Posted May 13, 2013 Windmill - For making flour involving a timer, higher quality seed requires longer to be processed. A large scale build along the lines of a guard tower, probabily providing a writ, useful for the farmers out there. Could also have a watermill I suppose.Brick & board structure needing massive grindstones. Flour would need sacks these could be made from wemp or cotton or a mix of the two, or introduce a new fibre like flax. Granary - along the same lines, large structure that acts like a bsb for storing all grains. Older granaries could be susceptible to mouse infestation needing a cat or cats see below. Barn - for livestock, could decrease chances of misscarrage could be used to convert grass into haybales / haystacks ( & haybale piles ?) for animal feed. Could be used to house diseased animals and cure them quicker. Plough - made from wood and iron, pulled by horses or cows (bison?) turns large areas into dirt from grass or packed dirt or over ripe crop, provided the area is already flat enough for crops. Actually this would need strict limits - getting visions of mad farmers ploughing everything... The ability to domesticate wild cats, could bring in a breeding system similar to horses for colours and traits. Uses - pest controllers for Granarys. Breeding for dogs as above colours and traits, could be trained for tracking, could send them out hunting, they could bring back chickens, pheasants, rabbits? from a sucessful hunt (dead or alive/injured), failed hunts could result in them bringing a bone or branch/stick. Could be possible for wolves too I suppose, but harder. Bone - lots of crafting opportunities, bone handles, altars, needles, etc. Pigs could be used on a mushroom / truffle hunt as an uncommon find and the various other foragables as a more common find. Share this post Link to post Share on other sites
Posted May 13, 2013 -1 Theres no need to have tools that do things for you.... players would just build a few of them load em up and let it do the work for them. NO THANKS Share this post Link to post Share on other sites
Posted May 13, 2013 -1 Theres no need to have tools that do things for you.... players would just build a few of them load em up and let it do the work for them. NO THANKS Reread her first sentence. It says: Windmill - For making flour involving a timer 1 Share this post Link to post Share on other sites
Posted May 14, 2013 Saved From An Older Thread: Any automation be it powered by wind, water, heat, or whatever should provide little, if any, skill gain to offset the increased ease of production. Tech levels are still pretty crude and quality control nonexistent, so even if the ql of the system parts (and the system as a whole) were created by a maxed out craftsman (would have to be highly skilled to begin with), the produced product would still be at a lower ql than what can be potentially created by hand. Now Im not too crazy about having entire structure objects like a guard tower. Rather have such be more of a modification for existing player built structures, axles running through windows or specialized walls. Course there would be requirements: windmill blades would have to be placed high enough, waterwheels in submerged tiles, etc. Each power source would contribute so much according to its type and ql. Gears and axles eating up the power by their respective ql, thus inefficiency. Of course, levers and pulleys. Players can then hook up any number of whatever is desired, limited by the total power. This can consist of saws, mixers, grinders, bellows (for fires), and the sky is the limit. Players of the Dwarf Fortress game would be familar with this, the game pretty much nailed the crude mechanical concept. Overall the construction should be made very resource and skill intensive. The relationship between power transfer and ql should be such that very high ql components are desired. EDIT: Course this would probably require a whole new skill tree for mechanics. I cannot think of any existing main skill that would even come close. For assembling the final system that is. The individual components would come from various existing crafts.EDIT EDIT: Oh yeah mechanic skillset should also include maintenance for replacing worn out components. Naturally the more the system is used, the faster stuff wears out. Lubricants would also be a heavy requirement. 1 Share this post Link to post Share on other sites
Posted May 17, 2013 Well with regards to the wind mill / flour making the skill gain could be made to work exactly as cooking does now, that is after all already an automated process. 2 Share this post Link to post Share on other sites
Posted May 18, 2013 And the timer ? well one like that used with charcoal piles. Share this post Link to post Share on other sites
Posted June 16, 2013 (edited) Timewise 1kg grain -> flour (1ql) should be about a wurmhour ,yielding half the skill of manual grinding whilst also forcing you to be within a certain radius of the millstones (like an oven with cooking) the more grain you put in will make the job longer, also adding the restriction "that you cannot add more grain in whilst the mill is running." the hopper will have to be filled with the total amount of grain you want milled before you start it. The player then has to set the "run timer" for the mill themselves (i.e. force the player to do the maths for the job cycle.... it'll get wiki'ed/javascripted somewhere within a day anyway!)When the supplied grains are completely turned into flour any extra time added on the timer goes towards improving the quality of the flour up to the average qualityl of the grain put in.basically, if you want automatic processes expect to be fixed into a 5x5 area from the centre of it, if you step out of this area during the initial grinding phase you will lose quantity outputted, if you walk away from it during the improvement phase you end up qith a lower end quality (you will not be able to put flour back into the mill to imp it.) The idea would be something like this:- Open input container load with xxx number of kgs of grains (oats/rye/barley)- Work out the job duration (factoring _your_ available wurmable online time.) formula would be something like time = (0.0625 * mass) + ql/2- Stand around in the same place in a building like a guard tower, in the middle of a cleared field (7x7 minimum, windmill in the centre) with no large structures (ovens / forges / buildings) other than the boundary fence.... - Wait/grind something to pass the time (which wont be cooking or smithing... see above...) So... Basically you're afk or grinding something else for a quarter of the skill gain.... Get grinding. Edited June 16, 2013 by FrostByte Share this post Link to post Share on other sites
Posted June 17, 2013 I don´t like the idea of automation, but it will be nice to be able to build windmills as a decoration, same with granary. Maybe instead of automation, make such a structure like a windmill in wich influence (idk, something like 3-5 tiles radius) you get a boost in flour production, so if you mill close to a windmill your improve your chances of get better ql products. Share this post Link to post Share on other sites
Posted June 17, 2013 (edited) Now that I think about it, it wouldn't be that bad if there was a skill used (probably milling skill) and there was a timer. Using a windmill could be a lot faster than using a grindstone, but a windmill should be very hard to build and might require more maintenance. The timer when using a grindstone could be made longer to allow there to be a larger difference between the timer lengths. Doing it this would not be automated in any way. Windmills would become advanced tools that every experienced village has. Maybe there could be permission management options so neighbors can use the mill too, since they would be very hard to build. Edited June 17, 2013 by Sir Arowhun Share this post Link to post Share on other sites
Posted June 18, 2013 I like the idea of mills all around looks nice the wind/water moving the wheals but...Im wundering about how many of us cooking Bread from any grain. "Usage Bread is often used to add weight to various food dishes, mainly meals. It can also be used to create a meal in itself, with some meat or fish.When combined with cheese or jam, bread can be used to make a sandwich.Bread can also be eaten by itself. However, its nutritional value is very low, reducing nutrition to somewhere around 10%, whilst filling only a small amount of hunger."From wiki! In my around 2 year playing I made bread maybe ones to try it.I think most of us newer made.. tell me if im wrong.If the devs add mills to the game i think they must give much bigger posibilities for the grain products or the mills wont have any usefull meaning. More nutritium or some other bonuses. Share this post Link to post Share on other sites
Posted June 18, 2013 As your quote states, bread plus meat or fish makes a meal ( in a frying pan ) unfortunately not many people realise this. When I returned to the game I had to forage and bot to get seeds and veggies to plant and for some reason I ended up with lots of foraged rye, seemed logical to use the extras for bread and then as meals. The other nice thing I discovered about bread is if you put 9 in the food storage it splits it into 18 (I think it was) meaning you can make more meals, just saying... Share this post Link to post Share on other sites
Posted June 18, 2013 (edited) I know we can use bread as meal ingredian. The question was how many of us do this.Id like to bake bread if it have bit bigger sense. Bread is the most basic food in RL but in wurm I dont think it have that attention. Edited June 18, 2013 by Stewen Share this post Link to post Share on other sites