Dwarves and gnomes

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

Dwarves and gnomes

Postby Vladichka » Thu Feb 26, 2026 9:45 pm

Add structures similar to dovecotes and chicken coops that would host dwarves that automatically refill steel crucibles with fuel from stockpiles in a certain radius and gnomes that would automatically kill silkworm cocoons in containers. The gnome thing can be a piece of furniture, like an altar, that can be placed indoors and take blood sacrifices or something to be active.
Since there's no easy way to make worms automatically move from herb tables to containers, simply shorten the duration of hatching step.
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Re: Dwarves and gnomes

Postby serVar161 » Fri Feb 27, 2026 3:18 am

Dwarves work for milk and cookies.

Yes, this would reduce production time, but:
- World 16.1 is fast (like 40%). That is, production time has been reduced by almost 2 times. The dwarves never dreamed of it.
- It’s convenient, but essentially it’s bots or automation. Then people will want gnomes who harvest crops, gnomes who smelt steel and, of course, gnomes who cook and feed the rest of the gnomes. And Haven will turn into Factorio - a chain of automated production.

What I realized in Haven is that you can do almost everything alone, but it will take a long time. If you want to go faster, team up with other people.
My english is bEd.
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Re: Dwarves and gnomes

Postby Vladichka » Fri Feb 27, 2026 11:23 am

serVar161 wrote:And Haven will turn into Factorio - a chain of automated production.

You're like 15 years late with that assessment
Crops don't expire and I've already covered steel in my proposal. My suggestion is not automating silk production, it's preventing the loss from arbitrary requirement to babysit the game for 16 hours.
You would still need to mine, smelt and hammer wrought iron and prepare coal for steel. You would still need to grow leaves, fill cupboards and move bugs around to make silk. Yes, these can be automated and people do that. Even more reason to adjust things that are nothing but bad design.
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Re: Dwarves and gnomes

Postby Händler » Fri Feb 27, 2026 1:31 pm

It's a good idea.

Or little santa elves working at the stations.
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Re: Dwarves and gnomes

Postby serVar161 » Fri Feb 27, 2026 2:50 pm

Yes, you mentioned steel. I meant that by automating even a small process in one area, people will want automation in another. "Why did they do it for them and not for us?!"
I think there's a simpler solution. Without gnomes.

For steel.
- Increase the fuel capacity in the steel crucible so it doesn't need to be refilled several times.
or
- When the fuel runs out, the manufacturing process doesn't stop and can be continued after refilling (this option is better). As with other metals.

For silkworm caterpillars
Make an "incubator." A structure or device in which you can place both eggs and food. So that after they hatch, they have something to eat.
Growing them on an herbalist's table (it seems not to be a herb) and then throwing them in a cupboard (it seems not to be a moth) seems strange.
My english is bEd.
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