mvgulik wrote:Granger wrote:Making silk isn't hard. It is time consuming (the 'pick leafs' part) and forces you to login twice per day (and the server being up then) to keep it running.
I think your underestimation the "isn't hard" part in relation to the "time consuming" and "login twice per day".
Both effect the general available of silk.
Or: it makes is not so easy to maintain a constant silk production. Unless the player is systematic and dedicated.
Having spend more than 1k RL hours on world 3 with my main toon alone i think that i know when i say that silk production isn't hard, just time consuming.
It can be done while having a normal job, since you have an 8h window to move the worms after an 8h waiting time after putting eggs on the table. So drag eggs to the tables in the morning (~10 minutes if you're slow) and move the worms to the cupboards when coming home after work, fill them with leafs (or you have already done that the day before when you cleaned out the cocoons to either hatch or unravel them).
After the setting up the environment (tables, cupboards in mansion cellar) you can easily create a merchants robe per day without having to resort to having no life.
Setting up a silkshop inside a mine you are only limited by the time it takes to cook the cocoons (since while doing that you can do the food gathering for the worms with an alt).
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. Unraveling cocoons at least gives more idletime inbetween, and LP.
So the idea to get rid of the repetitive task to pick leafs is imho a very good idea, doing it in a way that environment limits amount of silk which can be created (by limiting the amount of cocoons which can be created per tree and interval) is a good idea. Having one mulberry tree being able to cather for 50 herbalist tables 3 times a day isn't that convincing.
ShadowSeaWolf wrote:I agree with most of your ideas Granger.
However, maybe instead of attaching the moths or worms to the trees it should be the eggs. It would make better since than giving your moths the possibility of flying off, but easier than leaving eggs on the table and putting the worms on later.
I thought about seeding the trees with eggs too (started with that idea).
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.
As for the cocoons those weren't exactly my best thought out plan

Maybe it should be done so if you want them to turn into moths you just leave them on the trees and not attach them. However that also could be irritating when they fly off it, so I think you should be able to leave them on or take them of and let them hatch into moths. That may or may have not been what you were trying to say though.
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'm not so sure about the trees losing quality though. Trees are pretty tough, so unless there were a lot of worms on it I don't think it would make much of a difference to them. Maybe it should depend on the number of worms you put on it.
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).