Obtrusive, mid effort changes 4 early world

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

Obtrusive, mid effort changes 4 early world

Postby Zentetsuken » Thu Aug 04, 2022 11:10 am

Drying Meats that are not fish (JERKY)

This is an industry that can be massively expanded in to a beautiful and endless array of autistic spreadsheets and we need it ASAP.
Every meat should be able to get hung and dried on a drying rack the same way fish is for a lowered hunger and focused FEP alternative.

This whole process could also be massively expanded by the implementation of marinades and drying already smoked meats.

Meats should be able to undergo any or every part of this multi step process for different results.
Imagine being able to turn a simple piece of otherwise useless meat in to something great by simply pushing it through an easy process of which the highest cost is simply the time it takes.

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Expansion of time-specific resources

Things that happen only during the night or on certain times of the lunar cycle add a whimsical immersion and sense of FOMO to the game.

  • Cicadas in the summer afternoon? Obnoxiously loud large flies that buzz and hum in the tops of trees and spawn like mistletoe.
  • More diversification of what animals appear in high and lower spawning numbers based on seasons.
    (e.g. - less bears during summer, more during winter?)
  • More seasonal variants of animals, even if the hide variations are purely aesthetic, it is still fun.
  • Loons at night? Been suggested before many times but I mean come on.
  • Treefrogs at dusk and dawn? Chirping little beaded toe frogs clinging to trees and rocks and shit.
  • Worms popping up and squiggling around and leaving behind tiny little dirt mounds at night?
  • Entire ingame years that have dynamic spawning rates for certain foragables and animals. (e.g. - a year where grasshoppers and mushrooms spawn at much higher rates but foxes and flowers spawn much less)
  • ^ this idea, but some years have entirely exclusive foragables, fish, insects, or even animals

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More alternatives and variation to existing flora and fauna

Foraging is fun, especially when the resources you forage actually make good shit. Fuck our shit up with diversification.

  • ANIMAL VARIATIONS - WHERE IS BABY BEAR, WHERE IS WANDERING FAMILY OF BOAR? PLS JORB
  • Watercress - wild tuber alternative that grows in water! (FUN)
  • More spices!! Where is fennel, chicory, parsley????
  • Sunchoke - wild tuber alternative that grows on land!
  • Fresh water fauna variations! non-swamp turtles, CRAYFISH, clams etc.
  • More rare and exotic biome-specific flower variants! Edelweiss and Bluebells are OLD NEWS
  • Expanded seaweed diversification - badderlocks, bullkelps, irish moss, dulse, spirulina, algae ???? hello ??? so many possibilities
  • An actual wild onion variant?? It's 2022!
  • Arugula, Dandelion, Cress - WILD LETTUCE ALTERNATIVES
and ofcourse, the BIG ASK

  • Cave cultivars variations for pottable plants
If you grow some plants specifically without light for many iterations they should have a chance to become a brand new plant variation with new feps and usage

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Last edited by Zentetsuken on Thu Aug 04, 2022 12:05 pm, edited 2 times in total.
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Re: Obtrusive, mid effort changes 4 early world

Postby Fostik » Thu Aug 04, 2022 11:48 am

Cave farming or riot
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Re: Obtrusive, mid effort changes 4 early world

Postby vatas » Thu Aug 04, 2022 12:41 pm

Change drying frames to 3x3, up from 2x2.

2x2 hides, that you get multiples from single animal, generally changed to 3x3 (aurochs should have 2x3 hide I guess, I think you could simply stretch/extend the current .res in Photoshop.)

Mammoth Hides to make a Guard 2->1. Adjust Teddy Bear recipe to produce more/better teddy bears to compensate. Maybe buff Bear Cape slightly?

Make intermediary leatherworking recipe to turn a troll hide into two Unadorned Troll Belts that are then crafted with nuggets at an anvil to end product belt.
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Re: Obtrusive, mid effort changes 4 early world

Postby Audiosmurf » Thu Aug 04, 2022 12:50 pm

vatas wrote:Change drying frames to 3x3, up from 2x2.

2x2 hides, that you get multiples from single animal, generally changed to 3x3 (aurochs should have 2x3 hide I guess, I think you could simply stretch/extend the current .res in Photoshop.)

Mammoth Hides to make a Guard 2->1. Adjust Teddy Bear recipe to produce more/better teddy bears to compensate. Maybe buff Bear Cape slightly?

Make intermediary leatherworking recipe to turn a troll hide into two Unadorned Troll Belts that are then crafted with nuggets at an anvil to end product belt.

What about tanning tubs
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NORMALIZE IT
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Re: Obtrusive, mid effort changes 4 early world

Postby Zentetsuken » Thu Aug 04, 2022 3:55 pm

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butterfly nets

extended reach for catching bugs to mitigate difficulty of small hitboxes and fast creatures like dragonflies (also FUN)

can be used in shallow water as a cost of 1/4 stamina bar to dunk in to water at jumping fish spot for a chance to catch a fish??????????

I think stamina drain seems like a fair exchange for baitless alternative to primitive rod, especially if butterfly net costs atleast 1 cloth (also FUN)
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Re: Obtrusive, mid effort changes 4 early world

Postby bumfrog » Thu Aug 04, 2022 7:34 pm

Zentetsuken wrote:(also FUN)

yikes, there’s yer problem. We can’t be having that!

+1 for the mid effort changes, since mid efforts are about the most we can ask for
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Re: Obtrusive, mid effort changes 4 early world

Postby Odynak » Thu Aug 04, 2022 7:59 pm

bumfrog wrote:
Zentetsuken wrote:(also FUN)

yikes, there’s yer problem. We can’t be having that!

+1 for the mid effort changes, since mid efforts are about the most we can ask for


FUN must be banned from this game. Only grind, pain and turtles should remain.

+1 to the ideas from OP. They look good in general.
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Re: Obtrusive, mid effort changes 4 early world

Postby Adata » Fri Aug 05, 2022 10:25 am

These are very nice ideas. Especially if we can get cave pots, maybe cave moss plants, that would be cool.

Also about day or season specific animals and bugs sounds great!
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Re: Obtrusive, mid effort changes 4 early world

Postby Zentetsuken » Fri Aug 05, 2022 8:08 pm

a yoke

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neck-slot equipable item that allows you to carry 2 "objects" at a time within its slots.

2 dead animals, 2 full water buckets, 2 boats, etc.
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Re: Obtrusive, mid effort changes 4 early world

Postby Zentetsuken » Sat Aug 06, 2022 5:31 pm

Change blacksmith credo OR buff/make a new awesome use for irrlights because "more irrlights when smithing" leans more towards insulting than clueless filler.
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