Simple chemistry

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

Simple chemistry

Postby Zaplutek » Thu Sep 28, 2017 10:28 am

I would like to see something like chemistry station, just like the herbalist table, with the diffirence of making some simple outcomes:

1 Fertilizers, which would increase the growth speed for plants by some small amount
2 Decoys for wildlife (as it would increase the spawn rate of certain animals in the area)
3 Medicines, as it would allow to create new salvos in the game
4 Potions for short time buffs (simple as that)
5 Transmuting materials into other ones ( this might fo too far but i thought of producing gum,preservatives for increased food bonuses etc..)



Let me know guys if this fits this game, or if you like the general idea behind that.
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Re: Simple chemistry

Postby Necrisha » Sun Oct 08, 2017 3:32 pm

Add Repellents, to that list: reduces spawn chance of specific animal for 24hrs. (requires fresh hide of predator more powerful than it, IE wolverine or bear hide to repel badgers)

Solvents: can be used on certain buildings to reclaim 20% of materials at slightly decreased q. q level of solvent hardcaps materials recovered. Metals, stone, glass, bricks only recovered?
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Re: Simple chemistry

Postby Granger » Sun Oct 08, 2017 6:28 pm

Necrisha wrote:Add Repellents, to that list: reduces spawn chance of specific animal for 24hrs. (requires fresh hide of predator more powerful than it, IE wolverine or bear hide to repel badgers)
When I can kill wolverine or bearI to get the hide I, by definition, don't have problems with badgers anymore.

Solvents: can be used on certain buildings to reclaim 20% of materials at slightly decreased q. q level of solvent hardcaps materials recovered. Metals, stone, glass, bricks only recovered?
We had that deconstruction discussion a while back - it was turned down as it, according to the devs, would allow mass production of high quality rare materials.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Simple chemistry

Postby Zaplutek » Thu Oct 19, 2017 3:02 pm

Still thinking about pots. We have buffs already so brewing up with fairly rare materials to increase, lets say q of meat, lower stamina drain, better chance to find curios from animals, forage etc might be pretty useful. Especially when combined with some rare find (ore,strange root, lynx and so on).
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Re: Simple chemistry

Postby ctopolon3 » Thu Oct 19, 2017 3:08 pm

+1 Alchemy & poitions
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