AnnaC wrote:I'd just like to see a damn granary structure, since in my opinion the storage of surplus produce is the hardest thing to deal with with farming.
Melgui wrote:AnnaC wrote:I'd just like to see a damn granary structure, since in my opinion the storage of surplus produce is the hardest thing to deal with with farming.
This.
And for the Qsorting maybe a mid-tech (suggested materials: boards and common metals) item could fit, so some effort (but no pain in the ass) is needed. Just something like this, you can call it "criba", "quicksort" or whatever.
aso11 wrote:NaoWhut wrote:Our grasslands will block out the sun.
Wait... grassland doesn't fly. Dude, you've been playing too much Minecraft.
Jackard wrote:same to you, minus the fun bit
hfacktor wrote:Wait, people actually use seedbags?
Chakravanti wrote:Jackard wrote:same to you, minus the fun bit
you've always had such a habit of say snide instagatory shit that provoked me to revamp and idea and make it just a bit better. Seeing as that's quintessentially what Gautemus just did I can't tell if you're saying gtfo because you don't like his masochistic perpective or because he effectively already did that and you just can't think of anything real to add so you shit on my thread with your spam? Send yourself to hel please.
Potjeh wrote:First, I think the whole method of raising crop q should be scrapped. As I understand it, seed sorting is supposed to be a minigame, but if it's got just one solution (and an obvious one, to boot), it's not really a game. So, all seeds should be the same quality if the crops are grown in the same conditions.
...
Now, on to raising q. Quality of crops should be the average of the seeds and the soil quality, dragged down by farming skill if it's lower than the result. Soil quality should be improvable with manure, compost etc. It should be possible to push crop q beyond the soil's q through a minigame of sorts (how else do you get compost better than your soil?). Basically, your crops demand certain things (water, weeding, soil ph adjustment with limestone etc.), and each time you fill one of these demands they get a point or three of quality beyond what they would normally be. The number of these demands you can fulfil in one crop generation is limited by your farming skill (has to be higher than crop q to get any at all). Much like numen you can forfeit a demand, but that would still expend one of your q raising chances, and maybe even knock out some of the progress you've already made. Like numen, you should get a new demand (if you're eligible for it) as soon as you fulfil the previous one, so that you're not forced to log in at specific times to tend to your crops.
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