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Found 86 results

  1. Just curious on what she's worth. Skills shown in alphabetical order. She also has 30 titles unlocked, and plate armor smithing as an affinity. Characteristics Soul: 34.64903 Soul depth: 39.647198 Soul strength: 24.39375 Mind: 41.39824 Mind logic: 47.688713 Mind speed: 22.819212 Body: 47.939095 Body stamina: 32.716476 Body strength: 45.431347 Body control: 36.41062 Religion Alignment: 80.207405 Faith: 13.684282 Favor: 13.684282 Skills Alchemy: 13.7476635 Natural substances: 30.919878 Archery: 1 Long bow: 1 Medium bow: 1 Short bow: 1 Axes: 48.06289 Hatchet: 58.97133 Huge axe: 19.512121 Large axe: 1 Small Axe: 1 Carpentry: 85.7883 Bowyery: 1.2515453 Fine carpentry: 68.01649 Fletching: 1 Ship building: 19.286097 Toy making: 1.4999444 Climbing: 7.218795 Clubs: 1.0002198 Huge club: 1.0810455 Coal-making: 1 Cooking: 38.946846 Baking: 26.459522 Beverages: 11.654572 Butchering: 43.25057 Dairy food making: 1 Hot food cooking: 63.803127 Digging: 71.68353 Fighting: 74.88846 Aggressive fighting: 11.501014 Defensive fighting: 22.139652 Normal fighting: 64.01522 Shield bashing: 4.1231575 Taunting: 1 Weaponless fighting: 4.6669483 Firemaking: 25.375933 Hammers: 1 Warhammer: 1 Healing: 21.279484 First aid: 40.208138 Knives: 40.142128 Butchering knife: 52.118637 Carving knife: 31.840155 Masonry: 53.400875 Stone cutting: 32.521103 Mauls: 26.693457 Large maul: 66.87935 Medium maul: 1 Small maul: 1 Milling: 27.541603 Mining: 49.9159 Miscellaneous items: 73.07009 Hammer: 65.12449 Pickaxe: 53.235756 Rake: 86.990814 Repairing: 48.917557 Saw: 23.90111 Scythe: 20.111433 Shovel: 60.12913 Sickle: 51.397095 Stone chisel: 19.788267 Nature: 72.06286 Animal husbandry: 58.386806 Animal taming: 28.041391 Botanizing: 18.68094 Farming: 96.14829 Fishing: 29.953959 Foraging: 11.651654 Forestry: 54.79583 Gardening: 47.414825 Meditating: 30.016426 Milking: 2 Papyrusmaking: 1 Paving: 28.508104 Polearms: 1 Halberd: 1 Long spear: 1 Staff: 1 Pottery: 48.839462 Prospecting: 22.352964 Religion: 3.7282276 Artifacts: 1 Channeling: 1 Exorcism: 1 Prayer: 9.28521 Preaching: 1 Ropemaking: 18.480337 Shields: 21.406282 Large metal shield: 21.957338 Large wooden shield: 1 Medium metal shield: 17.386915 Medium wooden shield: 1.2030537 Small metal shield: 1 Small wooden shield: 1 Smithing: 43.146843 Armour smithing: 3.4833064 Chain armour smithing: 1 Plate armour smithing*: 1 Shield smithing: 7.496146 Blacksmithing: 58.601074 Jewelry smithing: 54.353123 Locksmithing: 4.3911157 Metallurgy: 1 Weapon smithing: 28.517788 Blades smithing: 18.601849 Weapon heads smithing: 20.343493 Swords: 32.748257 Longsword: 59.912277 Shortsword: 1.6400535 Two handed sword: 1 Tailoring: 56.127625 Cloth tailoring: 94.97054 Leatherworking: 9.216043 Thatching: 1 Thievery: 1 Lock picking: 1 Stealing: 1 Traps: 1.099 Toys: 1 Puppeteering: 1 Yoyo: 1.4041581 Tracking: 8.026207 War machines: 10.045068 Catapults: 17.661783 Woodcutting: 79.4396 Miscellaneous Affinities: 1
  2. I'm looking to recruit a player, or possibly multiple players for a large deed (55 x 77), located on the Deli steppe 36x 40y. My preference would be a returning player essentially wanting free land, and any contribution to upkeep would be appreciated. It's a secondary deed for me at the moment, so I won't be too picky about what you'd like to do with it. There's currently over 500 tiles of flat land that could be used for farming, tons of trees, as well as plenty of space for animals. Good hunting nearby, as it's on the steppe, marble, zinc, copper, iron in the mine. I'd like to find someone who's self motivated and will be sticking with the game for awhile. The deed's apart of a small alliance, and some help can be provided, but I'm not looking for anyone I'd have to walk through the fundamentals of the game with. Farmers, or someone who can use the land to help pay the upkeep are a bonus. Upkeep is 8.5s a month, but has a trader to help out, so contributions would be minimal. Please post here or send me a PM if interested.
  3. Back with some more small sample sizes. This is as always not meant to be an exhaustive study, as much as it is a guideline on how/where you can do testing yourself if you're so inclined. Otherwise feel free to take this with a grain of salt. I do this for myself, but I publish my thoughts in case anyone else wants to read. Mining: It's a relatively known fact (so I'm told) that mining skillgain only happens when the ore produced is above 1ql, and below 40ql. It seems quite likely that mining produces results closer to the surface, and as such I believe that's actually the skill roll you achieve (it takes into account your skill, your characteristics, your tool and is hard limited to your skill or the ore vein's quality). I did some testing to verify, and indeed can confirm that 39.99ql ore gives skill, 40.03ql does not and constantly. Interestingly, this does not apply in any way to digging, which clearly indicates not all skills are working off this as a base model. Hats off to the devs for the obscurity this system manages. I've also noted that using skiller picks below lvl 50 mining is a waste. I'm getting *very* good gains at 52 mining off rock tiles with a q1 pickaxe. Higher than I've ever had off rock in the past using my q1 pick, and far better than iron or lead. Since rock is the easiest minable substance, it's pretty clear I shouldn't have been using a skiller pick up to this point. Final point to note: Skill tick sizes are purely based off action time (excluding CoC) in mining. Doesn't matter what you mine, gain value is the same size per second for your skill level. Success range for tick values is unaffected by CoC (40.01 still does not give skill with a 50coc pick) Farming: So the first thing I noticed about farming was the tendency of the messages to have an increasing order of... complimentariness(?) The field is tendedThe field is now tendedThe field looks better after your tendingThe field is now groomedThe field is now nicely groomedSo I thought to myself, what if these aren't random? Sure enough, the pattern across crops is different. Hard crops I'm far too underskilled for (garlic) always gave "is tended" while easier crops like cotton gave me a mixture. And so I revised the descriptions with success ranges that made sense. The field is tended - 1, failureThe field is now tended - 1.01->25, weak successThe field looks better after your tending - 25.01->50, mediocre successThe field is now groomed - 50.01->75, good successThe field is now nicely groomed - 75.01->100, excellent successAnd interestingly enough, it shows the same pattern as mining does (albeit rounded because the success is harder to read directly in the 25->50 range). The field is tended - never skill gainThe field is now tended - always skill gainThe field looks better after your tending - usually skill gainThe field is now groomed - never skill gainThe field is now nicely groomed - never skill gainBefore you ask, no the value of success doesn't seem to influence crop output volume. I get the same volume of cotton as I do corn even though I succeed a lot on cotton and not nearly as much with corn. And to sum all of this up, yes rake quality does seem to have an impact. It also works like mining with regards to that. This is my data for raking corn with 54 farming skill. Where would optimal skillgain be? I'm estimating that 1 "is tended" per 3 "looks better" since ~1/3 looks better will be overkill on the skill and fail. But the skillcurve might not be that easy to guess. Certainly this requires tinkering with rake quality in order to optimize your gains. Characteristics: These seem to work quite differently than skills do. Namely, it seems that the success check for them to gain skill appears to ignore tool quality/skill level entirely, and instead only goes off the relative difficulty of the task compared to your current Characteristic level. This is predominantly seen in priest Soul Depth gain. Stew holds as a steady source of Sdep, and outperforms meals, until much higher Sdep value ( According to mamadarkness, by 50 Soul depth meals had edged out stews). I've also noticed further support for this when doing my raking: Farming corn gives much worse Soul Depth to my 27 soul depth priest than farming cotton seems to. And doing high level tasks like raking garlic almost never gives gain of any characteristic. My Conclusions: Farming does have skill success feedback Rake quality matters and adjusts crop difficulty Characteristics will likely be benefited most by doing tasks that are well below high end skill values Skiller tools shouldn't be used for mining (possibly other tasks) until 50 skill roughly.
  4. I am looking for a new player who wants to build his/her skills in a safe and fun environment. I am part of a strong, close alliance here on Deli. We have all the resources you need to build your skills and experiment so you can decide what you want to be and do in Wurm. Brandville is located around 35y 4.5x. I can come and pick you up if you need help getting here. Skills you can build include, but not limited to: Nature-Gardening, Farming, Foraging, Botany, and Forestry. Animals-Animal Husbandry, Animal Taming. Fighting-choose your weapon and we will hunt! Cooking-Butchering, Hot Food Cooking Fishing Carpentry, fine Carpentry Smithing, Black Smithing, Weapons Smithing Masonry Mining Digging Pottery Leather Working Ship Building Body and mind skills Wood Cutting Tailoring And much much more Please PM me so we can talk.
  5. Carpentry and enchanting for all your needs. Tools All our custom-made tools are oakenwood for maximum durability. 50ql tools - 10c 60ql tools - 15c 70ql tools - 25c Tools include mallets, spindles, clay shapers, spatulas, grooming brushes and fishing rods (willow). Fruit presses, cheese drills and rope tools up to 50ql. Furniture The items below are delivered 50ql and cedarwood by default. If you have other preferences, let me know. Furniture - 5c Beds - 20c Signs - 0.25c per quality (up to 70) Floor Looms - 15c Item Racks - 10c Archery Target/Practice Doll (Oak) 50ql - 25c 70ql - 40c Containers All containers are 50ql and cedarwood by default. Comes with lock if applicable and desired. Key copies can be arranged. Bulk Storage Bin - 10c Food Storage Bin - 10c Small Crate - 5c Large Crate - 10c Vehicles All vehicles are cedarwood by default, and come with a lock if required. Key copies can be arranged if desired. Boats come with mooring anchor as well. Vehicles can be delivered along with Large Cart, 50ql - 20c Large Cart + 5 Large Crates - 50c Wagon, 50ql - 1s Wagon + 9 Large Crates - 1s50c Small Sailing Boat, 30ql - 1s Ship Transporter, 50ql - 15c 3-speed horses for pulling the vehicles can be provided free of charge. Bulk Goods Planks 1000/1s Shafts* 100/10c Handles 100/10c Pegs 50/10c Tennons 50/10c Hull Planks 50/10c Support Beams* 10/50c *40ql The Temple Square Pieces of Cloth - 1s for 1000 Fo favour, or 10i per point. Door Locks - 1s for 1000 Magranon favour, or 10i per point. Enchanted Tools Pinewood Rope Tool, 50ql, CoC 96 3.6s Pinewood Spinde, 70ql, WoA 54 60c Farms 1s for 1k. Free delivery on orders over 2s. In stock: Cotton 62ql 2000 Wemp 58ql 1000 Rye 56ql 500 Wheat 59ql 750 Garlic 61ql 500 Deer 10c Bull/Cows 10c Horses, 3spd 10c Associated with the Northern Wind Smithworks for all your smithing and masonry needs. Delivery is free for any orders over 2s, or available for 20c anywhere Pristine. 40c delivery charge applies to Release. Payment can be done with Gems (1.5c per ql), Sleep Powders (1.5s each) and Referrals (7s each) as well. Feel free to leave orders here or via PM, on forums or ingame (my ingame name is Thalathras).
  6. Let start : When it comes to farming your skill have impact on two things ql of crops, and number. (recently i noticed that foraging and botanising similar - at some point it gives you more than one thing) about the tweaking woodworking (as its bit different) When you turn logs into planks / shafts you have respectivly same amount of stuff and woodscraps. 2kg of plank and 2kg of woodscrap. My idea is to make carpentry have impact on amount of woodscraps. I mean a noob with saw, should make a plank and 2kg of woodscrap but a character with 20carp (non prem) should have plank and 1,6 kg of woodscrap. at 50 plank and 1kg of woodscrap. and 0,5kg woodscrap on 95-100. (to reflect situation that even masters makes little mistakes Mining / smelting / blacksmithing. - well it would require a new skill (smelting - working same as hfc). A smelting noob would get 1kg of iron (and all other ores respectivly - i mean 0,1 gold) at base level. But at 20 skill it should be 1,2kg of lump at 100 skill it should be 2kg (or 0,2 gold) of course its just rough idea. To prove the idea itself : There are mounds of furnance leftovers, dating from roman times, today there are companies, who recycle those leftovers to gain more iron and other metals.
  7. I'm trying to make a natural looking area that can be farmed. The whole thing slopes diagonally NW 8 slope. Meaning the slope on the south tile border was randomly selected from 0-8 and slopes down westward and the respective west tile border was adjusted(down north) to get a combined slope of 8. But when the SE(highest) corner has two slopes that add to more than the number 8, it is not flat enough. Upon further inspection Wurm also does not like when the NW(lowest) corner has slopes that add to more than 8.
  8. Don't you hate it when that pesky grass grows and spreads all over your fields then you have to pack and cultivate again and again? With a plough we would be able to plough over certain tiles (dirt, packed dirt, grass, others?) and make them a tile called tilled ground in this state that tile cannot be overrun by grass and will be used to plant crops in over and over again (maybe a cap on how many times?). You can then go ahead and plant your seeds and rake and care for as usual. Perhaps also a QL of yield or quantity of yield bonus would be appointed as well. To make these new tiles back to normal ground (dirt) you should pack and then cultivate. For making the plough it should use one of the alloys preferably bronze as it is harder to get and would be a good excuse for the increased yield QL or quantity, a yoke and other bits and pieces. I am unsure how you would actually till the ground, my first thoughts were having a horse hitched to it and you were "mounted" at the middle-back (see picture below) and you would drive the plough over the tiles you want to be tilled ground. Just my idea, Ronanxx
  9. - Bundle harvester. A tool you activate and it automaticly bundles and combine harvest good and like inventory items. - Change all farm crops to be combinable. - Crushing or picking seeds from a bundle should give a bundle of crush or picked items. - The client has no trouble depositing 100 bundles of 64-item-bundles. That is 6,400 items deposited in one drag. Is there anyway we can make use of this to get rid of that silly 100 items per a drag limitation? - More a UI improvement here, but Shift-drag on a single bundle should let you take a portion from the bundle. -Add portable bulk storage farm crop container. Perhaps a farm sack that holds 1000 crops. The sack's weight needs to reflect whatever is inside it. In some cases a full bag might be too heavy (corn 100kg, barley 300kg), but we can just put less in it. And for goodness sake no loading. Another good improvement is if we have this active when harvesting the crops go right inside it.
  10. 3 Deeds (incl. 1 trader) only 5-10 min from Freedom Market YOU are looking to settle near the center of the biggest Freedom server Independance? YOU are looking for deeds to serve your versatile needs? YOU want to grow a large herd? YOU want a place to build your ships? YOU want to farm veggies and also reed? YOU need wood for your ships and tools? YOU want to have a source of income to pay for those deeds? YOU want a safe working space? Then I have what you need: Hillside Refuge, Greenborough and Seeview Harbour - all close by close only few riding minutes from Freedom Market right next to Festival Cove. On map: Hillside Refuge: Hillside Refuge has: - a well-treated trader, - a spirit templar, - a mine with different QL iron veins + lead (for mooring anchors) + marble, - lots of fruit and lumber trees, - a manor with forges and oven and beds, lots of space for storage and loom - pens and farm areas (only partly offdeed in legal enclosure connected to deed and so far under Magranon influence for repairs) - an almost finished small stronghold (incl. practice dolls and archery target) - 2 wells (+1 in mine) for your water-supply. - and a Guard Tower close to west border (covering highway). - [edit] silver/gold altars of all 3 Freedom gods Here some pictures of Hillside Refuge: Greenborough: Greenborough has: - more farming/breeding space - House with forge, bed, oven, storage, loom and sightseeing tower - Guard Tower in perimeter covering most of the deed - additional legal enclosure for farming (Mag influence) - oaks and willows Picture: Seaview Harbour Seaview Harbour has: - not much to be honest - some ground raised from the sea - offdeed legal enclosures for reed and ships up to knarr-size - ondeed clay Pictures: The deal would of course include all house-writs and gate-keys, the deeds, several BSBs and FSBs (few things still in there) and a breeding pair of 5-speed horses (if wanted and delivered for free when deal is complete, colour as you like). Starting bid: 60s No reserve No buyout No snipe protection Minimum increments: 1s
  11. As title states, I am in need of a farm hand, preferably someone with access to a boat and interested in gaining farming skill. Duties: Sow roughly 1k tiles every 5-7 days, Tend once (or more if you want skill) Be able to deliver goods, manage sales A boat may be required Located on Independence I can provide A sizable farm field, Good quality Meals, and a place to build a temporary or permanent residence. Tools/ Weapons/ Shields/ Armour improvements and enchants could also be provided as payment. What I am hoping for how ever is a person who would be interested in taking a Share of the crop (Mainly wemp and cotton, 90+ql) as payment, and I would be willing to work out a very fair split. You would handle all deliveries, (I can help if sales if needed) Please PM me with a bit of info if interested, and we can Chat from there. Thanks
  12. I know this has been suggested many times but I've been trying for ages to get a lot of high ql woad (30+) and it feels really impossible. It would be really great if we can farm woad. edit: harvesting acorns from oak trees would be great as well
  13. Manure provides a synergy between animal husbandry and farming. Applying manure to a farm tile should increase the chance of higher yield. Having live stock simply drop manure randomly may strain the database so perhaps the manure should be harvested directly from the animals themselves or from a crafted "manure pile" populated by sufficiently nearby livestock. Any other ideas?
  14. The change in farming has killed the skill gain. I have a field I farm every day. Before the change I could gain 2 ticks a day if I used sleep bonus. Now if I use sleep bonus farming the same field it takes me two days to gain one tick if I am lucky. Usually its not even that much of an increase. I find this very frustrating. Are others having the same experience?
  15. Me and my friends are looking to make some silver coin we are semi-new player but we have a few people trying to make enough to make a settlement just send me a private msg if you want to make us an offer we are checking prices any questions ask me for any details or request and we will make out a deal also we have 5 people to get your order fast and we play for 7-8 weekdays and 12-15 on Friday and weekdays.
  16. Me and my friends are looking to make some silver coin we are semi-new player but we have a few people trying to make enough to make a settlement just send me a private msg if you want to make us an offer we are checking prices any questions ask me for any details or request and we will make out a deal also we have 5 people to get your order fast and we play for 7-8 weekdays and 12-15 on Friday and weekdays.
  17. Just what the title says. I fail to see why it is restricted to begin with.
  18. I feel sorry for new players joining the game with the new farming system. I have a fairly new alt and it is discouraging to even think about having to rake, rake, rake and get 1 harvest. I think that skill levels below 20 should go back to the minimum of 2 harvest per tile. Sure leave it the same for the other skill levels, if you rake you get more, but don't penalize the new player so severely.
  19. I'd like to sell my second deed, Miya. The deed is very large and would be a perfect candidate for any use, from being a large farming deed to a village fit for many. The deed is located at 15x 39y in the forests of south-west Deliverance. Wood is extremely easy to come by here, not to mention a range of other amenities. The on-deed mine contains lots of iron, a zinc vein and three 99ql spawned veins, one each of lead, tin and copper. Pretty much everything you could ever need! Slate and marble are nearby too. The spawned veins have each had no more than 2000 ores mined from them, leaving them all with around 8000 actions left with 99ql ores. This remaining amount makes them worth around 120s! (Each vein cost 50s to spawn.) The sea is about a 5-10 minute walk away along a 3 tile road, less by horse. This means you can park your ship nearby easily. The deed itself is 51x51 in size, with roughly three quarters of this space terraformed. In theory, that gives you nearly 2000 tiles of space... Enough for a really, really big farm! Or a lot of houses... Or both... our old farmer used to make just under 10s a month from the deed. Miya comes with a large, two floor 3x5 workshop space and a church with a silver altar dedicated to each god. There's also a house with 2 beds and some storage space (no roof) ready for any new mayor to move into. An old villager still has his house here too - I can try and get the writ to it for you or knock it down before sale at your request. All buildings are made from stone with the church and workshop having slate roofs. Also included are 8 horses and 3 cattle. I'm unsure of the traits on the horses and can't promise anything but am confident that they'll at least be decent and have no bad traits. Our old breeder was good at what he did. Lastly, the deed is a member of an alliance of a few local deeds, including my main one. You'd be more than welcome to remain in the alliance and get to know your new neighbours and make good friends. As for pricing, I feel that the deed is "worth" 60s. It would cost 52s to plant a deed of this size, and it comes with 11s upkeep. Then, taking into account the fact that the deed is mostly ready to use and comes with a lot of bonuses (e.g. the very impressive array of veins) but also considering that deeds are generally worth less sold than created I feel that 60s is a fair amount. However, I am more than happy to discuss offers and deals - it's not about what adds up on paper but what people will actually pay. PM me! Lastly the fun part... Pictures!! I have not put these in image tags because there are too many pictures. First off, all of the items included with the deed: (there are also another nine BSBs with the same content as Woods9, lots of logs!) [https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/Items.png The token: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130820.2007.jpg Token at night: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130818.2202.jpg Church: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130818.2223_1.jpg Main deed entry: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130820.2006_2.jpg Workshop ground floor: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130820.2005.jpg Workshop 1st floor: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130820.2005_1.jpg Road outside the deed: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130820.1953.jpg Housing area on other side of road that's on-deed: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130820.2001.jpg NE corner, huge flat space: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130820.1949.jpg SE Corner, partially terraformed: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130820.1951.jpg The road leading to the SE corner: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130821.1351.jpg The SW corner, all terraformed yet more space: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130821.1352.jpg Horse/farm area: https://dl.dropboxusercontent.com/u/51077311/Miya%20Sale/wurm.20130820.2009.jpg Thanks for looking! Miya by Night
  20. Composting is a process that has been around a long time - all the way into the B.C.'s I'd suggest a construct make-up similar to a charcoal pile - 2 dirts and 20 wood scraps - to start the compost pile. As the compost pile sits and heats up and decomposes matter it produces compost or fertilizer. Fertilizer can be on growing crops to increase the quantity produced, or the quality of the final produce, or expedites the growth process. However, unlike a charcoal pile, a compost pile would require (organic) items to be deposited into it to keep "feeding" it to produce compost - things like wood scrap, or filets, or foraged/botanized items. That's the short version of my 1:30AM EST idea. -end suggestion-
  21. This is an auction for a character named Luciano, located on the south continent on the Celebration server (near AP). I will also take payment in Euros for 1E/1S conversion. (paypal verified) Mind logic is 29.82. Affinity is still a mystery! Included are a 30ql compass, and a 60ql toolbelt, and some other lower ql tools if you need them. Starting bid: 20s Minimum increase: 1s Buyout: 35s Reserve: none Auction length: 3 days [15:10:38] You have premium time until 5 Aug 2013 00:56:49 GMT Skills dumped at Jul 20, 2013 ----- Religion: 0.0 Alignment: 99.033 Faith: 6.6 Favor: 6.6 Skills: 0.0 Paving: 11.273599 Tracking: 2.5835948 Milling: 6.4356427 Prospecting: 21.04303 Religion: 1.3298199 Prayer: 2.06161 Healing: 3.1473947 First aid: 7.842847 Archery: 1.6595993 Medium bow: 1.0 Short bow: 1.0 Thievery: 1.0 Traps: 1.0 Climbing: 4.4198213 Shields: 1.2729486 Medium wooden shield: 1.0 Small metal shield: 1.0 Axes: 18.121693 Hatchet: 21.873907 Small Axe: 2.071912 Swords: 7.20789 Two handed sword: 10.829533 Shortsword: 4.3204465 Longsword: 1.9170946 Knives: 9.128878 Butchering knife: 11.232733 Carving knife: 9.914896 Woodcutting: 32.734756 Carpentry: 57.37715 Fine carpentry: 17.201752 Ship building: 18.846098 Fletching: 3.3859727 Bowyery: 5.6669216 Nature: 38.38601 Gardening: 16.551556 Fishing: 24.029858 Animal husbandry: 2.9192564 Meditating: 3.0 Farming: 66.89437 Forestry: 18.228111 Botanizing: 19.371576 Animal taming: 5.098238 Foraging: 21.56198 Cooking: 6.517564 Hot food cooking: 9.832326 Baking: 6.3740506 Beverages: 1.409119 Butchering: 7.81301 Fighting: 14.448735 Taunting: 1.0 Normal fighting: 4.2844357 Defensive fighting: 7.981533 Aggressive fighting: 14.206575 Weaponless fighting: 1.1096009 Alchemy: 2.7257004 Natural substances: 6.831068 Miscellaneous items: 54.224075 Stone chisel: 12.408107 Hammer: 54.480976 Sickle: 14.86505 Scythe: 11.194149 Repairing: 20.000004 Saw: 18.431515 Pickaxe: 63.557095 Rake: 51.05805 Shovel: 29.89628 Pottery: 3.4048846 Firemaking: 14.040194 Digging: 46.092354 Mining: 60.681557 Smithing: 11.018345 Locksmithing: 2.1774948 Blacksmithing: 19.852497 Armour smithing: 2.0538485 Shield smithing: 4.43228 Weapon smithing: 6.524665 Blades smithing: 5.5870123 Weapon heads smithing: 2.8999403 Ropemaking: 2.78189 Masonry: 43.053474 Stone cutting: 21.655542 Tailoring: 11.141751 Leatherworking: 26.738907 Cloth tailoring: 4.925779 Characteristics: 0.0 Soul: 22.764711 Soul strength: 24.127153 Soul depth: 22.845728 Mind: 26.037527 Mind speed: 20.38252 Mind logic: 29.824406 Body: 29.317144 Body stamina: 25.031578 Body strength: 28.529415 Body control: 22.7853
  22. The Co-Op is reopening. Those of you who have shopped this co-op before know we always give great prices, usually the best prices. As we are not in a central location, only a serious shopper will ever likely make a purchase, but such a shopper will be glad they investigated the prices. Finally, I do not feel a need to make it easy for someone to undercut my attempts at paying for my required things. Bearing all this in mind, I will not be posting prices. If you care to know what they are, however, below is a map. I earnestly hope to make many of you VERY happy shoppers.
  23. As title says. Please vote and let your opinion be heard. I do ask to please not insult other players. Just leave your opinion with constructive criticism. Edit: Fixed A.3 It was meant to say (Yes, but reduce yield, not gain more)
  24. Make a Sowing bag active and slowly walk forward while a 1 tile radius of seeds are sown. This would be a great way to reduce the tedious clicking for sowing and speed up the timers. Less time spent sowing would be a good excuse to reduce no-rake yield and reallocate that reduction towards raking yield bonus. * When using a Sowing bag the game forces you to move slowly. * The speed you can move at is affected by the Sowing bag's quality, rareness and your farming skill. * The Sowing bag would only hold farm seeds (these are the things you plant) and uses bulk storage code. It holds more than 100 seeds. Its weight needs to reflect the bag's contents. Its volume should equal its max capacity. * The average time per seed sown needs to be significantly faster than the current method. * Reduce stamina drain compared to now sowing one by one back to back. Preemptively, I can only see this working for sowing. Crops don't get ripe at the same time so this type of mechanic would need to make decisions for the player to harvest only ripe crops. That type of thing isn't well received around here. For raking stamina use is too high for a constant drain like this.
  25. One of the most commonly seen questions after 1.1 is: "What happened to farming?!" This is an attempt to answer that question and gather further information regarding farming and harvesting crops planted AFTER 1.1 came out. Please feel free to post responses with further info here, so we can compile it all in one place. To keep the thread clean, please post any complaints and/or suggestions regarding farming in this thread. With patch 1.1, farming now takes many more factors into account. As posted here, some of the factors that now affect your yield include: Quality of seeds sown initially Quality of rake used to tend fields Rarity of all materials involved Number of times the field has been tended Farming skillGiven all of these factors, you now have a chance to harvest a much larger yield than you could previously - but you also have a chance to harvest less, depending on all of the above. Basically, the new system gives more incentive and reward to those actively working to maintain their fields, while those who are only sowing and harvesting will obtain much less yield than previously. While we don't have much hard data yet regarding these changes, you will always get at least one crop back when harvesting. From the above post regarding the changes, a player "with only 1 Farming skill can potentially achieve a yield of up to 4 crops." This means that with proper care, a new player could potentially receive twice the number of crops back that he could harvest before! Note that any fields planted PRIOR to 1.1 will likely have very low harvests, as the server had no way to track all of the above prior to the change. Please wait to post data regarding your harvests until you have completed a full cycle of sowing, tending, and harvesting crops. Again, please keep complaints and suggestions to the other thread. Thanks!