As for casting, can't you also use corn and wemp plants? I mean the fact of the matter is, the point of this suggestion is to add more of a challenge. Also barely is another crop you can grow to get potency 2 for healing covers. If everyone favors one crop above all others, well then clearly we have a problem with balance already. Like the moron that suggested we should have to boil/distill our water before drinking it, you are making a suggestion that is unpopular with the majority of the players. In addition to being one of the key ingredients to make passata (pizza), being a staple material for grinding natural substances AND being the lightest vegetable for a priest to use for casting, garlic is one of only two grown vegetables that can be used to make a potency 2 healing cover.Īnd there's nothing immature about rolling my eyes at someone trying to over-sophisticate an already complicated game. If I were forced to "rotate my crops", I'd really have no use for the excess veggies I'd be forced to grow every other week. While I might plant tomatoes or potatoes on occasion for cooking, 99 out of 100 vegetables I use are garlic for casting on my priest. The majority of farmers use one single crop- garlic. Sow - You can only sow crops and seeds on farmland, not on regular dirt anymore. Harvest - Harvesting crops on a field will make the tile become a dirt tile, thus requiring it to be cultivated again. Tilling a packed dirt tile makes it become regular dirt and provides digging skill. Shovel - Cultivate ability renamed to till. It goes much faster than a regular plow and turns dirt tiles into farmland when going over them.Īlmanac - Will now additionally display information for crops and when they can be harvested.įood Storage Bin - Will greatly slow decay but not entirely prevent it.Ĭrops - Would all rely on season but will produce overall more yield than they do currently when harvested. Heavy Plow - An animal driven plow used with the assistance of a player. Plow- A player driven plow which turns dirt tiles into farmland when going over them. Also harvests root crops like carrots, potatoes, and sugar beets. Hoe - Cultivates dirt tiles into farmland which provides farming skill. Watermelon - Great to eat alone for hydration. I just want some improvement from a very stale farming system.įarmland - Would look like a field without crops. Putting in bits and pieces just makes people think that I'm asking for the same thing, I'm not. I might build up this post a lot further to explain exactly what kind of in-depth system I'd want to see for farming. I understand that many don't like difficulty, but nowadays with so many games being so casual, I ended up running back to Wurm. I'm also in favor of adding better ways of preservation and not having some sort of storage that will prevent all decay from happening. We already have an almanac for fruit trees, nuts, and flowers, and so on, mind as well use it for crops as well. The idea of putting seasons into account, increasing yield from fields, and having a break for winter, would definitely add way more to the game. I could, however, see this for a Wurm 2.0. In short, the realistic suggestions you're making touch an entire web of dependencies that would also need to be upgraded to really make it work well. Smokehouses, salt meat, pickles, canning, etc. (And now that I think about it, it's also unrealistic how FSBs negate the need to preserve food. If, however, we had a more realistic single big harvest later in the Wurm year, took a break over winter, and got started again in spring, this would work better. This is certainly more realistic, but the sheer number of harvests we do right now makes it impractical.
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