Roots Underground

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

Roots Underground

Postby SacreDoom » Wed Dec 08, 2010 9:33 pm

Tried searching, and couldn't really find anything... D:


So I was just walking around in this cave, when I needed a fire to roast some raw meat i brought with me, and I was annoyed there wasn't any wood down there...

So I got this idea, what if we were able to find roots underground that could be lige a foragable that would require... dunno, like per*exp = 25-35 or something...

The amount of wood you get would reach from 1-2 branches, to 1 block of wood depending on your nature/industry slider, ofc, the nature slider would give you the most wood.

...Well, that's the idea.
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Re: Roots Underground

Postby Danno » Wed Dec 08, 2010 11:16 pm

I guess most people will just say you should cook your meat before you enter the cave. As a forageable item, it would probably take you a while to find enough of them to make a fire... unless you did get a whole block of wood for being full nature, but doesn't full nature have too many advantages already? When I compare the differences between full industry and full nature, it almost feels like being full nature is the equivalent of being full change as opposed to full tradition.
Other than that, I dunno... It would be kinda convenient, but it's not that hard to cook your meat beforehand (or take a block of wood with you).
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Re: Roots Underground

Postby hfacktor » Thu Dec 09, 2010 1:02 am

I think the fact that you can't find raw meat in caves kind of makes the need to cook meat in caves unnecessary.
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Re: Roots Underground

Postby Tacheron » Thu Dec 09, 2010 4:28 am

Danno wrote:When I compare the differences between full industry and full nature, it almost feels like being full nature is the equivalent of being full change as opposed to full tradition.


Unless you want to...oh, I don't know...MINE maybe? :D

As for the OP, I must say I don't think it's something that would have any practical reason to be implemented, when I saw the title I thought it was about making the cave ecosystem more interesting, which I would support (and which has been suggested before ;))
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Re: Roots Underground

Postby SacreDoom » Sun Mar 27, 2011 7:50 pm

Bumping this because it's way more useful now.

Also mushroom cultivation.
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Re: Roots Underground

Postby Barhandar » Mon Mar 28, 2011 4:05 am

Mushroom cultivation, more cave mushrooms (edible included), ability to use prospecting to know what wall contains ore without digging it out.
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Re: Roots Underground

Postby kuroihagane » Tue Sep 13, 2011 12:29 am

Well dunno why people havent gone into more detail for this, Mushroom farming.

I feel we should have something like this, make a cave able to spawn mushrooms by providing manure over stumps.

Mushroom spores can come from WWW and their q is affected by stump q, manure/soil q, and seed q. They should be softcapped by psyche.

What mushroom can do, well the ones you grow can be used as curios but lesser lp gan, like normal toadstool is 250 lp base and can be crafted to make poison to lace arrows or weapons. Normal bolete is 400 and can also be eaten for dex gain or made into sauteed mushroom or something for better dex gain (since there is so little good dex food...).

Also can have rare chance to grow golden mushrooms 1/1000 chance that give 1k lp in 1 hour or something.

Also for the poison it can be used to kill alts, make it do 25 damage on HHP every 10 secs for 300 seconds. The poison can be reduced in damage by increasing psy so that poison damage is damage/(sqrt(psy/10)) - (psy/10)

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Re: Roots Underground

Postby MagicManICT » Tue Sep 13, 2011 1:04 am

kuroihagane wrote:Well dunno why people havent gone into more detail for this, Mushroom farming.


Yeah, cause DF has it and I want it here. :P

I recall reading a suggestion on mushroom farming before (seems like it was during w4).
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