Grand List of Simple Questions

Ask, answer and discuss any and all topics about the hows, whys, wheres and whens of playing Haven & Hearth.

Re: Grand List of Simple Questions

Postby Kelody » Sun Oct 04, 2015 10:05 pm

MagicManICT wrote:
Hardsun wrote:How exactly does earth QL affect crops ?
And do it affect planted trees?
Is there any way to increase fields earth QL ?


1. Nobody is sure yet as nobody can quite get the hang of crop quality increases.
2. No
3. No


Doesn't dirt quality that you use in the treepot affect the tree?
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Re: Grand List of Simple Questions

Postby Turtlesir » Sun Oct 04, 2015 10:08 pm

Kelody wrote:Doesn't dirt quality that you use in the treepot affect the tree?

it does but they are talking about the land it was planted on.
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Re: Grand List of Simple Questions

Postby cerulean19 » Sun Oct 04, 2015 10:37 pm

Has anyone figured out how herb quality works? It seems like the nettles I get near my base (fairly high soil q) are always high quality, while the taproots are very low-q. My guess has been that they're using different things (water table, soil quality, maybe other things) as the source of their qualities,maybe even to the point where vitality/substance/essence come from different sources, but I haven't been able to figure it out more specifically than that.

Although mussel quality does seem linked to clay quality, like in legacy.
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Re: Grand List of Simple Questions

Postby cerulean19 » Sun Oct 04, 2015 10:38 pm

Also, is there still a way to sort items ascending/descending by quality?
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Re: Grand List of Simple Questions

Postby Clemence » Sun Oct 04, 2015 10:43 pm

There is a bug with forageables, I forage high qual stuff, and just 2 steps apart 10/10/10 ( mostly taproots and www) ones on high quality soil.
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Re: Grand List of Simple Questions

Postby Sevenless » Sun Oct 04, 2015 10:46 pm

Each foraged item has its own quality node system now. Soil is completely unrelated.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
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Explanation of the logic behind the cooking system
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Re: Grand List of Simple Questions

Postby Clemence » Sun Oct 04, 2015 10:50 pm

So you have to make maps for water, clay, soil, and each type of forageables ?
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Re: Grand List of Simple Questions

Postby cerulean19 » Sun Oct 04, 2015 10:57 pm

Sevenless wrote:Each foraged item has its own quality node system now. Soil is completely unrelated.


Oh, so the highish soil and good nettles are a coincidence. That actually makes sense.
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Re: Grand List of Simple Questions

Postby MagicManICT » Sun Oct 04, 2015 11:49 pm

Clemence wrote:Why?


So that nobody can claim super high quality soil and expect to get a bunch of exceptional curios, berries, and other forageables, too. Call it a "soil nerf" because soil is still OP.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Grand List of Simple Questions

Postby The_Lich_King » Mon Oct 05, 2015 1:46 am

Can i find Take Aim fighting ants or do i need to go bigger
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