var = small-scale charcoal production

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var = small-scale charcoal production

Postby serVar161 » Thu Mar 12, 2026 9:18 pm

Reason. Currently, there's a charcoal pit with combustion product (tar) screening. This is a fairly large structure, and even if it's half-filled, the charcoal production process takes a very long time.

Proposal. Add the ability to produce charcoal in small quantities. If you watch "Primitive World," you'll see that a meter-by-meter charcoal mound allows you to produce a decent amount of charcoal in a short time.

Implementation. Logs + leaves or hay + clay/soil + water. It's like making tools. After a while, you break up the mound when it stops smoking and get some coal.

- The quality of the charcoal depends solely on the quality of the logs.
- The amount of charcoal produced is less than when producing the same number of logs in a tar kiln—less charcoal in exchange for speed.
- No tar.

Advantages. This will allow you to quickly produce enough charcoal for one firing of the smelter or crucible. This will prevent you from putting off what you wanted to do for a long time if you're out of charcoal or run out. At the same time, tar kilns will be used to produce high-quality charcoal in large quantities, as well as tar.
My english is bEd.
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Re: var = small-scale charcoal production

Postby Hasta » Thu Mar 12, 2026 9:49 pm

serVar161 wrote:This will allow you to quickly produce enough charcoal for one firing of the smelter or crucible. This will prevent you from putting off what you wanted to do for a long time if you're out of charcoal or run out. At the same time, tar kilns will be used to produce high-quality charcoal in large quantities, as well as tar.


Unless there is a quality penalty from soil and water used to make this object and coal quality depends only on logs used, this will make tar kilns nearly obsolete, used only to grind tar.
In general, always think of something that would limit the quality of your suggested item or object, limiting resources being water, soil, sand etc. (on basic level). Otherwise your little cute thingamajig making life of a new player easier might become an immense quality-spiraling behemoth at endgame.

Otherwise it's an ok suggestion.
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Re: var = small-scale charcoal production

Postby serVar161 » Fri Mar 13, 2026 1:33 am

Hasta wrote:Unless there is a quality penalty from soil and water used to make this object and coal quality depends only on logs used, this will make tar kilns nearly obsolete, used only to grind tar.
In general, always think of something that would limit the quality of your suggested item or object, limiting resources being water, soil, sand etc. (on basic level). Otherwise your little cute thingamajig making life of a new player easier might become an immense quality-spiraling behemoth at endgame.

Otherwise it's an ok suggestion.

I see. I thought about that.

I suggested considering only the quality of the firewood, so as not to improve the quality of the charcoal at the expense of other components.
I also suggested limiting the amount of charcoal produced (2-3 times less).
But I didn't consider that after some time, you'll get trees and logs of such quality that the tar kiln will reduce their quality, and it will be more profitable to get less without sacrificing quality.

The first thing that came to mind was a hard cap depending on the quality of clay/soil + water.
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