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

Announcements about major changes in Haven & Hearth.
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jorb
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Re: Microupdate: LP for leather and silk, removed branch q loss

Post by jorb »

Avu wrote:
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?
Yes, obviously?

(Obviously it is possible to determine the theoretical average regrowth rate of branches. From personal experience with the trees around my little palisade (the one bitches now have heard about), I find it to be quite sufficient.)
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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

Post by NaoWhut »

If you plant at least 1 tree a day
and just break them down into
branches you should be able to
make all the pirozh you need to
force feed your tummy which
doesn't need much food per day
to start with.

And if it's about the feps you're
probly wanting for whatever,
just have your macro eat cheese.
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Caliku
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Re: Microupdate: LP for leather and silk, removed branch q loss

Post by Caliku »

Thanks for sharing, sabinati.
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KoE
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Re: Microupdate: LP for leather and silk, removed branch q loss

Post by KoE »

Another concern/discussion point that I just remembered is boughs. When I made my cabin I just boated over two or three times to the nearby fir forest, but I wonder how much of a pain people settled in broadleaf forests have relying on getting 25 (or 10 if you can stand a log cabin) elms worth of boughs for shelter. That seems like a point that might could use some fine tuning.
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burgingham
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Re: Microupdate: LP for leather and silk, removed branch q loss

Post by burgingham »

Well nao, ofc I am able to supply my ovens with the branches I need but it is just annyoing. My point is that I see absolutely no upside to limiting branches for the gameplay, it just makes things more tedious. Maybe jorb or loftar could elaborate what their thought behind limiting was?
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sabinati
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Re: Microupdate: LP for leather and silk, removed branch q loss

Post by sabinati »

KoE wrote:Another concern/discussion point that I just remembered is boughs. When I made my cabin I just boated over two or three times to the nearby fir forest, but I wonder how much of a pain people settled in broadleaf forests have relying on getting 25 (or 10 if you can stand a log cabin) elms worth of boughs for shelter. That seems like a point that might could use some fine tuning.
eh? i thought the cabin was like, 50 boughs and the timberhouse 100
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KoE
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Re: Microupdate: LP for leather and silk, removed branch q loss

Post by KoE »

Yeah, a timberhouse is 100 and a log cabin is 50, and an elm gives you four boughs (or, at least did before they became infinite bough dispensers). I just realized I somehow got 50/4 = 10 but that just backs up how innumerate I am. My current area is fairly deforested between my own efforts and those of the chopping-for-LP nearby russians so I'm not quite sure what the natural rate of occurrence for elms is, and how viable it is for getting a timber house or a cabin up.

edit:

To make it clear I was just asking if people find four boughs/elm sufficient if they have to rely on broadleaf flora to build their homes.
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loftar
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Re: Microupdate: LP for leather and silk, removed branch q loss

Post by loftar »

Tree resources should now be finite again. I also added more LP to mining and made intestines into fishing bait.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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VileThings
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Re: Microupdate: LP for leather and silk, removed branch q loss

Post by VileThings »

loftar wrote:Tree resources should now be finite again. I also added more LP to mining and made intestines into fishing bait.
<3

Thank you :)
“Man is the only animal for whom his own existence is a problem which he has to solve” - Erich Fromm
martinuzz
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Re: Microupdate: LP for leather and silk, removed branch q loss

Post by martinuzz »

loftar wrote:Tree resources should now be finite again. - Good. I liked that.
I also added more LP to mining - On behalf of our miners, great many thanks!
and made intestines into fishing bait. - Can we use cow skulls please, to catch eel?
(2 new items: fleshy cow skull, to catch eel, and cow skull, to make those claim stakes make more sense)
Last edited by martinuzz on Fri Apr 09, 2010 12:09 am, edited 1 time in total.

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