Simple chemistry

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Zaplutek
Posts: 11
Joined: Sun Jul 28, 2013 12:24 pm

Simple chemistry

Post by Zaplutek »

I would like to see something like chemistry station, just like the herbalist table, with the diffirence of making some simple outcomes:

1 Fertilizers, which would increase the growth speed for plants by some small amount
2 Decoys for wildlife (as it would increase the spawn rate of certain animals in the area)
3 Medicines, as it would allow to create new salvos in the game
4 Potions for short time buffs (simple as that)
5 Transmuting materials into other ones ( this might fo too far but i thought of producing gum,preservatives for increased food bonuses etc..)



Let me know guys if this fits this game, or if you like the general idea behind that.
Necrisha
Posts: 211
Joined: Sat May 27, 2017 7:40 am

Re: Simple chemistry

Post by Necrisha »

Add Repellents, to that list: reduces spawn chance of specific animal for 24hrs. (requires fresh hide of predator more powerful than it, IE wolverine or bear hide to repel badgers)

Solvents: can be used on certain buildings to reclaim 20% of materials at slightly decreased q. q level of solvent hardcaps materials recovered. Metals, stone, glass, bricks only recovered?
User avatar
Granger
Posts: 9255
Joined: Mon Mar 22, 2010 2:00 pm

Re: Simple chemistry

Post by Granger »

Necrisha wrote:Add Repellents, to that list: reduces spawn chance of specific animal for 24hrs. (requires fresh hide of predator more powerful than it, IE wolverine or bear hide to repel badgers)
When I can kill wolverine or bearI to get the hide I, by definition, don't have problems with badgers anymore.
Solvents: can be used on certain buildings to reclaim 20% of materials at slightly decreased q. q level of solvent hardcaps materials recovered. Metals, stone, glass, bricks only recovered?
We had that deconstruction discussion a while back - it was turned down as it, according to the devs, would allow mass production of high quality rare materials.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
Zaplutek
Posts: 11
Joined: Sun Jul 28, 2013 12:24 pm

Re: Simple chemistry

Post by Zaplutek »

Still thinking about pots. We have buffs already so brewing up with fairly rare materials to increase, lets say q of meat, lower stamina drain, better chance to find curios from animals, forage etc might be pretty useful. Especially when combined with some rare find (ore,strange root, lynx and so on).
ctopolon3
Posts: 488
Joined: Mon Nov 23, 2015 10:22 am

Re: Simple chemistry

Post by ctopolon3 »

+1 Alchemy & poitions

Return to “Critique & Ideas”