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Massa
- Posts: 1747
- Joined: Sat Jun 01, 2013 4:58 am
- Location: the hams
Re: Game Development: Harvest Skis
Jorb you should consider AoE planting, scattering seeds like normal.


ass blast USA
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Game Development: Harvest Skis
Watching someone eat all on a container of food and getting 7 extra pieces of peppered food into their face before the server realized they were dead was great.
Best update!
Best update!
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
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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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Game Development: Harvest Skis
Volume of water drank by players for stam regen is actually a big one for mining.jorb wrote:Ty! Do feel free to post any other low-hanging tedium that could be removed (in b4 all the jokes that could be made here). Stuff like that timer on harvesting crops is nothing we're attached to.strpk0 wrote:Other than that, nice and interesting update, always good to see tedium removed from the game.
Hauling barrels upon barrels into the mines is a less than enjoyable task that seems potentially easy to fix.
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
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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Akiracee
- Posts: 21
- Joined: Wed Apr 07, 2021 2:13 am
Re: Game Development: Harvest Skis
Great stuff!
Does anyone know if the quality of items used to make skiis will affect their speed?
Does anyone know if the quality of items used to make skiis will affect their speed?
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: Harvest Skis
Rly loving the patches lately
jorb wrote:Ty! Do feel free to post any other low-hanging tedium that could be removedstrpk0 wrote:Other than that, nice and interesting update, always good to see tedium removed from the game.
- Remove crop circles
- Remove realm buffs
- Remove crop growth speed fields (if they remain relevant to quality growth)
- Remove TW on roads/docking
- Remove red hand

- Remove knarr/snekkja speed variance, or at least make at based on something other than quality(EX: tiered sails)
- Remove boulders when mining, or at least make them like 1/1000
- Stone columns repaired with stone instead of nuggets Mine supports shouldn't take damage from mining
- One curd per cheese tray instead of 4, but increase their cost/timers
- Make cheese never turn into gauda based on a timer
- Make steel running out of fuel not reset progress
- Something to make the quality of truffles far less relevant would be big
- Truffle nodes should give like x10-20 the quantity of truffles they currently do
- Alternatively truffles could just convert some % of feps(based on quality) to will2 instead of increasing overall fep%
- Pears/Apples should give like x10-20 the juice they currently do
- Drastically increase the quantity of bites worth of satiation reduction you get per sip of relevant drinks
- Drastically increase the amount of liquid preferred drink cups can hold(namely wineglass), or have a universally effective cup(river goblet?)
- Remove breeding quality(just BQ, not quality) to make breeding animals competitively less autistic
- Condense other animal breeding stats(EX: horse endurance/metabolism/stamina) into one stat
- Give tertiary animal stats(milk%, hide%, truffle snout) a bias towards increasing akin to crops so ppl passively reach the cap without intentionally cross breeding in30 different pens
- Massively increase the quantity of swill troughs can fit(x10-20)
- Massively increase the swill/water that coops can fit
- Don't softcap coop creatures based on swillQ/waterQ. Maybe don't even kill them from starving, just cease their production
- Alleviate the need to fill inventory/belt with water/food in order to run in PVP
- Energy foods that doesn't cost hunger
- Easier earlier game energy food, or massively increased energy intake all around(150 energy for a piece of cheese?)
- Method to find thingwalls easily
- Build trellises in the same way walls are built
- Crop growth times made completely static (flax always 16H, for example)
- Make cropQ increases static(always increase in a consistent manner, only replant 1 crop for Q fields)
- Crop Q growth made based on how long they've been growing(If the flax gob has existed 16H +5, if 32 hours +10 capped at ~ 3-7 days)
- Trellis cropQ increases rolled on harvest so the plants don't need to be destroyed
Last edited by SnuggleSnail on Fri Oct 22, 2021 2:09 pm, edited 2 times in total.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
http://www.seatribe.se/
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Massa
- Posts: 1747
- Joined: Sat Jun 01, 2013 4:58 am
- Location: the hams
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SnuggleSnail18
- Posts: 1
- Joined: Tue Aug 03, 2021 2:26 am
Re: Game Development: Harvest Skis
I forgot to mention, add roe/caviar as a new seasoning item similar to truffles and pepper, with each fish's roe being a separate and unique seasoning. Another rly clearly obvious and desperately needed piece of content for fisher retardsSnuggleSnail wrote:Rly loving the patches lately
jorb wrote:Ty! Do feel free to post any other low-hanging tedium that could be removedstrpk0 wrote:Other than that, nice and interesting update, always good to see tedium removed from the game.I assume most if not all of these are self evident. Will provide reasoning/details upon request if I don't think the person asking is a retard
- Remove crop circles
- Remove realm buffs
- Remove crop growth speed fields (if they remain relevant to quality growth)
- Remove TW on roads/docking
- Remove red hand
- Remove knarr/snekkja speed variance, or at least make at based on something other than quality(EX: tiered sails)
- Remove boulders when mining, or at least make them like 1/1000
- Stone columns repaired with stone instead of nuggets
- One curd per cheese tray instead of 4, but increase their cost/timers
- Make cheese never turn into gauda based on a timer
- Make steel running out of fuel not reset progress
- Something to make the quality of truffles far less relevant would be big
- Truffle nodes should give like x10-20 the quantity of truffles they currently do
- Alternatively truffles could just convert some % of feps(based on quality) to will2 instead of increasing overall fep%
- Pears/Apples should give like x10-20 the juice they currently do
- Drastically increase the quantity of bites worth of satiation reduction you get per sip of relevant drinks
- Drastically increase the amount of liquid preferred drink cups can hold(namely wineglass), or have a universally effective cup(river goblet?)
- Remove breeding quality(just BQ, not quality) to make breeding animals competitively less autistic
- Condense other animal breeding stats(EX: horse endurance/metabolism/stamina) into one stat
- Give tertiary animal stats(milk%, hide%, truffle snout) a bias towards increasing akin to crops so ppl passively reach the cap without intentionally cross breeding in30 different pens
- Massively increase the quantity of swill troughs can fit(x10-20)
- Massively increase the swill/water that coops can fit
- Don't softcap coop creatures based on swillQ/waterQ. Maybe don't even kill them from starving, just cease their production
- Alleviate the need to fill inventory/belt with water/food in order to run in PVP
- Energy foods that doesn't cost hunger
- Easier earlier game energy food, or massively increased energy intake all around(150 energy for a piece of cheese?)
- Method to find thingwalls easily
- Build trellises in the same way walls are built
- Crop growth times made completely static (flax always 16H, for example)
- Make cropQ increases static(always increase in a consistent manner, only replant 1 crop for Q fields)
- Crop Q growth made based on how long they've been growing(If the flax gob has existed 16H +5, if 32 hours +10 capped at ~ 3-7 days)
- Trellis cropQ increases rolled on harvest so the plants don't need to be destroyed
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: Harvest Skis
stop............
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
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AriZona
- Posts: 276
- Joined: Wed Sep 14, 2016 12:02 am
Re: Game Development: Harvest Skis
In other words (if I understand correctly): remove chores to have more time for killing x1000 times weaker hermitsSnuggleSnail wrote:Rly loving the patches lately
I assume most if not all of these are self evident. Will provide reasoning/details upon request if I don't think the person asking is a retard
- Remove crop circles
- Remove realm buffs
- Remove crop growth speed fields (if they remain relevant to quality growth)
.......- Crop Q growth made based on how long they've been growing(If the flax gob has existed 16H +5, if 32 hours +10 capped at ~ 3-7 days)
- Trellis cropQ increases rolled on harvest so the plants don't need to be destroyed
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Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Game Development: Harvest Skis
... he literally doesn't need to do those chores. If anything, those chores increase the quality gap between him and said hermits.AriZona wrote: In other words (if I understand correctly): remove chores to have more time for killing x1000 times weaker hermits
Make farming less cancer. Make hafen great again.
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.