Salt rework

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

Re: Salt rework

Postby Granger » Thu Nov 09, 2017 8:17 pm

MagicManICT wrote:Granger, it would be one slowdown, yes, but would a pure move to the geometric mean of the input materials be enough of a slowdown? A slowdown of early to mid game quality increases has been one of the things I've been arguing for for a while, and so I do like it, I just don't know if it would be enough. I can certainly see it being gamed around, such as with compost bins.
Say you have found a way to somehow kill a q400 animal on day one and are a complete noob with starter skills, a stone axe and a compost bin.
surv, axe, bin: current furmula - suggested
10, q10, q10: q195 meat, q101 mulch vs. q63 meat, q25 mulch.
100, q10, q10: q215 meat, q112 mulch vs. q112 meat, q33 mulch.
100, q50, q50: q237 meat, q143 mulch vs. q168 meat, q91 mulch.
100, q100, q100: q250 meat, q174 mulch vs. q200 meat, q141 mulch.
Looks like it cuts it down nicely for the start.

Yes to the rest: festing needs a hard nerf, together with an overhaul of the rest of the food system

Back to the start of the topic: salt reducing hunger (which should be renamed appetite, to make actual sense) when used like pepper on a dish would make more sense than simply relieving the stomach as it does now.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Salt rework

Postby MrPunchers » Thu Nov 09, 2017 9:28 pm

How about it gets completely reworked and buffs your energy to stamina regain ratio (salt helps you hold water) for a time so indirectly it will help with hunger cause you'll have to eat less and applies another buff to help with another problem without being able to be abused.
Suck me good and hard thru my jorts
User avatar
MrPunchers
 
Posts: 1679
Joined: Mon Jun 06, 2016 9:54 am
Location: Where do you think?

Re: Salt rework

Postby TAURION » Fri Nov 10, 2017 1:41 am

agreed as intended by others
+ to similar as pepper mechanic +not only for feasting but for new recipes as "salty meat"
+ to adding it as co-ingredient for known recipes for Q-gains.
+ for farming it with evaporating from water at a bit slow rate (needs metal "copper" evaporator)
for evaporating needs salt water, which requires "sea" biome and then my fantasy goes far....

..... going furhter "salt flats" biome similar to clay flats, or like swamps covered by shallow water with (infinite?) deposits of salt. New mechanic to play, -dig raw dirty salt, -boil in cauldron to get clean salt water, - fill evaporator, then get regular salt. or -make dirty salt stockpile, -wait till it drying auto with much longer time, get Sea salt without Q-changes but easier.
Salar-de-Uyuni-Bolivia-695x521_0.jpg

And mostly wanted by me "rock salt" mined as ore, and then grinded to get "Rock salt" with different buffs, which also can be turned to regular Salt if wanted, by boiling in water and then evaporated.
So its 3 different salts types.
Its how may looking my Salt mine.
0_21fe86_ff551c9.jpg
rudnici_soli_10.jpg
You do not have the required permissions to view the files attached to this post.
User avatar
TAURION
 
Posts: 10
Joined: Wed Oct 12, 2011 7:49 pm

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], sickaura and 94 guests