Big bag

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

Big bag

Postby Edhardt » Wed Apr 21, 2010 8:47 pm

The new container - bag.

Cost of construction - 10 linen cloth and 1 rope. Needs Clothmaking skill.

The capacity - as at a cupboard, or little bit less than - 56 or 48 places.
Difference from cupboard - bag is liftable.
Difference from chest - in bag is possible to put only agricultural production: carrots, wheat seeds, flour, is possible apples etc.
EDIT: In one bag is possible to put only identical products. For example - only carrots or only flour.

It not seems that the next farmer inconveniently. Simply illogically that it necessary carrots and flour holds in cupboards. Not so IRL, not so.
And bag is simply to add.

Excuse for my English.
Thanks for this game.
Last edited by Edhardt on Thu Apr 22, 2010 4:38 pm, edited 1 time in total.
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Re: Big bag

Postby springyb » Wed Apr 21, 2010 9:12 pm

I like this idea.
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Re: Big bag

Postby kralmir » Wed Apr 21, 2010 9:35 pm

so limit the bag to stuff limited to farming only?

otherwise considering its space it should require a silk cloth to make cause chests need metal and are only 36 :/
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Re: Big bag

Postby Brickbreaker » Wed Apr 21, 2010 10:24 pm

Great idea.
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Re: Big bag

Postby DaSord213 » Wed Apr 21, 2010 10:29 pm

I don't think you should only be limited to farming equipment. You should be able to carry anything a normal human could. It could be a merchant's pack, carry all your wares on your back. I've actually had this idea before for merchants or whatever. Traveling, anything.

Great idea except for the farming stuff only idea.
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Re: Big bag

Postby kralmir » Wed Apr 21, 2010 10:34 pm

DaSord213 wrote:I don't think you should only be limited to farming equipment. You should be able to carry anything a normal human could. It could be a merchant's pack, carry all your wares on your back. I've actually had this idea before for merchants or whatever. Traveling, anything.

Great idea except for the farming stuff only idea.


its almost twice as large in size as a chest that requires METAL to make, which this one requires simple flant fiber which everyone can make, as i said either farming only or make it cost a silk cloth cause otherwise its completely unbalanced
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Re: Big bag

Postby Edhardt » Wed Apr 21, 2010 11:29 pm

kralmir wrote:its almost twice as large in size as a chest that requires METAL to make, which this one requires simple flant fiber which everyone can make, as i said either farming only or make it cost a silk cloth cause otherwise its completely unbalanced


I understand, about you speak.

But I specially have set restriction - only agricultural. It considerably limits application of such bag. In many situations chest will be more useful.
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Re: Big bag

Postby dbuck2001 » Wed Apr 21, 2010 11:45 pm

bigger carrying devices are needed
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Re: Big bag

Postby Granger » Thu Apr 22, 2010 12:55 am

Nice idea, would enrich the world visually.

If possible it would be great if the image of the sack could show the fill level to make them visually appealing: empty, and filled up to 1/3, 2/3, full (with a depiction for open and corded up).

A nice option would be if it's possible to pick an empty sack into the inventory (so they could be stored in containers while not in use, or even inside a sack) while a filled one can only be lifted.

So, here's the list of stuff i would like to be able to put in a sack:
  • Apples and Nuts
  • Caroots and Onions
  • Straw, Fibers, Wool
  • Hemp buds
  • Tree Cones and Bark
  • Stones, Sand, Soil
  • Seeds (one type only)
  • Flour
  • Empty Sacks

Stuff that dosn't make sense in a bag (from a logical standpoint):
- Chantelles, Blueberries, Mulberries, Grapes (would be squeezed to mush)

Downsides of a sack could be
  • can only hold one type of object (eg. only apples, only wheat seeds, etc.) over his lifetime, it will accept random allowed item while unused but after that be limited to that type (for sanitary reasons)
  • it has to be corded up to be lifted, requiring one string (which is lost when opening it)
  • dosn't support sorting, only LIFO like a construction sign
As an additional downside to the other, more expensive containers the sack could be unrepairable and decay in 2 hits.

To implement all mentioned downsides the interface could be similar to a construction sign: with 'cord up' (or 'open' in case it has beed corded) instead of build button, with one resource button changing from without type (=accepting all allowed items for a sack while it is new) to the resource type put into the sack (so first item would have to be dragged to prime the sack with the type). It should also show average quality of objects in the sack (to ensure trade agreements are met).

Ah, and before i forget:
please make the construction signs wheelable to [X] reduce chance for RSI.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Big bag

Postby Bonsoy » Thu Apr 22, 2010 5:51 am

Wtf? You have hemp buds you haven't smoked yet?
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