Sackin' the 'pile (Sack feedback and suggestions)

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

Sackin' the 'pile (Sack feedback and suggestions)

Postby NightMind » Sat Feb 21, 2026 8:09 pm

Produce sack is great. It helps to organize farmwork and sell produce easier. But I'm greedy and want it better!
I've split requests into three categories, depending on how much they suggest to change.

No sack request.
  • Onions, leeks, cabbage lettuce can stack to 60 vs 35
  • Brains and bollock can go into "trash" stockpile
Quite simply, this doesn't involve changing anything about the sack and just helps with small-scale farming annoyances

Minimal sack
  • Sack can hold at least 60 of each produce (tubers, onions, etc.)
  • Sack can hold items you can't stockpile otherwise (meat, brains, bollock, opium pods)
This involves adding a bit more functionality to the sack - increasing the stockpile size for certain items, like cabbage lettuce and onions, to a more convenient 60. I'm also a fan of beign able to store/carry some non-stackable items in a more convenient form for processing.

Wholesack
    !! There are now two sacks: small and large produce sack
  • Small sack requires 4 cloth and a rope, maybe no bone glue - early game saver!
    > Small sack holds a stockpile of produce (excluding large stockpile such as soil, sand, snow, pumpkin, hay, metal, etc., or limiting it to 35-60 items)
    > Small sack can be stacked 3 high. Bottom of the stack must be full. You can directly access only the top sack.
  • Large sack take 8 cloth, 2 rope and 2 bone glue
    > Large sack can hold 90 items (increasing stockpile size for produce, bones, stone, etc.) or full "large" stockpile.
    > though metal bars are still only 35 ct. a large sack/stockpile. Larger piles are transported in chests etc.
    > Large sack isn't stackable, and carried at a crawl speed
  • Both sacks can accept some non-stockpile items (meat, brains, bollock, maybe small animal corpses like chicken/rabbit/squirrel/adder) stacking up to 60/90 ct (or 35/60 ct. for animal corpses)

P.S. Sack Graphics - love the varmat support. I suggest adding a small "patch" to a sack which could be the secondary cloth color ;)
and striped or back/front fonstruction for the large sack!
Last edited by NightMind on Tue Mar 24, 2026 2:03 am, edited 1 time in total.
NightMind
 
Posts: 89
Joined: Tue Aug 23, 2011 2:37 pm

Re: Sackin' the 'pile (Sack feedback and suggestions)

Postby Jorg » Sun Feb 22, 2026 2:31 am

NightMind wrote:Produce sack is great. It helps to organize farmwork and sell produce easier. But I'm greedy and want it better!
I've split requests into three categories, depending on how much they suggest to change.

No sack request.
  • Onions, leeks, cabbage can stack to 60 vs 35
  • Brains and bollock can go into "trash" stockpile
Quite simply, this doesn't involve changing anything about the sack and just helps with small-scale farming annoyances

No Complaints

NightMind wrote:Minimal sack
  • Sack can hold at least 60 of each produce (tubers, onions, etc.)
  • Sack can hold items you can't stockpile otherwise (meat, brains, bollock, opium pods)
This involves adding a bit more functionality to the sack - increasing the stockpile size for certain items, like cabbage and onions, to a more convenient 60. I'm also a fan of beign able to store/carry some non-stackable items in a more convenient form for processing.

Unfortunately, there is no cabbage in the game, even though there oughta be(especially with pickling). I dislike having to build stockpiles for items though, feels too much like Salem. Not as bad if one buildable stockpiles stocks everything. related, poacher's pouch should hold suckling's maw.
NightMind wrote:Wholesack
    !! There are now two sacks: small and large produce sack
  • Small sack requires 4 cloth and a rope, maybe no bone glue - early game saver!
    > Small sack holds a stockpile of produce (excluding large stockpile such as soil, sand, snow, pumpkin, hay, metal, etc., or limiting it to 35-60 items)
    > Small sack can be stacked 3 high. Bottom of the stack must be full. You can directly access only the top sack.
  • Large sack take 8 cloth, 2 rope and 2 bone glue
    > Large sack can hold 90 items (increasing stockpile size for produce, bones, stone, etc.) or full "large" stockpile.
    > though metal bars are still only 35 ct. a large sack/stockpile. Larger piles are transported in chests etc.
    > Large sack isn't stackable, and carried at a crawl speed
  • Both sacks can accept some non-stockpile items (meat, brains, bollock, maybe small animal corpses like chicken/rabbit/squirrel/adder) stacking up to 60/90 ct (or 35/60 ct. for animal corpses)

P.S. Sack Graphics - love the varmat support. I suggest adding a small "patch" to a sack which could be the secondary cloth color ;)
and striped or back/front fonstruction for the large sack!

Easier things are nice, but idk if having sacks skip bone glue is good. then wheelbarrows become even more limited in the early game. Having the label have a contrasted variable area would be nice. idk if item material attribute support is there- if it is, variable materials for belts and other items would be nice too. Using sacks to store non stockpilable items, like bat corpses would be nice
Jorg
 
Posts: 91
Joined: Fri Dec 30, 2016 6:05 am

Re: Sackin' the 'pile (Sack feedback and suggestions)

Postby NightMind » Tue Feb 24, 2026 1:22 am

I did structure my suggestion as a least effort to most effort suggestions. No need to go all in, but I did want to share.

Jorg wrote:Unfortunately, there is no cabbage in the game, even though there oughta be(especially with pickling). I dislike having to build stockpiles for items though, feels too much like Salem. Not as bad if one buildable stockpiles stocks everything. related, poacher's pouch should hold suckling's maw.


Sorry, I meant lettuce. Head of Lettuce reminds me waaay to much of a Cabbage Head.
Poacher's pouch, imo, should hold brains and sucking maw and all other fancy butcher produce

Jorg wrote:Easier things are nice, but idk if having sacks skip bone glue is good. then wheelbarrows become even more limited in the early game. Having the label have a contrasted variable area would be nice. idk if item material attribute support is there- if it is, variable materials for belts and other items would be nice too. Using sacks to store non stockpilable items, like bat corpses would be nice


One bone glue is ok too. Sacks are objects on a map so there is variable material support. Doesn't seem to be the case for clothing - or we wouldn't have separate linen and hemp shirts.
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Posts: 89
Joined: Tue Aug 23, 2011 2:37 pm


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