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Showing results for tags 'botanizing'.
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So after observing foraging/bot skill gains and chatting with more knowledgeable folks, it seems that if you forage for something on a tile and the timer runs completely but finds nothing, you get no skill. I propose that if the timer runs the full time you get a chance at a normal skill tick, just as if you were finding items. I really dislike having to forage all or bot all, I'd like to forage_veg or bot_spices for example, and only look for the items I need/want rather then spending time cleaning out my inventory of low ql items/junk. Right now the system points you to simply using a vacuum cleaner approach if you want to get skill out of foraging/botanizing. The change I propose will allow folks to look for the items they want and continue to gain skill even if there are none of the "specific" items on the tile they are searching. This will not affect tiles that are barren as it is now. Just a small qol feature.
This wiki entry (http://www.wurmpedia.com/index.php/Garlic) indicates that garlic "is a herb contrary to its real-life status as a Vegetable." This other wiki entry (http://www.wurmpedia.com/index.php/Botanizing) lists it as a resource, not a herb or vegetable. While it can be debated that both are accurate descriptors, when you forage, you can locate garlic under resources. The foraging wiki entry (http://www.wurmpedia.com/index.php/Foraging) doesn't have garlic under the resources list. Thank you
Just throwing this out there, could anyone make a mod to customize the items obtained from foraging/botanizing? Or change the chance to obtain certain drops? Not a huge fan of this new foraging for 5 mins to have an inventory full of iron rock and honestly find it a bit silly, since irons really not hard to find at all.
Simple suggestion that requires no new code : Allow oak trees to be harvested for acorns once per wurm year (or any rate that can be tweaked if needed). Chance for success and QL can be tied into your skills. The tree has to be at a certain age. Think of it like olives. The concept is a simple addition (not removing the ability to botanize for acorns) that ads a nice dynamic to a harvestable. Much the same as farming strawberries, cotton etc etc. The restrictions and seasons could be adjusted to avoid reducing the current value of acorns too much, and mass oak farms (not that this is such a bad thought any way). Discuss!