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
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

I do agree with you though, specialized containers would be sweet.