Stuff I would like to see

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

Stuff I would like to see

Postby Cookie » Wed Jan 27, 2010 9:18 pm

Clay beads
Glass beads - Percentage chance of different colours
Necklaces of beads - requires beads and string - tiny bonuses from wearing these- +1 to charisma, etc.
Ash trees
Alder trees
Acorn mush: requires water and a clay pot and time to soak to make no fep survival food
Other nut tree(s): Walnut, beech, almond or chestnut. Should be rarer than most, like mulberries.
Hay -this is what we really should be feeding the cattle, not grain. It should be what you get if you cut immature wheat
Smokehouse - used to preserve fish and create fish recipes, also used with pigs (see below)
Weirs -building this in a river results in a % chance of catching fish but it also probably blocks the river for navigation.
Raspberries or other woodland berries (replace blueberries with these and have blueberries grow on heath and moor only)
Ducks - hard to kill game as they can fly, but chance of finding the nest with edible eggs
Bacon, ham and lard: all things you can produce when pigs become domesticated. Lard has manufacturing uses
Bezoar stone: vextremely rare item found when butchering animals, can be used to make a healing potion
Snakes: 99% of them are harmless and as useless as toads. 1% are vipers and can do damage if attacked.
Springs: Just a spot randomly generated like a well point but where the water comes to the surface and can be drunk
Rye
Oats
Salt: used in some smokehouse recipies, found in an easily played out salt mine. Salt blocks used to increase deer spawns
Truffles: Like chantrelles but can only be found using a domestic pig. Will not be visible unless pig is with you.
Random other plants: like the ferns for visual appeal only, but more types.
Fur: more clothes can be made from dried hides without tanning to add more variety visually and for winter clothes.
Reeds: found in marshes: alternate source of baskets, sandals, noobie bed: required in future for making things out of glass
Cabbage
Cucumbers
Snails: for food and beads
Turnips: can be eaten by players but also fed to cows. If fed to cows it keeps them well fed and ruins milk q
Buttermilk
Fireplaces: some kind of hearth inside houses would be appealing and could increase the difficulty of undetected theft.
Jerky: another way of preparing meat. Requires another type of drying rack
Yoke: makes it possible to carry two baskets or chests at a time
Apricot trees
Pear trees
Perry, Cider and Mead -mentioned in other threads already
Beets
Bleached linen: requires a grassland, makes a higher q cloth out of already woven linen cloth
Flute: requires a reed. Can be used for several simple rites.
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Re: Stuff I would like to see

Postby sabinati » Wed Jan 27, 2010 10:01 pm

not sure about bezoar stone, but that all sounds good to me

+barley
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Re: Stuff I would like to see

Postby Potjeh » Wed Jan 27, 2010 10:06 pm

Same, +plum trees (I know, I'm getting kinda tedious with that).

Oh, and reeds should also be harvestable for roots, another survival food.

As for hay, I think it should come from harvesting grassland (can be done periodically, would require adding tall grass sprite), not wheat.
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Re: Stuff I would like to see

Postby NaoWhut » Wed Jan 27, 2010 10:11 pm

Turn wheat green, boom! ^^
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Re: Stuff I would like to see

Postby Machenoid » Thu Jan 28, 2010 12:44 am

Springs: Just a spot randomly generated like a well point but where the water comes to the surface and can be drunk
These should be generated in caves as well. A sound effect would also be a nice touch and an indicator for anyone dying of thirst. More chances for finding high quality water.

Salt: used in some smokehouse recipies, found in an easily played out salt mine. Salt blocks used to increase deer spawns
It could also be a product from some above-ground stones, from cave stalagmites (could be random, or based on proximity to a salt mine) very small amounts from a farmable food, or evaporating salt water in a container (whenever that gets put in)

Reeds: found in marshes: alternate source of baskets, sandals, noobie bed: required in future for making things out of glass
Having a second option for straw would be nice, just like spindly tap root counting as string. I wouldn't say required for glass, just required for different types of glass like the different colored beads. (marsh and sand arn't exactly always close together, and trade isn't always possible)

Fireplaces: some kind of hearth inside houses would be appealing and could increase the difficulty of undetected theft.
Should also count as a fire source so a player can cook meat with it, but it would have a branch-fueled meter so it'd last significantly longer then a simple camp fire. Decreasing the difficulty of detecting scents would be good, but only make sense if the fireplace is active (or was active durring the crime, as a notion of "this place is lived in and watched closely" so the criminal will start sweating about his action, leaving more/easilly detectable scents)

Yoke: makes it possible to carry two baskets or chests at a time
A cart with half the carrying space but no need for mechanics would be wonderful, but it should require at least 4 planks and some string to carry those various containers. Maybe require rope for larger objects like chests; the player uses a rope on a chest, and then it can be carried by the yoke. Also probably needed for connecting animals to a cart/wagon.

Bleached linen: requires a grassland, makes a higher q cloth out of already woven linen cloth
I assume you mean "bleached by the sun" which would be a good method, but should only advance the bleaching-counter durring daylight and needs to be placed onto yet another specific rack. Other methods of bleaching should also exist, for the people who don't have grassland. (but it should have it's own faults, like eating the linen quality if over-bleached)
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