More Dirts

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

Post by GamingRAM »

How about more soil types? Different types of soil will impact the growth rate and quality gain of certain crops and trees.
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MrPunchers
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Re: More Dirts

Post by MrPunchers »

It kind already does this but it's localized nodes...
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GamingRAM
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Re: More Dirts

Post by GamingRAM »

MrPunchers wrote:It kind already does this but it's localized nodes...
Yea.

I'm thinking more of specific soils.
1 type of soil would be better to grow, say.... Wheat, but wouldn't be quite as good to grow Beats.
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MrPunchers
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Re: More Dirts

Post by MrPunchers »

So you're saying actually dirt? Like to put in your inventory? Because that is exactly what it does right now.
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GamingRAM
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Re: More Dirts

Post by GamingRAM »

MrPunchers wrote:So you're saying actually dirt? Like to put in your inventory? Because that is exactly what it does right now.
I am suggesting biome specific dirt. Currently there is only 1 type of dirt. Just "dirt".

I think that different types of soil, unique to each biome, would help more diversity in choosing where to make a farm. Imagine if the grassland's soil was better at growing onions, while the forest would be better at growing beets. (just for example).
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2d0x
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Re: More Dirts

Post by 2d0x »

The garden should be a garden, because it's a garden! ;\

But greenhouses and fertilizers can be added.
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Fierce_Deity
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Re: More Dirts

Post by Fierce_Deity »

I'll be straight with you, most plants tend to grow well in the same type of soil. But while I'm here, how about those crazy beets and carrots amrite? Some crazy shit there, just plant an entire beet/carrot and it multiplies!
*Not even close to how those plants work*
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Sevenless
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Re: More Dirts

Post by Sevenless »

There's a point where realism becomes a little too burdensome. I don't think the addition of these soils would add enough immersion to be worth the complication/inventory management nightmare that would arise from it.

Already most plants aren't grown due to lacking utility. Making 50 new dirts so that people would ignore 45 of them doesn't seem worth the hassle.
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GamingRAM
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Re: More Dirts

Post by GamingRAM »

Sevenless wrote:There's a point where realism becomes a little too burdensome. I don't think the addition of these soils would add enough immersion to be worth the complication/inventory management nightmare that would arise from it.

Already most plants aren't grown due to lacking utility. Making 50 new dirts so that people would ignore 45 of them doesn't seem worth the hassle.
Alright, well how about crops growing better or worse in certain biomes? And dirt still just being "dirt".
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Sevenless
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Re: More Dirts

Post by Sevenless »

It causes a complicates for base placement does it not? Besides which, crops don't grow on a biome other than plowed earth due to how haven is coded. A tile has no memory of what it was originally. I mean factions would want to straddle biomes if tiles could remmeber their original biome again. It might encourage a bit of trade, as not everyone would be able to grow everything in one base. But then you'd have multiple villages springing up for factions because they need the best of everything.

My main reason for not opposing that concept is I'd like tiles to know their original terrain type personally. I don't like them reverting to plain grass after a base decays away, some kind of regrowth into the type of grassland seen nearby would be cool. More trade interdependance for main factions would be cool, but lets be honest it's not gonna happen. And as a smaller player, I dunno how I'd feel if wheat sucked where I live. Due to how the FEP system works, you need to grow certain crops and it's not really an option.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system

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