Animal nodes moving was bad

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

Re: Animal nodes moving was bad

Postby azrid » Mon Nov 10, 2025 11:16 am

Sevenless wrote:Ah yes, domestic animals aren't useless enough. Lets make them even worse.

You cant be serious!
Cheese probably has the highest trade volume on the market.
Domestic animals are the most valuable resource you can maintain in Haven.

If you feel animals are undervalued, all it would take is to add another type of endgame cheese with combat stats to boost their usefulness more eloquently.
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Re: Animal nodes moving was bad

Postby Sevenless » Tue Nov 11, 2025 5:56 am

azrid wrote:
Sevenless wrote:Ah yes, domestic animals aren't useless enough. Lets make them even worse.

You cant be serious!
Cheese probably has the highest trade volume on the market.
Domestic animals are the most valuable resource you can maintain in Haven.

If you feel animals are undervalued, all it would take is to add another type of endgame cheese with combat stats to boost their usefulness more eloquently.


Ah sorry, "raising quality on animals". You could lock cheese to Q10 and it'd still be great. A lot of the quality in cheese doesn't come from the cow quality even.

Truffle snout: Local pooled and white truffles are regional biome based.
Meat quality: Domestic meat is either absolute garbage or it's fine Q10.
Hide/Bones: Takes about a year for bone Q to matter, and ultimately still hard capped by tool anyway.

Functionally if domestic animals were Q10 the impact they have on the world wouldn't change much. For some reason I enjoy the struggle of climbing animal quality, but it never feels good compared to every other industry. In 3 months miners are hitting the hardest rocks and mining some pretty crazy gems/ore. Animal wise my pigs are starting to compete with low end wild boar quality lol.
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Re: Animal nodes moving was bad

Postby zuhurat83 » Tue Nov 11, 2025 12:02 pm

i still wonder how that dude got his 380q sheepskins. Seems impossible.
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Re: Animal nodes moving was bad

Postby Sevenless » Wed Nov 12, 2025 12:16 am

zuhurat83 wrote:i still wonder how that dude got his 380q sheepskins. Seems impossible.


Sevenless wrote:You complete a generation once every ~1.5 weeks (~3.5 pregnancy with herder, 7 days maturing). The maximum you can gain on Q% herds is 5 per gen, and the max you can gain on Q is 20. For the sake of realism, lets assum you get 50% of those gains per week. So roughly 10Q and 2.5% per week. Assuming you really get this rolling 1 month into the world. After 5 months of this, it's reasonable to say you'll have ~200Q and ~150% herds. Your 200Q might be held up somewhat by fodder quality since it seems easier to get animal quality than crop quality this world for most things. This lands us at Q300 bones, replacing natural sources for most non-faction villages. At 12 months into the world we can have animals Q440 base, but I'm extremely doubtful foddering those will be reasonable. Our Q% will be up to 210% at this point, giving us a maximum theoretical bone of 924. I'm not sure if natural bones that high are possible, but if they were the supply would be so small it'd be meaningless compared to the amount a herd of animals could produce.


Bones and hide are the same quality multiplier. This is "half max gain rate". I'm really not sure how much of the theoretical gain value you can capture by having absurd sized herds, but 50% is about what I've gotten with 20-40 breeders.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

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