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Found 8 results

  1. I used a small amount of active moss to tundra transmutation liquid on a moss tile. Message: Looks like that tile needs more of that liquid to change it. Examine tile message : You see a part of the lands of Wurm. I expected to see the usual examine messages for the partially transformed tile, but there was none. Adding more liquid to tile successfully transformed it. when the new tundra tile is examined there is only : You see a part of the lands of Wurm. When examining old transformed peat tile the message is : The tile has been transformed before. Expected same from examine of the new tundra tile. Repeated again with same results.
  2. I think moss should be allowed to be planted at shovel digging/water depth. I would love to make a lagoon looking area out of moss but you can not dig moss down after it is planted and you can not plant it below the water line. I also like to use moss under bridges so if you were able to plant it in shallow water under a bridge that would be great.
  3. Ok, I know a thousand post have come up on clay issues in Xanadu, but not sure if anyone has mentioned doing a partial paving of clay (or other types like Peat, Moss and Marsh), using planks, to make a narrow walking path. Horses and carts are fine, but would be nice if foot traffic wasn't slowed down, having to travel over 50 continuous tiles of clay. The graphic could be just a couple rickety parallel planks, through the center of the tile. Could be rotated for appearance. At least 70% of the tile would still be visible and the planks would not impact the ability to dig. This would allow us to clearly define a trail, provide speedy foot travel and not impact anyone's ability to access the resources underneath. Activate plank - create trail.
  4. Essentially this is a set of tile morphs that occur based on forest density. These tile morphs are not just aesthetic, they directly effect forage/botanise ratios as well as other spawn rates. The idea is that the tile a tree is on changes depending on the surrounding tree density. Trees planted in a field will continue to look the same, however large forests will not longer have grass as their base but leafmould. Leafmould can occur randomly when a tree is in the middle of a 5x5 patch of trees has a growth event from very old to overaged. Leafmould will then begin to spread to any tree which is surrounded by other trees. When a tree is cut down the leafmould will remain, however grass grows over un-treed leafmould. Any leafmoulded tree next to untreed grass has a chance to lose its leafmould (note below the special case for oaks and willows). A special case comes into play with oaks and willows. Oaks and willows automatically count as "treeing" a 3x3 area centered on them. Once leafmoulded they stay leafmoulded because of how leafmould decay works.. Leafmould is very fertile stuff, meaning forage/botanise regen timers are halved on leafmould with the added bonus that mushrooms turn up more often. There is a slight downside, forest themed mobs are more likely to spawn on leafmould than on grassland (deer, wolves, bears, wildcats). As a note I would recommend 30 forage/botanise to get 2x search on leafmould. A single change to the base tile of trees is all this would take (so 3 more tile arts (seasonally spring and summer would look the same) for one new tile type). If our artists really wanted to go the whole hog they could add different kinds of leafmould for different styles of tree (thinking the distinction between pine/fir needles and oak/maple leaves here) but that would be a larger project (5 new tile arts, pine needs only need one tile art for spring/summer/autumn and one for winter). Mechanically they're adding a new tile with some unusual spread rules, and spread rules not too hard to define either. Edit : Forgot to add in the optional moss extra! Trees in the center of a 5x5 area of leafmould have a low chance to get "mossed", this moss can be harvested to remove it. It need not show up graphically (though that would be nice), just a nice little description of "the tree has some moss growing on it" and maybe a tooltip showing moss when a player has 40 forestry (with the usual 15 increment for each tile of distance).
  5. Currently moss has little to no use save in aesthetics (hardly anyone uses torches). It would be nice if we could plant moss tiles (maybe have a high gardening skill requirement).
  6. New Spell : Infuse Life Domain : Fo Favour Cost : 80 Unlocked at : 50 Faith Difficulty : 70 Effect : Cast on a dirt tile and effects a 3x3 area around that tile. Elevation of the tile effects the cast effect. If under water then a success will spawn kelp 50% of the time, reeds 55% of the time, marsh 5% of the time. If the tile is above water but not on high ground success spawns moss 25% of the time, grass 75% of the time. If on high ground success spawns tundra 25% of the time, Steppe 25% of the time. On all above ground casts grass tiles generated may (5% chance per tile) sprout a random sapling. Optional Extra : Can be cast with an intended effect at a 10 difficulty penalty and 10 favour extra cost. Why? Have it? Why not? It's a nice terraform spell that is hard to cast and easy to reverse (unless you marsh someone up by mistake, but then that only works near water tiles). Edited for clarity
  7. I often wander down my mine and think to myself, gods this place looks stark. To combat this I propose the following. Cavern tiles at water level (or below) have a chance to become moss tiles. Just normal moss, no special properties. If the mine tile is below a moss tile this happens instantly. Rarely (1/200?) a glowing moss tile will form. This moss swiftly stops glowing after harvested (about 5 real time mins) and when crafted is treated as normal moss. Glowing moss spreads a-la normal moss underground. Underground moss tiles seem to be popular for mushrooms, on these tiles white mushrooms can spawn similar to normal mushrooms above ground. These are slightly bulkier than normal mushrooms (maybe double?) and are just a food source. They cannot be farmed, they're just a nice high Q item to find. Rarely a glowing mushroom will spawn on glowing moss. These mushrooms emit a low light glow (about 1/4 that of a lamp of similar quality?) and continue to glow until decayed. They may also be used as a power 5 healing cover ingredient. Lichen will start growing on walls next to moss tiles. This is purely aesthetic. Glowing lichen will grow on walls next to glowing moss. The decay bit. Lichen removes wall fortification when it reaches it. Summing up. 3 new light sources in mines, a tiny food source, a healing cover found only underground, a new way for moss to appear and spread and a way to break fortified walls up.
  8. As tradition dictates, got to post a suggestion as my first forum post so... Skill level affect which tiles can be foraged from and botanized. Current forage/botanize is preserved, so no screaming nerf at me Forage 20 - Can forage in steppe 50 - Can forage in marsh/reeds 80 - Can forage in tundra Botanize 20 - Can botanize in marsh/reeds 50 - Can botanize in moss/kelp 80 - Can botanize in peat Optional Extra : The harder a tile is to forage/botanize the high quality the items that can be found there (maybe even some unique items for different tile types). Edit : Revisited this with a few extra thoughts. Forage/botanise timer based on skill level (timer = base - skill/10). Item quality is effected by skill (quality found = (base+skill)/2) so high forage/botanise skills will help find higher quality items and lower level skills will drag item quality down a bit. Rose, lavender, cammellia, oleander are added to the botanise pool when in season. Cherry, olive, grape, lemon are added to the forage pool when in season. Forage/botanis ability displayed from 1 tile away at 30, 2 at 60 and 3 at 90 Forage/botanise skill gives a chance to find more items (% chance to find 2 items is your skill level?)