A Cat Tail By Rushlight

Thoughts on the further development of Haven & Hearth? Feel free to opine!

A Cat Tail By Rushlight

Postby Lunarius_Haberdash » Tue Sep 18, 2018 6:52 pm

The Cattail is such an immensely useful plant, let it enter the field in HnH as is appropriate for its history

Include
Rushlights - Surely a curiosity since light has no functional use in this game. By dipping a cattail head in wax or rendered fat you get a new, higher quality curiosity called a rushlight.

Typha Flour - Allow Typha to be processed into flour and added to our selection of options for recipes. A good "before barley and wheat" flour for bakers.

Typha Mash - Boiling the roots produces 'Boiled Cattail Root', which can be eaten as is or combined with butter and chives like any tuber.

Padded Seat - Combine the cattail heads and dried cattail leaves in combination with some blocks to make a seat with a woven seat.

Paper - The stems and leaves can be used to produce paper.

Insect repellant - Putting a dried cattail head in a torch holder and lighting it will drive off midges.

Typha Jelly - Pulling from real-world uses but playing with HnH mechanics a bit, combine boiled Cattail Root with Cave Slime to produce a new medicine.

Typha Moccasins - Combine dried hides with cattail heads to produce 'Typha Moccasins'. Perhaps proof against leeches?

Edit
Cattails should be less prevalent along rivers and lakes given that they grow in wetlands and prefer stagnant water, and should be more prevalent in swamps, marshes/etc where they are presently completely absent in the game.

Additionally, we should be able to harvest cattails like we harvest boughs, and then break them down into their (still random) parts.

This brings them an additional use:
Thatching and flooring - Let us pave with cattails and thatch with them as well.
Last edited by Lunarius_Haberdash on Sun Sep 23, 2018 3:48 pm, edited 1 time in total.
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Re: A Cat Tail By Rushlight

Postby Redlaw » Tue Sep 18, 2018 10:40 pm

Been sending jorbb a few vids on this type of subject, I would love to see cattails used a whole more.
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Re: A Cat Tail By Rushlight

Postby KitsuneG » Wed Sep 19, 2018 2:28 pm

Actually great idea, i love the Flour part a lot.
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Re: A Cat Tail By Rushlight

Postby Lunarius_Haberdash » Sun Sep 23, 2018 3:49 pm

Updated this with a few changes, adding harvesting the Cattails whole (like boughs) and including them for use as a paving and thatching material.
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Re: A Cat Tail By Rushlight

Postby SaltyCrate » Sun Sep 23, 2018 7:41 pm

Lunarius_Haberdash wrote:Rushlights - Surely a curiosity since light has no functional use in this game. By dipping a cattail head in wax or rendered fat you get a new, higher quality curiosity called a rushlight.

Yet another random generic curio.

Lunarius_Haberdash wrote:Typha Flour - Allow Typha to be processed into flour and added to our selection of options for recipes. A good "before barley and wheat" flour for bakers.

Does there really exist such a period in early game when you don't have wheat/barley flour but already need baking products? Kinda doubtful. Otherwise, it is yet another generic stat modifier which is PITA to collect in any meaningful quantity and no one will bother.

Lunarius_Haberdash wrote:Typha Mash - Boiling the roots produces 'Boiled Cattail Root', which can be eaten as is or combined with butter and chives like any tuber.

Yet another random generic food. Times two.

Lunarius_Haberdash wrote:Padded Seat - Combine the cattail heads and dried cattail leaves in combination with some blocks to make a seat with a woven seat.

Yet another chair. Seriously, what is it with this game obsession over chairs diversity?

Lunarius_Haberdash wrote:Paper - The stems and leaves can be used to produce paper.

Which does what? Nothing? Or is it another way to make parchment? If so, I suppose in the early game dried skins are somewhat valuable and maybe there is a point it. But parchment is not really needed at this stage, so probably mostly no one will bother with this either.

Lunarius_Haberdash wrote:Insect repellant - Putting a dried cattail head in a torch holder and lighting it will drive off midges.

Ok, this one have some actual use. The idea of wanting some midge swarms counteraction does exist. It does not have to be associated with cattails, but I suppose it also might as well.

Lunarius_Haberdash wrote:Typha Jelly - Pulling from real-world uses but playing with HnH mechanics a bit, combine boiled Cattail Root with Cave Slime to produce a new medicine.

Which cures what? And why already existing medicines for whatever it cures is not good enough?

Lunarius_Haberdash wrote:Typha Moccasins - Combine dried hides with cattail heads to produce 'Typha Moccasins'. Perhaps proof against leeches?

Yet another random generic piece of clothing.

Lunarius_Haberdash wrote:Thatching and flooring - Let us pave with cattails and thatch with them as well.

Eh, why not I guess. Looks good enough for random filler substitute of content in some patch.


It seems that most of these ideas are there mainly because there exist some RL equivalent. No, it is not enough to justify them added to the game, far from it.
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Re: A Cat Tail By Rushlight

Postby Lunarius_Haberdash » Sun Sep 23, 2018 8:13 pm

SaltyCrate wrote:
Lunarius_Haberdash wrote:Rushlights - Surely a curiosity since light has no functional use in this game. By dipping a cattail head in wax or rendered fat you get a new, higher quality curiosity called a rushlight.

Yet another random generic curio.
Nothing wrong with curios, and 'thematic' is enough for it to exist.

SaltyCrate wrote:
Lunarius_Haberdash wrote:TDoes there really exist such a period in early game when you don't have wheat/barley flour but already need baking products? Kinda doubtful.


This allows for day 1 production of baked goods, so yeah, there does. You're at least a week out from wheat/barley.

SaltyCrate wrote:
Lunarius_Haberdash wrote:Typha Mash - Boiling the roots produces 'Boiled Cattail Root', which can be eaten as is or combined with butter and chives like any tuber.

Yet another random generic food. Times two.


Why do you consider these to be bad things? O.o "Ge3neric Food Item"... What would be a "Non-Generic Food Item"... Titty sprinkles?

SaltyCrate wrote:
Lunarius_Haberdash wrote:Yet another chair. Seriously, what is it with this game obsession over chairs diversity?

We don't have nearly enough furniture variation at the moment, so I fail to see your point.


Lunarius_Haberdash wrote:I suppose in the early game dried skins are somewhat valuable and maybe there is a point it. But parchment is not really needed at this stage, so probably mostly no one will bother with this either.


Expansion of books, creation of books, use in current items. Seirously?

Lunarius_Haberdash wrote:Insect repellant - Putting a dried cattail head in a torch holder and lighting it will drive off midges.

Ok, this one have some actual use. The idea of wanting some midge swarms counteraction does exist. It does not have to be associated with cattails, but I suppose it also might as well.

SaltyCrate wrote:
Lunarius_Haberdash wrote:Typha Jelly - Pulling from real-world uses but playing with HnH mechanics a bit, combine boiled Cattail Root with Cave Slime to produce a new medicine.

Which cures what? And why already existing medicines for whatever it cures is not good enough?


I anticipate more wound types and variations in how medicines affect you/the wound while healing them. Thus, more medicines.

Lunarius_Haberdash wrote:Typha Moccasins - Combine dried hides with cattail heads to produce 'Typha Moccasins'. Perhaps proof against leeches?

Yet another random generic piece of clothing. [/quote]

There is nothing wrong with more clothing, there are plenty of spaces left open for stat/skill gilded gear that don't have available options... Take Carpentry for instance.

SaltyCrate wrote:It seems that most of these ideas are there mainly because there exist some RL equivalent. No, it is not enough to justify them added to the game, far from it.

Most of them were suggested to provide further variation in existing options, in anticipation of the Hunger/Feasting overhaul, and for general flavor. That's more than enough justification.
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Re: A Cat Tail By Rushlight

Postby SaltyCrate » Mon Sep 24, 2018 9:17 pm

Lunarius_Haberdash wrote:Nothing wrong with curios, and 'thematic' is enough for it to exist.

No, it isn't. There are millions of RL objects that could be "curios" and are thematic enough. I bet that Jorb himself could easily spit out hundred ideas for such curios in a hour. That doesn't mean that they have to be in the game.

Lunarius_Haberdash wrote:This allows for day 1 production of baked goods, so yeah, there does. You're at least a week out from wheat/barley.

Yes, sure, but at this week you don't need baked goods for stat progression. Your max FEP is low, and there are plethora of low level foods already more easily available. Unles you want to bake day 1 for the sake of it. In that case that is not an argument for it existing.

Lunarius_Haberdash wrote:Why do you consider these to be bad things? O.o "Ge3neric Food Item"... What would be a "Non-Generic Food Item"... Titty sprinkles?

It is bad because it adds bloat to the game and little else. Variety is good only when it is meaningful. I think, good way to check for it would be asking the question: how many people will use it (whatever idea it is questioned) more than once (or better - semi-regularly) throughout their play? As described, it certainly appears as food item which would be crafted once to check what it does and then be promptly forgotten by majority of the players.
One way to make food item proposal be non-generic is to show the niche it would fulfill. Be it in the feps gained, energy, or something that makes it stand out. None of it was shown. "Let's just add <insert random dish> in the game" style ideas are abound and are at the core mostly lack-of-ideas. Again, I bet devs can acquire dozens of such ideas just by googling "list of dishes" or similar.

Lunarius_Haberdash wrote:We don't have nearly enough furniture variation at the moment, so I fail to see your point.

And yet furniture variation is somehow equal to chair variation. Do compare how many types of chairs we already have with, for example, number of types of cupboards, or beds, or even tables. Anyway, it still somewhat lacks mechanical justification for its existence. Less so than other "generic" stuff, because it does have intrinsic aesthetic value by being an object in the world, but it certainly would be nice have more reasons that just that.

Lunarius_Haberdash wrote:Expansion of books, creation of books, use in current items. Seirously?

Are books already in the game? No, they aren't. Maybe, they even wouldn't. Also they weren't even mentioned in the OP. And, no, the fact that paper might be used for them is not an excuse, as paper might be used for a lot of things of which I am aware. It is also does not justify adding it nor the sloppy way it was proposed. It is basically equivalent of "hey devs add this thing, but i cba to think what should it do, so do it yourself" lack of idea.
Also, I am aware of your "Books - For Mechanical AND LARPy purposes" thread. But you certainly can't expect everyone to automatically keep track of your thoughts on various subjects. As described, your proposal for paper in this thread consists of single sentence and describes nothing whatsoever. At least you could have linked your other thread there.

Lunarius_Haberdash wrote:I anticipate more wound types and variations in how medicines affect you/the wound while healing them. Thus, more medicines.

So it is basically a potential idea for when some yet unknown wound will be added. Ok, I guess. I find it a bit questionable, because I think devs don't and won't really have a problem coming up with ideas for cures whenever new wound type is added. But maybe it will save them 10 minutes of brainstorming.

Lunarius_Haberdash wrote:There is nothing wrong with more clothing, there are plenty of spaces left open for stat/skill gilded gear that don't have available options... Take Carpentry for instance.

Yes, there are such design spaces. Yet you again left the actual work of finding and selecting such a space to someone else. What was written there amounts to about a minute of thought process (mainly because you actually bothered proposing crafting ingredients). There are dozens of threads with clothing ideas of similar spent effort, which is why it is generic.


Lunarius_Haberdash wrote:Most of them were suggested to provide further variation in existing options, in anticipation of the Hunger/Feasting overhaul, and for general flavor. That's more than enough justification.

SaltyCrate wrote:No, it is not enough to justify them added to the game, far from it.
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Re: A Cat Tail By Rushlight

Postby Dakkan » Mon Sep 24, 2018 10:06 pm

+1 for titty sprinkles.
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Re: A Cat Tail By Rushlight

Postby linkfanpc » Tue Sep 25, 2018 5:46 pm

Dakkan wrote:+1 for titty sprinkles.
Total misplay.
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Re: A Cat Tail By Rushlight

Postby Lunarius_Haberdash » Tue Sep 25, 2018 5:53 pm

SaltyCrate wrote:
Lunarius_Haberdash wrote:There is nothing wrong with more clothing, there are plenty of spaces left open for stat/skill gilded gear that don't have available options... Take Carpentry for instance.

Yes, there are such design spaces. Yet you again left the actual work of finding and selecting such a space to someone else. What was written there amounts to about a minute of thought process (mainly because you actually bothered proposing crafting ingredients). There are dozens of threads with clothing ideas of similar spent effort, which is why it is generic.


Everything you had to say in response can be summed up in this one sentence... Yes, there are such design spaces left to fill, and *yes* I left it up to the developer's to take these resource ideas and process them into the game in one of those design spaces that need filling, without specifying what *I* think would be the best application for it.

Sometimes a complete idea is a wonderful way to approach a thing, sometimes a 'these are untapped potential resources, these are broad scope design spaces where they might exist' is enough. It is presumptive to think that, as a player, I automatically know where the balance issues in the game are or why they may or may not do a thing. So sometimes I suggest things that I think would be thematically interesting and leave it to them to determine if there's a space for it.
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