Trenix

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Everything posted by Trenix

  1. One time change sounds good, but only once. Another idea would be to add salvaging in this game. The original owner can then get back a percentage of their material from their finished product. Would be more ideal to use that feature being that we're getting many different wood types for a various of objects as well with the new update. It will also remain a solution for future content.
  2. Maybe in return, the probability of tree spreading should be reduced?
  3. I'm not entirely in favor of realism. But some aspects I believe would improve and make things more fun. Also you have the option of removing the stump and getting an extra log, or simply letting the tree regrow. Might be more beneficial for logger to take out the stump and replant trees for the skill gain. What this change adds is giving players the opportunity to deforest large areas without worrying replanting it all again and leaving a huge impact in the area.
  4. Would you suggest the same for all other objects as that have a different wood texture? Kind of defeats the purpose of creating the finished product the correct way the first time. Also what would be the point of having many different boats with different wood types? Everyone would just change their boat texture at will. Doesn't seem very Wurm-like. Would be even worse if the wood type of a boat actually matter like if it reduced decay, ect.
  5. In reality, trees do regrow from stumps. Kind of one of my pet peeves in games with woodcutting. I always expect the stump to grow back into a tree.
  6. [Changed Functionality] Stumps will no longer decay and eventually vanish. Stumps that are left alone will grow back into a tree again. Packing dirt where a stump is, will no longer make a stump vanish. [New Functionality] Shovel has a new ability called 'remove stump'. This will remove the stump much faster than destroying it with an item. When a stump is removed by a shovel, it will yield a log.
  7. Because people said this new process would make everything more time consuming, which isn't true because trows should fix that, but yeah. I think I'm just going to write how I want to see the farming handled in the game and the developers and players could pick out what they find is good or bad, maybe even come up with better ideas.
  8. I added that crops should also provide more yield, since I really do feel we get way too little crops for the space and time we put into them. Also at this point, this farming system should be similar to the current system when it comes to time spent, if not faster, while at the same time adding more tools and depth.
  9. Thank you for the input. 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. We already have an almanac for fruit trees, nuts, and flowers, and so on, mind as well use it for crops as well. 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. 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 might build up this post a lot further to explain exactly what kind of in-depth system I'd want to see for farming. Putting in bits and pieces just makes people think that I'm asking for the same thing, I'm not. I just want some improvement from a very stale farming system.
  10. I added two types of plows to the suggestion, plow and heavy plow.
  11. This is why we need a plow. One ran by a wheel and a player, the other ran by an animal.
  12. [New Tile] Farmland - Would look like a field without crops. [New Crops] Pepper Soybean Spinach Sugarcane Watermelon - Great to eat alone for hydration. [New Tools] Hoe - Cultivates dirt tiles into farmland which provides farming skill. Also harvests root crops like carrots, potatoes, and sugar beets. Plow- A player driven plow which turns dirt tiles into farmland when going over them. Heavy Plow - An animal driven plow used with the assistance of a player. It goes much faster than a regular plow and turns dirt tiles into farmland when going over them. [Added Functionality] Almanac - Will now additionally display information for crops and when they can be harvested. [Changed Functionality] Food Storage Bin - Will greatly slow decay but not entirely prevent it. Crops - Would all rely on season but will produce overall more yield than they do currently when harvested. Shovel - Cultivate ability renamed to till. Tilling a packed dirt tile makes it become regular dirt and provides digging skill. Harvest - Harvesting crops on a field will make the tile become a dirt tile, thus requiring it to be cultivated again. Sow - You can only sow crops and seeds on farmland, not on regular dirt anymore.
  13. We need wheelbarrows, small carts are too big and too slow to use for digging.
  14. Improve the way you host servers. Make it easier to understand and do, so people will be more likely to do it. Example: Don't Starve or Minecraft. Make a custom made world that is very small so people can handle hosting servers themselves. Allow us to further tweak the game mechanics so people who don't run a server all day, can still enjoy the game. Fix the iron problem so new players would be less likely to quit and leave a bad review. Make ores much more abundant. Give new players a rod of transmutation. Add official modding support through steam workshop.
  15. If everyone favors one crop above all others, well then clearly we have a problem with balance already. Also barely is another crop you can grow to get potency 2 for healing covers. 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. You're not required to rotate crops, you could also use compost, fallow, or use manure. Why not throw in a hoe and plow in to make up for the frustration. A hoe would cultivate faster and the plow will do it instantly when it goes over a dirt tile. Hell, attach a plow to an animal and make it go even faster. There is a saying, it goes like "if you have nothing nice to say, don't say it at all". Calling someone's idea stupid, is pretty disrespectful. You know how to bring up constructive criticism, you've just did with the quote above. Therefore is no need for that type of nasty attitude just because you "strongly disagree" with something.
  16. Yes this may be true, but Wurm has always been about chores and penalties. It's actually the reason why I play this over Minecraft. Wurm is basically Minecraft for adults. I also don't see the big problem about rotating crops, unless someone is overly mass producing and in that case, they sort of need some more difficulty, don't you agree? It's not so hard to just flip crops around. Personally I'd like to see even more be added, this is just basics. Like for example, being able to figure out the nutrients that are found in the soil, finding what nutrients crops take, and messing around in that manner. Now I'm not saying my ideas are perfect, maybe people should farm continuously without any penalty. Yet people who put a little more thought into farming, should be able to benefit from it, wouldn't you agree? I believe there was a mod for minecraft called terrafirmacraft which added plenty of depth in farming and made it way more enjoyable than just planting and waiting. https://wiki.terrafirmacraft.com/Agriculture
  17. Well that's immature and very inappropriate of you. No need to act nasty to ideas you don't like or don't agree with. Also some constructive relies would be nice. This game is one big roleplay. You roleplay a farmer, carpenter, mason, and so on.
  18. Yes, that's the point. Challenges make the game more fun and less repetitive. You'd still be able to remedy the problem while mass producing the same crop, but you will produce a bit less.
  19. I've seen this mentioned before on the forums but in different ways and some not actually hitting the mark of what it actually is. Right now farming is rather basic and not as in-depth as other mechanics. I wish to see a bit more from it. So one step further would be to make us rotate crops in order to obtain optimal yields. What I mean from this is that you should not be able to grow the exact same crop multiple times on a tile without consequences. By doing so, you are taking out essential nutrients from the soil, making it become infertile. So let me give an example on how the system should work in my opinion. Option 1 You grow a crop, wait till ripe, then harvest. Afterwards you have two options. You grow the same crop on the same tile, wait till ripe, then harvest and obtain less yield. You grow a different crop, wait till ripe, then harvest and obtain optimal yield. Now we can leave it at that and the system would be better economically already and making it more fun and interesting, however we can go EVEN further. Option 2 You grow a crop, wait till ripe, then harvest. Afterwards you have two options. You grow the same crop on the same tile, wait till ripe, then harvest and obtain less yield. If this is your second time doing this, the tile becomes infertile soil. Growing crops here will generate no yield. This can be remedied in one, two, or three ways depending on what the developers feel should be added. Growing a crop on the field and then letting it fallow. This is making the crop reach it's seventh stage. When cleared, the infertile soil will become regular fertile soil again. Adding compost to an infertile tile. Compost can be obtained from a compost heap. The compost heap would be a structure similar to a trash heap, but can only hold food items. When a certain amount of food is decayed with required weight, it will become compost. Adding manure to an infertile tile. You can use a rake on a tile near bigger animals, such as cows to have a chance of finding manure. You grow a different crop, wait till ripe, then harvest and obtain optimal yield.
  20. I believe you're talking about the large storage unit. I have considered to use this currently, yet it still takes away from the game. We already have crates, crates with shelves, storage bins, and so on. I just feel like it would add more to the game actually seeing a rack that contained tools which could be visually seen. It would also give a better idea of where the tools are located instead of searching through crates and backpacks to see if you're looking at the right storage container. Sure you can also rename things, but I just like the idea of seeing tools to beatify my rooms.
  21. Sorry that I'm reviving this post, but I would really love to see a tool rack in the game. While Wurm is a great game with in-depth crafting and features, something that it generally lacked is variety in customization. I returned to this game after 7 years and it seems much has changed. However, I still would want to see more furniture, which includes storage containers. Would there be better options than a tool rack? Sure there will be. But I would like to pick my tools from a tool rack, not a coffin, not a cart, not a weapon rack. This adds to the atmosphere in the game. Now to add further to this suggestion, I'd like to see two types of tool racks. One that can be placed on a wall and one on the ground. I hope this could later then add the ability to do the same with weapons racks and possibly even adding trophies, such as fish and animal heads on the wall.
  22. Never said it shouldn't grow grass, it just shouldn't grow instantly edible grass.
  23. Tamed animals could be considered domestic I guess, depends on the way you look at it. I don't see why you'd have to fight to kill domesticated animals. Unless you want the fighting skill, I find it rather unnecessary. They barely put up a fight anyway. You shouldn't be allowed to slaughter tamed animals, unless of course, they're a domestic animal. That's just my opinion. Might cut back on people who try domesticating deer and other odd animals. I wouldn't care if there wasn't even an option to attack domesticated animals. Just slaughtering them would be enough for me.
  24. I like it, my whole area has tons of fat dear running around. Domesticating animals is becoming unnecessary for me. If killing the animal would be easier because I domesticated them, it would be actually be something worth doing. I don't like the word execute, what about slaughter? Also, maybe use the rope then slaughter? With bigger animals, people usually tie them down with a rope and the only animals that can be lead are ones that can be domesticated.