Silkworms on Trees

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

Re: Silkworms on Trees

Postby Potjeh » Thu Oct 07, 2010 3:43 pm

Silk is fine as it is. If anything, I'd just make leaf picking faster, and add specialized containers that only accept worms and leaves, and 4 leaf slots for every worm slots. They'd be liftable, of course.
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Re: Silkworms on Trees

Postby OvShit » Thu Oct 07, 2010 6:08 pm

Special equipment for silkmaking? +1.
Somewhat like huge crate with sides covered with clay(to get rid of holes in boards), which has 40 slots for worms and a trough-type bar which is filled by dumping leaves into and which is able to feed all 40 worms when full.
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Re: Silkworms on Trees

Postby ShadowSeaWolf » Fri Oct 08, 2010 2:09 am

Granger wrote:This would make silk easier (since you only have to interact once to gain worms), but i wouldn't complain. You would no longer need herbalist tables though, which in my implementation would be worse than now since they would be required to be outside (=hit by decay) instead of being crammed away in a cellar or a mine, build once with high enough q and then forgot about till next world reset.


Well I don't know if this would completely get rid of the ability to use the herbalist tables though. Some people don't live nearby mulberry trees or have the means to grow some yet. However, that may also slightly limit the ease of getting silk, who knows. I guess it just depends on opinion. Herbalist tables would still be needed though not as much as they would be if you still put the silkworm eggs on the table.

Granger wrote:So in case you would have to take cocoons off the tree, how should they turn into moths?
And what should happen to the cocoons you leave on a tree?


I assume that any removed cocoons would turn into moths the same as it does now. I can't think of any reasons why they shouldn't.
What would probably happen to cocoons left on trees is the moths would escape and fly around the tree for a certain amount of time before flying away. This would make it so the players do have to get on after some amount of time, and give them a small window of time to catch their new moths. That way they can't leave the cocoons on the trees for however long they want and get on like three months later to gather them. I probably should have explained that a little better before :lol:

Granger wrote:Imho the trees need to have a limit on amount of worms they can hold, plus they need to suffer - else you could scale silk production by just planting enough trees once and be done with it (leading to others in this thread stating that silk will be worth less than linnen being right).


Yeah I see what your saying. There should be a set limit on the amount of worms, I agree with that. On the tree suffering maybe it could be a combination of the two. Like depending on each cycle it would loose one quality at the least, or it will loose more if you have more worms on it. If you put 10 worms on the tree it would cause a lot more damage to it than say 3 would. So yeah the quality should drop with every silkworm cycle. This would also prove a use for herbalist tables because you would have to continuously make new mulberry trees as they lost quality, and it would provide an extra step to keep it from being too easy. So in theory the quality would stay about the same wouldn't it?

Potjeh wrote:Silk is fine as it is. If anything, I'd just make leaf picking faster, and add specialized containers that only accept worms and leaves, and 4 leaf slots for every worm slots. They'd be liftable, of course.


I'm not saying theres anything wrong with the way silk is produced right now, I'm just saying I'm tired of loosing my worms on the herbalist table. I've got way to much going on in my life to be on the game 24/7 even though I'd like to be :lol: I do agree with you though, specialized containers would be sweet.
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Re: Silkworms on Trees

Postby BlueFire » Mon Oct 11, 2010 6:28 pm

Losing your silkworms is what makes silk worth something! There's not many things a new player can come in and start having something as worth something as silk.
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Re: Silkworms on Trees

Postby ShadowSeaWolf » Sun Oct 17, 2010 10:13 am

BlueFire wrote:Losing your silkworms is what makes silk worth something! There's not many things a new player can come in and start having something as worth something as silk.


Yeah but that doesn't mean its any less annoying for the rest of us :lol:
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Re: Silkworms on Trees

Postby Thurrok » Sun Oct 17, 2010 11:08 am

Make silk less of a grind? Fuck yes!
Make silk easier to produce? Hell no!

Mulberry trees should have boughs. Put a mulberry bough into the cupboard, right click, "split" - you'll get 48 leaves. Pick an inventory's worth of mulberry bough, and you can supply a whole silkery without having to run 10 times. Less grind, still a risky business.

And...
Granger wrote:Leaving the cocoons on the tree will lead to moths launching from the tree

Honestly, I don't want a crash every time a professional silkmaker forgets about his 300+ moths.
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Re: Silkworms on Trees

Postby DeBosh » Sun Oct 17, 2010 11:10 am

Potjeh wrote:Silk is fine as it is. If anything, I'd just make leaf picking faster, and add specialized containers that only accept worms and leaves, and 4 leaf slots for every worm slots. They'd be liftable, of course.

this
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Re: Silkworms on Trees

Postby Tacheron » Mon Oct 18, 2010 1:53 am

Potjeh wrote:Silk is fine as it is. If anything, I'd just make leaf picking faster, and add specialized containers that only accept worms and leaves, and 4 leaf slots for every worm slots. They'd be liftable, of course.


Just make mulberry leaves placeable into seedbags, directly by clicking on the existing "pick leaf" option and voila - you got an 800% increase in your productivity.

Granger wrote:It is just that the most boring (and best to automate) part of time consuming is to port to tree, pluck a full inventory, click 5 times till you have the cupboard open, wheel in the leafs, rinse and repeat.


If you set your hf near the cb's, set your hf porting as a hotkey, you can do it with 2-3 clicks to get your cb open - 1 to port to hf, 1 to align yourself with the cb and 1 to open it :)

Btw, I'm actually doing my silk atm, reading while I pick the leaves :D
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Re: Silkworms on Trees

Postby Granger » Mon Oct 18, 2010 1:44 pm

Tacheron wrote:Just make mulberry leaves placeable into seedbags, directly by clicking on the existing "pick leaf" option and voila - you got an 800% increase in your productivity.
And more clicking to get them out of the bags.
No, thanks.
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Re: Silkworms on Trees

Postby Tacheron » Mon Oct 18, 2010 3:22 pm

I thought you said the problem was having to make the trip all the time, meaning you can't just afk for a long time. If you had seedbags, you could afk 8x longer. Also, you would have to click only for each seedbag, then you got the mousewheel. Still seems like it would be an improvement to me, idk.

As to the whole tree idea...I think it might work best if they could just replace herbalist tables and the feeding phase. So - you put the moth eggs on the tree (16 pieces, like the table) and they hatch into worms on the tree, feed there for the same time as now and cocoon up there as well. You still have the same timespan, only now you only have to come to pick up the cocoons because if you don't, they hatch into adult moths and fly away.

I'm not sure about the lowering of the tree q because that would mean that with each cycle you'd actually end up with a worse tree, meaning you'll be actively lowering your silk q unless you plant really big amounts of mulb trees, which would take a long time to grow. Unless we could have them recover their q after not being used for some time, like resource spots do.
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