Microupdate: LP for leather and silk, removed branch q loss

Announcements about major changes in Haven & Hearth.

Re: Microupdate: LP for leather and silk, removed branch q loss

Postby sabinati » Thu Apr 08, 2010 9:54 pm

i'm in favor of limited branches, but maybe they should be slightly less limited?
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Re: Microupdate: LP for leather and silk, removed branch q loss

Postby jorb » Thu Apr 08, 2010 10:05 pm

Not convinced. They regenerate at a decent enough rate, and I like it that I sometimes have to walk a screen or so to find some. It's not like you can't go out and pick as many as you want and store them anyway.
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Re: Microupdate: LP for leather and silk, removed branch q loss

Postby Coriander » Thu Apr 08, 2010 10:10 pm

A big THANK YOU.
This update is much appreciated. :)
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Re: Microupdate: LP for leather and silk, removed branch q loss

Postby KoE » Thu Apr 08, 2010 10:21 pm

In the meantime, making cabins in broadleaf forests just got a lot easier if there's a single elm in the area.

And I have a full stash of firewood! Plus I managed to get my livestock properly fenced in.

Back to the actually intended parts... Someone upthread mentioned 'making [tanning tubs] work like cauldrons'. Actually they already do if you fill them up beyond 60 liters - if you tump a whole 100 liter barrel in it you'll have 40 liters left over afterwards. It is, of course, still an enormous amount of water and it'd be sort of nice if there was even a temporary hack-solution to just make it take less. The LP is nice, but getting the water in the first place is still incredible drudgery, particularly for the newbies who have to resort to rabbit hides.

As to limited tree items, they definitely should be limited. I can't quite decide if the current amounts are sufficient - between trees I left for branches and bark and the trees I've grown since then, I generally don't need to go wandering far and wide for firewood pulled straight off the hoof (root?). Any sort of tree provides someone with meat enough to build a fire. Constructions like drying racks and the like can be handled by splitting any excess wood blocks from other constructions (and honestly seems like a more realistic source of firewood for domestic tasks). The only problem I have is bark when I'm at peak leather production.

On the other hand, a simple doubling would make a tree yield at most 20 branches (I think oaks have the most currently at 10?), would provide more newbie food in the form of apples and mulberries and the like, and make it possible to get a kuksa from a single birch (though you never seem to see a single birch in the first place).

Really, it's hard to come up with a concrete 'best' because, from what I understand, tree replenishing is tied to decay which is random. So streaks of luck/unluck throw the whole matter off. As it stands though I largely agree with jorb; having sufficient branches is pretty easy. I might could see an increased amount of bark (particularly if it ever becomes relevant to anything besides tanning). A food bearing tree regenerates 5% hunger which, upon reflection, actually seems quite appropriate given their frequency. My only real problem is how whackjob random it all is, but I suppose that encourages keeping several trees about which is definitely a good thing.
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Re: Microupdate: LP for leather and silk, removed branch q loss

Postby Avu » Thu Apr 08, 2010 10:24 pm

jorb wrote:Not convinced. They regenerate at a decent enough rate, and I like it that I sometimes have to walk a screen or so to find some. It's not like you can't go out and pick as many as you want and store them anyway.


You call random decay a decent enough rate?
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Re: Microupdate: LP for leather and silk, removed branch q loss

Postby Haba » Thu Apr 08, 2010 10:25 pm

Yeah, it is a bit problematic. I have trees that haven't given branches for almost a week, while the house and the chicken coops next to them decay daily.
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Re: Microupdate: LP for leather and silk, removed branch q loss

Postby burgingham » Thu Apr 08, 2010 10:28 pm

Also think of the baking process, at some point the q of branches becomes important and you cannot cut down your high q trees everytime you wanna finish a batch of pirozh.
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Re: Microupdate: LP for leather and silk, removed branch q loss

Postby Zamte » Thu Apr 08, 2010 10:31 pm

I've always seen branches as being fine, there's plenty of trees around, and it's not too bad to have to walk a screen away or so, as most things you use them for don't require more than a treeful anyways. I would definately like to see bark raised to 2-3 per tree, and perhaps a few more fruits/nuts. I'm not reliant on them anymore, but back when I was, oh how fun it was to play the apple lottery. I had around six apple trees near my property but there weren't many more for a good ways around, so I coveted those trees when I was first getting set up. In the whole four or so days I was in that spot none of them ever got new apples. I tried to rely on them as much as I could so I could expend my energy on other tasks, but after a while you hit this point where you're playing chicken with the trees. How long do you wait before you go look for more trees, rabbits, or blueberries?
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Re: Microupdate: LP for leather and silk, removed branch q loss

Postby sabinati » Thu Apr 08, 2010 10:33 pm

jorb wrote:Not convinced. They regenerate at a decent enough rate, and I like it that I sometimes have to walk a screen or so to find some. It's not like you can't go out and pick as many as you want and store them anyway.


well i'm not entirely convinced either, just wanted to throw it out there.
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Re: Microupdate: LP for leather and silk, removed branch q loss

Postby KoE » Thu Apr 08, 2010 10:51 pm

burgingham wrote:Also think of the baking process, at some point the q of branches becomes important and you cannot cut down your high q trees everytime you wanna finish a batch of pirozh.


This is a point I hadn't considered, but this ties in to the last bit I mentioned about having 'lots of trees' to offset the randomness. And if you're going to be mass-baking, sacrificing a single high-quality tree would generate you 24 wood blocks, in other words 120 branches, in other words 480 baked goods (assuming you use the glitch). I confess I don't know how much food is consumed in a larger settlement, but that seems like it'd go a long way.
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