Remove quality cap for wild animal products

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Onionfighter
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Re: Remove quality cap for wild animal products

Post by Onionfighter »

You could increase the animal's max level.

This would go against what I think is currently planned, which is to remove animal levels altogether.
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Phizuol
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Re: Remove quality cap for wild animal products

Post by Phizuol »

Onionfighter wrote:You could increase the animal's max level.

This would go against what I think is currently planned, which is to remove animal levels altogether.
Hmm, well if there's already something in the works then please lock this suggestion. =3
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Onionfighter
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Re: Remove quality cap for wild animal products

Post by Onionfighter »

I don't think they are set on an idea.
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Potjeh
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Re: Remove quality cap for wild animal products

Post by Potjeh »

What would cap bone q?
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sabinati
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Re: Remove quality cap for wild animal products

Post by sabinati »

it would be the same as it is now. he just wants cutting to to be able to improve the q of meat.

i'd prefer the removal of animal levels and a backend eco-sim that allowed some region randomness and wild breeding that effects the types, quality, and quantity of animals spawned in those regions. and of course, overhunting and civ levels would effect the ecosystem.
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Skorm
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Re: Remove quality cap for wild animal products

Post by Skorm »

sabinati wrote:it would be the same as it is now. he just wants cutting to to be able to improve the q of meat.

i'd prefer the removal of animal levels and a backend eco-sim that allowed some region randomness and wild breeding that effects the types, quality, and quantity of animals spawned in those regions. and of course, overhunting and civ levels would effect the ecosystem.
so we all go back to making flour...
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sabinati
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Re: Remove quality cap for wild animal products

Post by sabinati »

there would still always be animals, and preferably more types, but overhunting the same region would decrease animal spawns. but just like resource spots, fish spots, etc. they would recover.
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Skorm
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Re: Remove quality cap for wild animal products

Post by Skorm »

sabinati wrote:there would still always be animals, and preferably more types, but overhunting the same region would decrease animal spawns. but just like resource spots, fish spots, etc. they would recover.
so you gotta keep moving? sound good enought, but then i THINK a similar limitation should be added to farming.
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Sotsa
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Re: Remove quality cap for wild animal products

Post by Sotsa »

naw man, that's stupid, moving a farm would be WAY more hassle than moving yourself.
+ it would be extremely silly.
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Re: Remove quality cap for wild animal products

Post by Skorm »

Sotsa wrote:naw man, that's stupid, moving a farm would be WAY more hassle than moving yourself.
+ it would be extremely silly.
i dont mean move the whole farm, prolly just mak it so after a certain amount of planted and harvested goods the soil will change so that the next seed would take more time or loose some q
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