[WWW]
-Make much rarer for rare chance seed.
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[Wild plants]
-wild carrots, wild cabbage, wild beets, ect.
-spawn to there own native biomes
-adds to the area density.
-early game friendly.
-normal and wilderness survival friendly.
---Hunter's, newbie, Wonders, explorers food on the go.
-picking a wild plant would yield plants &/or seeds.
-replanting the plant &/or seeds would have large % to Domestic the plant 75-80%.
-Domesticated plants would not have a chance to go back to wild.
-Wild plants would grow in the span of 8-16 hours (ideally for a wonder or newbie who's picking, making camp & planting. log on next day pick and move along).
-you don't need to plow to plant wild seeds (would just be fun to see people pick seeds then replant).
-wild plants &/or seeds drop on the ground would plant their self (again fun to see wild plants semi take over (with much of a higher chance)...but this might cause FPS issues from large overgrowth).
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Mazes Archive 2ed post
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maze
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www - wild plants
Last edited by maze on Wed Nov 23, 2016 5:24 pm, edited 8 times in total.
Administrator of CoS
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maze
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Re: www - wild plants
I'm a big supporter of early game, newbie and wanderers. My play style Normally is just that~ exploring the world. Anything that adds to the world that truly adds more to exploration, I'll support.
world 16.2 Critique & Ideas
None yet
world 16.1 Critique & Ideas
#1 Land Survey: add a few things~ UI like CAD functions: https://www.havenandhearth.com/forum/vi ... 48&t=79942
Was added: #2 Multitown Citizen ship: https://www.havenandhearth.com/forum/vi ... 48&t=79989
#3 bee dungeon fix: https://www.havenandhearth.com/forum/vi ... 48&t=79990
#4 Branding Animals should have a level of protecting so they cant be aggroed: https://www.havenandhearth.com/forum/vi ... 48&t=80064
#5 Inscribe a Attribute or Abilities symbol to parchment: https://www.havenandhearth.com/forum/vi ... 48&t=80103
#6 Add item attributes to gloves, boots, backpacks: https://www.havenandhearth.com/forum/vi ... 97#p969297
#7 Starshards abused and ruins gameplayloop: https://www.havenandhearth.com/forum/vi ... 48&t=80283
#8 dreamcatchers please fix: https://www.havenandhearth.com/forum/vi ... 48&t=80300
#9 Wagon Intereror's/high tier Wagon: https://www.havenandhearth.com/forum/vi ... 66#p970366
was added: #10 average fish Q with fishing rod: https://www.havenandhearth.com/forum/vi ... ng#p968261
2024 ideas
#1 Burrow Dwelling https://www.havenandhearth.com/forum/vi ... 86#p949986
#2 fixed animal packs that just instantly split: https://www.havenandhearth.com/forum/vi ... 54#p950654
#3 Study desk changes https://www.havenandhearth.com/forum/vi ... 30#p947130
#4 Non-lethal combat: https://www.havenandhearth.com/forum/vi ... 67#p948867
Catalogs
#1 Nomadic Life style list (same as this list but shorter with only nomadic life ideas): viewtopic.php?p=756060#p756060
#2 Butchering: viewtopic.php?p=756786#p756786
Archive of frav maze's ideas
Meh ideas
Old
world 16.2 Critique & Ideas
None yet
world 16.1 Critique & Ideas
#1 Land Survey: add a few things~ UI like CAD functions: https://www.havenandhearth.com/forum/vi ... 48&t=79942
Was added: #2 Multitown Citizen ship: https://www.havenandhearth.com/forum/vi ... 48&t=79989
#3 bee dungeon fix: https://www.havenandhearth.com/forum/vi ... 48&t=79990
#4 Branding Animals should have a level of protecting so they cant be aggroed: https://www.havenandhearth.com/forum/vi ... 48&t=80064
#5 Inscribe a Attribute or Abilities symbol to parchment: https://www.havenandhearth.com/forum/vi ... 48&t=80103
#6 Add item attributes to gloves, boots, backpacks: https://www.havenandhearth.com/forum/vi ... 97#p969297
#7 Starshards abused and ruins gameplayloop: https://www.havenandhearth.com/forum/vi ... 48&t=80283
#8 dreamcatchers please fix: https://www.havenandhearth.com/forum/vi ... 48&t=80300
#9 Wagon Intereror's/high tier Wagon: https://www.havenandhearth.com/forum/vi ... 66#p970366
was added: #10 average fish Q with fishing rod: https://www.havenandhearth.com/forum/vi ... ng#p968261
2024 ideas
#1 Burrow Dwelling https://www.havenandhearth.com/forum/vi ... 86#p949986
#2 fixed animal packs that just instantly split: https://www.havenandhearth.com/forum/vi ... 54#p950654
#3 Study desk changes https://www.havenandhearth.com/forum/vi ... 30#p947130
#4 Non-lethal combat: https://www.havenandhearth.com/forum/vi ... 67#p948867
Catalogs
#1 Nomadic Life style list (same as this list but shorter with only nomadic life ideas): viewtopic.php?p=756060#p756060
#2 Butchering: viewtopic.php?p=756786#p756786
Archive of frav maze's ideas
- #1
#2 Windmill +waterpump: viewtopic.php?p=738954#p738954
#3 Butcher bins: viewtopic.php?p=718927#p718927
#4 chess: viewtopic.php?p=580085#p580085
--- off-time.: viewtopic.php?f=48&t=45579
#5 Weapon & Tools stockpile: viewtopic.php?p=756004#p756004
-- [old]sword stockpile: viewtopic.php?p=721478#p721478
#6
- #1 Wurm houses/ freeform building: viewtopic.php?f=48&t=50794
#2
- #1 Sit on ground & log emote: viewtopic.php?p=703853#p703853
#2 Hides and leather as a wanderer: viewtopic.php?p=704675#p704675
#3 repllent: styles/haven/imageset/icon_post_target.png
#4 Legacy grass & terrain fodder: viewtopic.php?p=756062#p756062
#5 Skunk: viewtopic.php?p=785279#p785279
#6 New vanity slot + system: viewtopic.php?p=777635#p777635
#7 Lower tier wagon: viewtopic.php?p=756328#p756328
#8 Knockout ease of life - to save a noobie: viewtopic.php?p=886058#p886058
#9 Remove and change everything for early player progression: viewtopic.php?f=48&t=71372
#10 Early game- lower foraging exp+per, more lushnish to noobies: viewtopic.php?f=48&t=71328&p=885897#p885897
#11 cattail fiber skirt: viewtopic.php?f=48&t=71329&p=885890#p885890
#12 Better trough control: viewtopic.php?f=48&t=70773&p=881326#p881326
#13 Tree Amber New gem for forgers to find: viewtopic.php?f=48&t=70582&p=879771#p879771
#14 Frozen Toad - as possible frozen variants: viewtopic.php?f=48&t=70416&p=878289#p878289
#15 :
- #1 Hedges: viewtopic.php?f=48&t=51398&p=873178#p873178
#2 Skybox{/b]: viewtopic.php?f=48&t=44897&p=873181#p873181
Meh ideas
- #1
#2 Labor alts~ Shadow clones: viewtopic.php?p=706549#p706549
#3 zones & workbenchs: viewtopic.php?p=686584#p686584
#4 Kingdom Quest~ relics & war: viewtopic.php?f=48&t=50795
#5 Mazes Food & FEP overhaul: viewtopic.php?f=48&t=51611
#6 Mazes envisions (end game): viewtopic.php?f=48&t=51612
Old
- Semi added, can you tie horses to trees, and mine supports. They will also not leave thought open gates: Horse Reins & ground stake (and other): viewtopic.php?p=725716#p725716
added as wurm eatten apple: Apple Curiosity: viewtopic.php?p=687727#p687727
added world 15: www - wild plants: viewtopic.php?f=48&t=50990
Added Claims permin town: viewtopic.php?p=727660#p727660
Semi AddedMazes kingdom idea.: viewtopic.php?f=48&t=45184
Fishing was updated- nolonger needed idle fishing: ground stakes/ rod holder: viewtopic.php?f=48&t=50871
Added Message Board: viewtopic.php?p=563963#p563963
Last edited by maze on Fri Aug 28, 2026 5:58 pm, edited 39 times in total.
Administrator of CoS
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maze
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Re: www - wild plants
Shamless bump cuz now we are having some plant updates 
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ricky
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Re: www - wild plants
i read somewhere lse in C&I (cant be arsed to find the article) about changing the current WWW system to a categorical system. for instance, carrots, beets, and onions would be categorized into a new "root-type WWW", barley, hemp, and flax would be categorized into a " fibrous-type WWW" etc etc.
in this case it would make more sense than simply finding a random herb and drying it for seeds, you would find a wild plant and 'domesticate' it into a specific variety of plant depending on which type it came from.
the only real difference between this system and yours is that there would be no 'wild' plants which you could harvest similar to domesticated crops. instead you could just have a more variety within the WWW-type plants and still be able to find specific plants that you want/need
in this case it would make more sense than simply finding a random herb and drying it for seeds, you would find a wild plant and 'domesticate' it into a specific variety of plant depending on which type it came from.
the only real difference between this system and yours is that there would be no 'wild' plants which you could harvest similar to domesticated crops. instead you could just have a more variety within the WWW-type plants and still be able to find specific plants that you want/need
Have a question? Need help? Tired of people asking questions? Haven and Hearth Wiki.
The only thing necessary for the triumph of evil is that good men do nothing.jorb wrote:Ideally the game should play itself.
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Redlaw
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Re: www - wild plants
I if remember right the game once had wild crops, and they changed it to WWWs. That was in legacy, since it does make it easier to add more crops and every to get the,.
Yes I personaly do once in a while randomly plant extras in the wild, just cause.... but that is me.
Yes I personaly do once in a while randomly plant extras in the wild, just cause.... but that is me.
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maze
- Posts: 2819
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- Location: Canada
Re: www - wild plants
If I remember correctly.Redlaw wrote:I if remember right the game once had wild crops, and they changed it to WWWs. That was in legacy, since it does make it easier to add more crops and every to get the,.
Yes I personaly do once in a while randomly plant extras in the wild, just cause.... but that is me.
They use to have problems added in things that would spawn randomly up until end of world 3.
so it was easier to just have WWW at the time, as they would not have to add things into the world.
but now they can just make new things spawn~ i think it would be a nice change to bring back and put more flavor into the world.
Administrator of CoS
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maze
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Re: www - wild plants
Updated idea and 2ed post for Archive.
Still would like to see this idea for Early word
Also going to work on finding all J&L post in C&I + fishing ideas for Archive.
Still would like to see this idea for Early word
Also going to work on finding all J&L post in C&I + fishing ideas for Archive.
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Fostik
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Re: www - wild plants
Wild plants would be good for variable food.
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My experience of market building in W13
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jorb
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Re: www - wild plants
Myeah, idk.
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dafels
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