Stockpiles

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

Re: Stockpiles

Postby Zamte » Fri Apr 09, 2010 8:13 am

KoE wrote:
Zamte wrote:
Teh_Az wrote:My stockpile is a simple amount of space with a runestone up front saying, "Timber Stockpile #1". I think that should be enough, thematically speaking. Instead of converting timber to blocks or planks before hand, why not just cart them home and pile them up there. That's more of a stock pile right there than a buildable object.


A lot of people do this, but it doesn't solve the end problem. The log can only be cut into 12 blocks with an axe or 4 (or 6 with metal saw) boards. I rarely need the exact number at one time. This means I end up breaking apart a log for a board or two, or a block or two, and the rest sit around on the ground until they vanish because it takes a cabinet to house four logs worth of boards, and I just don't have that kind of storage to be throwing away constantly.


You both realize you can place a build sign to 'stockpile' stuff already, right? I keep an unbuilt log cabin around for repairing palisades and the few boards I always seem to have left over. The same could be done with a cabinet or tanning tub build sign for lesser amounts. This topic largely spawned because of talk of making build signs eventually decay and how that would necessitate actual stockpiles.


Yes, but I agree they should decay if not in use. I would also like to see a stockpile system that doesn't have a cap, but requires some sort of upkeep. Say the stockpile requires repaired more often depending on how much weight (how many items) is placed in it. They want to design the game so that things are sometimes scarce, but in such a game we should be encouraged to, and rewarded for, being packrats. Planning ahead, keeping a hold of things, should mean you always have what you need on hand, or at least almost always. Instead though it's nearly impossible to be a packrat with certain items (10 cupboards full of nothing but straw for the stone mansion for instance) and these two do not mix well together.
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Hay

Postby dbuck2001 » Fri Apr 09, 2010 9:26 am

it takes 600 Straw to make a Stone Mansion. that is a lot of space, I would suggest a Hay Baler. It would take saw 25 or 50 straw and compress it to a bale of hay only taking 1 space. I am not sure what the requirements to make it would be say 10 boards, 6 logs and 5 strings... something in that range, maybe even have to use string to bale.
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Re: Stockpiles

Postby Jackard » Fri Apr 09, 2010 11:16 am

Zamte wrote:requires some sort of upkeep

Image

why do you punish yourselves
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Re: A Hay Baler

Postby Granger » Fri Apr 09, 2010 2:03 pm

15 straw and one string (since the material needs to fit into the players inventory for the haybaler to work like all other crafting enabling stuff like spinning wheel, loom etc.) to make it accessible for new players without backpack and merchants robe.

In case it shall work more like the winepress higher numbers might be possible.
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Re: A Hay Baler

Postby dbuck2001 » Fri Apr 09, 2010 5:02 pm

we need to do something to make it easier to care bigger amounts
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Re: A Hay Baler

Postby Swordmage » Fri Apr 09, 2010 7:04 pm

If this is only a solution to building a stone house, then why not use the house build sign to store the straw?
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Re: Stockpiles

Postby KoE » Fri Apr 09, 2010 7:22 pm

Alright, just wanted to make sure because it sounded like you (Zamte, that is) weren't currently utilizing that trick.

I'm sort of ambivalent on stockpiles requiring upkeep/decay; I think after the early game a lot of what stockpiles are for is repairs. Thus it's really just a kick in the nuts if the same mechanic stockpiles are used to combat also affects stockpiles. Early game, they're for actually making shit and it'd really suck for newbies to have their timber for their log cabin blow up.

I really can't come up with a good argument for needing another resource sink (though I encourage others to), so I think it might be best to acknowledge this is a place one could put one and, at first, just let stockpiles be impervious to decay (or anything similar). If for some reason it becomes apparent there needs to be another resource 'tax', it can be shoehorned in at a later date.
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Re: Stockpiles

Postby Jackard » Fri Apr 09, 2010 7:55 pm

if you dont have unclaimed stockpiles decay then youll see them littering the landscape just like build signs
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Re: Stockpiles

Postby KoE » Fri Apr 09, 2010 8:06 pm

Yeah, but I don't think you're going to find an easy way to stop that in general. If all unclaimed build signs immediately decay on one hit (which puts an even higher premium on Yeomanry), people will just switch to Roundpole Fences, or, hell, Roundpole Fence gates and using those as traps. I believe the original 'problem' was cleaning up all the ugly build signs after they've been used.

Also, if 'stockpiles' are actual buildable objects as (I think?) Potjeh suggested that doesn't really make them superior to any other given build-able object as regards trapping.
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Re: Stockpiles

Postby Jackard » Fri Apr 09, 2010 8:11 pm

KoE wrote:Yeah, but I don't think you're going to find an easy way to stop that in general. If all unclaimed build signs immediately decay on one hit (which puts an even higher premium on Yeomanry), people will just switch to Roundpole Fences, or, hell, Roundpole Fence gates and using those as traps.

fences decay, though
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