
     
    character would start with a  default value of 5(like the other 2 attributes) with existing  and traits new affecting these values
    Brave would be +2, 
    Coward -2 
    Paranoid(new, gives 4 trait points) 
    Desensitised +5, (granted at start by veteran occupation rather than a selected trait like it currently is)
    All phobia's -1(hemo, agora and claustro)
     
    to make it easier all phobia's are mutually exclusive with each other and brave
    At lvl 0 skill you always max panic at the sight of a zombie
    Lvl 3 replaces Paranoid with Coward
    lvl 5 removes coward, default char behaviour
    lvl 7 gains brave
    lvl 10 replaces brave with Desensitised (same as veteran, realistically not going to be maxed out in a normal game like fitness or strength), removes phobia's
     
    Skill could either be gained by not panicking at the sight of zombies, and/or having panic return to 0
     
    Could also be applied to NPC's once they are in game to determine their reaction to things and make them braver over time
    no courage= always run from danger
    low= only takes small risk fights/situations
    moderate courage=sticks around if reasonable chance of success, retreats when wounded
    High courage=riskier fights, fights on despite wounds unless severe
    max courage=NEVER Surrender
    player may be able to tell allies up to there courage level for how to react(so you don't have suicidal allies)
     
    Pros
    You can now see your characters progress on this hidden mechanic hemophobic now has a real drawback slightly more interesting traits in character creation can be applied to npc's  
    Cons
    figuring out balance hemophobic may be seen as even more free trait points due it being removable more work for the devs to do  
     
     
  21. Like
    buwaro got a reaction from Lord_of_Cats in Make the the "courage" mechanic into an actual skill/attribute   
    Currently(in build 41) you panic a lot when you first spawn, and that gradually reduces as you survive(due to being acclimated to the existence zombies). this mechanic has no real indicators that it happens(besides less of a panic moodle). What i propose is that this get shifted into an attribute(like fitness or strengthen) maybe called courage or wits or some synonym of it.
     
    character would start with a  default value of 5(like the other 2 attributes) with existing  and traits new affecting these values
    Brave would be +2, 
    Coward -2 
    Paranoid(new, gives 4 trait points) 
    Desensitised +5, (granted at start by veteran occupation rather than a selected trait like it currently is)
    All phobia's -1(hemo, agora and claustro)
     
    to make it easier all phobia's are mutually exclusive with each other and brave
    At lvl 0 skill you always max panic at the sight of a zombie
    Lvl 3 replaces Paranoid with Coward
    lvl 5 removes coward, default char behaviour
    lvl 7 gains brave
    lvl 10 replaces brave with Desensitised (same as veteran, realistically not going to be maxed out in a normal game like fitness or strength), removes phobia's
     
    Skill could either be gained by not panicking at the sight of zombies, and/or having panic return to 0
     
    Could also be applied to NPC's once they are in game to determine their reaction to things and make them braver over time
    no courage= always run from danger
    low= only takes small risk fights/situations
    moderate courage=sticks around if reasonable chance of success, retreats when wounded
    High courage=riskier fights, fights on despite wounds unless severe
    max courage=NEVER Surrender
    player may be able to tell allies up to there courage level for how to react(so you don't have suicidal allies)
     
    Pros
    You can now see your characters progress on this hidden mechanic hemophobic now has a real drawback slightly more interesting traits in character creation can be applied to npc's  
    Cons
    figuring out balance hemophobic may be seen as even more free trait points due it being removable more work for the devs to do  
     
     
  22. Like
    buwaro got a reaction from Maremick in Make the the "courage" mechanic into an actual skill/attribute   
    Currently(in build 41) you panic a lot when you first spawn, and that gradually reduces as you survive(due to being acclimated to the existence zombies). this mechanic has no real indicators that it happens(besides less of a panic moodle). What i propose is that this get shifted into an attribute(like fitness or strengthen) maybe called courage or wits or some synonym of it.
     
    character would start with a  default value of 5(like the other 2 attributes) with existing  and traits new affecting these values
    Brave would be +2, 
    Coward -2 
    Paranoid(new, gives 4 trait points) 
    Desensitised +5, (granted at start by veteran occupation rather than a selected trait like it currently is)
    All phobia's -1(hemo, agora and claustro)
     
    to make it easier all phobia's are mutually exclusive with each other and brave
    At lvl 0 skill you always max panic at the sight of a zombie
    Lvl 3 replaces Paranoid with Coward
    lvl 5 removes coward, default char behaviour
    lvl 7 gains brave
    lvl 10 replaces brave with Desensitised (same as veteran, realistically not going to be maxed out in a normal game like fitness or strength), removes phobia's
     
    Skill could either be gained by not panicking at the sight of zombies, and/or having panic return to 0
     
    Could also be applied to NPC's once they are in game to determine their reaction to things and make them braver over time
    no courage= always run from danger
    low= only takes small risk fights/situations
    moderate courage=sticks around if reasonable chance of success, retreats when wounded
    High courage=riskier fights, fights on despite wounds unless severe
    max courage=NEVER Surrender
    player may be able to tell allies up to there courage level for how to react(so you don't have suicidal allies)
     
    Pros
    You can now see your characters progress on this hidden mechanic hemophobic now has a real drawback slightly more interesting traits in character creation can be applied to npc's  
    Cons
    figuring out balance hemophobic may be seen as even more free trait points due it being removable more work for the devs to do  
     
     
  23. Like
    buwaro reacted to Icy Motto in Thurs…weather…shaders….chat!   
    I am glad you've made the decision to leave away optimization for decade old PCs. It seems that it has used alot of you guy's time to just try and optimize every single thing possible just so a few users can run the game. It should not be a problem to just save up some money and get with the times. With that out of the way, it seems that more work can be done towards other stuff like anims etc... Great job guys.
  24. Like
    buwaro got a reaction from bpdlr in Advanced farming   
    Disclaimer: I will try not to cover topics done to death(wheat->flour, irrigation, animals but i would love to see chickens asap due them not needing a smart ai)
     
    I would like to see farming move to a more stardew valley style(crop growth length is about the same), and by that I mean a trellis  that certain crops need to grow effectively requires farming lvl ?? and carpentry lvl ??, crops performing better in one season( i doubt they would kill our crops with change of season due to the otherwise limited nature of seeds and fresh winter food)
     
     
     
    Requested crops(i know many of these have been asked for already)
    corn, bell peppers, eggplant, leeks, onions, beans(requires trellis),peas(requires trellis), pineaple, hops (requires trellis), zucchini, water melon, grapes(requires trellis), sunflower(if possible they could follow the sun) coffee, tea ,pickles(now decay), beets and pumpkins(we'd better get these by Halloween, and be able to carve jack-o-lanterns). cotton or flax (for making thread/twine)
     
    n.b. you should be able to grow some non-ideal crops in the region but they should have a lower yield (no idea what less ideal crops would be as i don't live anywhere near Kentucky) and rarer seeds(I recommend some sort of gardening store/ plant nursery should show-up somewhere). some plants should be unplantable till you have a high enough farming skill(so newbies don;t get overwhelmed)
     
    Trees
    Apple, banana, avocado, cherry, apricot, lemon,peach, pomegranate, orange.
     
    trees would require years to bear fruit and would require maintenance for the first few years and would only bear fruit in the correct season, non would bear fruit in winter. why invest in such a long term solution??? long term multiplayer servers where you can only dream of fruit(besides strawberries) and would make mouse traps usable long after the power goes out(all of the bait is currently non-renewable). also require a decent farming lvl to plant ~4
     
    Bees
    As no game is complete without them and the associated risks. would require careful acquisition and set up
     
    Preserving
    More foods should be jar'able, maybe with different recipes. eg strawberry jam, apricot jam, marmalade(lemon+orange), and peaches should be jar'able the regular way(i used to do this when i was a kid). banana's and apples could be dried out, and avocado smashed(to appease the millennial's). all of these can be made at home
     
    Refining
    Hops should be brew able into alcohol among other crops, potentially making different types(vodka from potatoes, mead from honey!), or just generic moonshine and vinegar, all alcohols should also now provide carbs as well. beets should be grind able into sugar. to allowed renewable preserving. eggs could be made into mayo(not sure if you can do this at home), milk into cheese or butter(both of which can be made at home, with the right equipment).
     
    lastly, if you think i missed wheat, try reading the top of the thread again. and if anyone could point out what would be non-ideal(will still grow) and unviable crops(won;t grow) I'll update the post accordingly
  25. Like
    buwaro got a reaction from Tails in Advanced farming   
    Disclaimer: I will try not to cover topics done to death(wheat->flour, irrigation, animals but i would love to see chickens asap due them not needing a smart ai)
     
    I would like to see farming move to a more stardew valley style(crop growth length is about the same), and by that I mean a trellis  that certain crops need to grow effectively requires farming lvl ?? and carpentry lvl ??, crops performing better in one season( i doubt they would kill our crops with change of season due to the otherwise limited nature of seeds and fresh winter food)
     
     
     
    Requested crops(i know many of these have been asked for already)
    corn, bell peppers, eggplant, leeks, onions, beans(requires trellis),peas(requires trellis), pineaple, hops (requires trellis), zucchini, water melon, grapes(requires trellis), sunflower(if possible they could follow the sun) coffee, tea ,pickles(now decay), beets and pumpkins(we'd better get these by Halloween, and be able to carve jack-o-lanterns). cotton or flax (for making thread/twine)
     
    n.b. you should be able to grow some non-ideal crops in the region but they should have a lower yield (no idea what less ideal crops would be as i don't live anywhere near Kentucky) and rarer seeds(I recommend some sort of gardening store/ plant nursery should show-up somewhere). some plants should be unplantable till you have a high enough farming skill(so newbies don;t get overwhelmed)
     
    Trees
    Apple, banana, avocado, cherry, apricot, lemon,peach, pomegranate, orange.
     
    trees would require years to bear fruit and would require maintenance for the first few years and would only bear fruit in the correct season, non would bear fruit in winter. why invest in such a long term solution??? long term multiplayer servers where you can only dream of fruit(besides strawberries) and would make mouse traps usable long after the power goes out(all of the bait is currently non-renewable). also require a decent farming lvl to plant ~4
     
    Bees
    As no game is complete without them and the associated risks. would require careful acquisition and set up
     
    Preserving
    More foods should be jar'able, maybe with different recipes. eg strawberry jam, apricot jam, marmalade(lemon+orange), and peaches should be jar'able the regular way(i used to do this when i was a kid). banana's and apples could be dried out, and avocado smashed(to appease the millennial's). all of these can be made at home
     
    Refining
    Hops should be brew able into alcohol among other crops, potentially making different types(vodka from potatoes, mead from honey!), or just generic moonshine and vinegar, all alcohols should also now provide carbs as well. beets should be grind able into sugar. to allowed renewable preserving. eggs could be made into mayo(not sure if you can do this at home), milk into cheese or butter(both of which can be made at home, with the right equipment).
     
    lastly, if you think i missed wheat, try reading the top of the thread again. and if anyone could point out what would be non-ideal(will still grow) and unviable crops(won;t grow) I'll update the post accordingly
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