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Donjons

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Posts posted by Donjons


  1. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes
    Answering "no" to the above question will result in your post being deleted.

    Hello,

    So I just watched a video from a youtuber who added a silo mod to TFC1

    , and I thought that would be a great idea for long term storage of grain.

    It could be a multiblock structure that only accepts grain, and the taller you build it the more grain it could contain.

     And then for the vegetables, maybe a drying rack..?

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  2. I prefer the idea of conquering an island by befriending the local population (either by trade or maybe sometimes by combat) rather than the having the conquer the island by killing mobs and being unable to place blocks (as mentioned in the topic "regional difficulty")

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  3. To link this post with the animal husbandry one, the grass produced by beehives could help with animal keeping: in summer they would produce grass that would be eaten by the animals, or cut down as hay to give them in winter.

    In addition to increasng (or being a requirement?) for crop growth/yield.

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  4. Please remember that a lot of people like single player. I would hate it for the devs to make a game solely for multiplayer.

     

    As for what you say IJuanGB, i've always played single player, and i'm at red steel age, with a big farm and a huge house. I have so much food I don't know what to do with it. I feel that even if they added magic and specializations, I'd still have time to do the same in TFC2. It's just a question on what you'll focus the early game on. You don't have to try and do everything at the same time. Having a viable animal farm is like steel, it's an end game thing.

    If you need wool, just take care of a single sheep and go hunting venison for leather. Or focus on farms first. Once you have heaps of food you can then focus on magic.

    Anyway, I'm not trying to sound aggressive at all, I just hope the devs take into account us single players, but (for me at least) the more content, the better.

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  5. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): yes
    Answering "no" to the above question will result in your post being deleted.

    Could we have multiple ingot clay molds? To speed up the process of making ingots.

     

    707564.jpg

     

     

     

     

    They could be made of multiple molds "stuck" together with wet clay. They would only accept one kind of molent metal (so you couldn't fill a multiple mold half with copper half with gold, etc), and maybe break a bit more easily than the regular molds?

     

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  6. I only play singleplayer so I'm not too concerned, but like subarctic_guy says it could be a addition to the butcher profession in multiplayer.

    The butcher of the server would also be farmer.

    Though it would be more beneficial on servers if the animals didn't die.

    Regarding what dunkleostus mentioned, filling the troughs shouldn't be done ever single day, but maybe every two or three days (after all it can hold a lot of food). The more animals, the more troughs. If you're going on a trip, just add another trough or take the risk that the animal loses weight. Just like you're not going to feed your animals every single day, they also shouldn't lose weight in one day. Maybe 5 days to lose production and 5 days to gain it back?

    That way with one trough full the player could leave for at least 6 or 7 days before getting too penalized (good for servers and the adventure part of the game), but at the same time this keeps the management part of the idea since he'll have to provide enough food to fill up the troughs before he leaves, in addition to food for himself.


    As for the idea or sheparding and herding the animals to different pastures, why not, if we can get pas the fact that moving animals is a nightmare.

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  7. What would we use as ammunition?

    If the stone weight is implemented, then using stones as ammo would take up an incredible amount of inventory space. Maybe knapping ammo?

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  8. What could also be implemented (but maybe that's going to far) is a weight variable. Animals fed solely on straw (or left to starve) would be thinner and produce less meat, less milk, less wool...

    The player would have an incentive to feed his animals properly.

     

    And i'm totaly up for hay or alfalfa, I love having a variety of crops to chose from. It would also mean I have to dedicate a small part of my farm for animal feed.

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  9. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): YES
    Answering "no" to the above question will result in your post being deleted.

     

    Hello!

    I've read all the posts and haven't seen this suggestion before, but I apologise if I'm wrong.

     

    I think it would be a nice addition to the game to have to feed the animals you tame. In TFC1, all  you have to do is feed animals a bit a grain and once they're familiarised, voilà, you have yourself a near infinite supply of meat (pig splosions!). I've always thought that it was a shame that these mechanics were not carried on after the animal was tame.

    For example, in summer, the animals could hang out in the pastures and eat grass and be fine, but in winter, with the harsh weather, animals would have to be hearded indoors (or left in the pasture, I just like the idea of building barns) and fed.

    To do this, troughs and feeding stations could be implemented. The played would have to refill them regularly. Big animals would eat more than small animals.

     

    The point is not to add a tedious mechanic to the game, but te incite the player to manage his animals: does he want 10 dairy cows, or 10 sheep, or simply 5 of each? Can he afford to have so many animals? Should he expand his farm to account for more animals? For those who like the stone age, wood troughs could be built, and further down the line iron troughs with a bigger food capacity.

     

    The troughs and feeding stations could be filled with grain or straw (3 straw would equate 1 grain), or vegetables. This would enable variety and wouldn't penalize the player too much (by saving all his grain for the animals for example. Straw could a viable alternative in winter when food is scarce). Food put into the feeding station would not decay (to enable the player to go exploring for a few days without fear of his animals dying of hunger). To stop us from using these feeding stations as storage, food that has been put in could not be retrievable (any food you put in would fill up a bar for example, and have an animation like when you put iron in a bloomery)

     

     

    I've always thought it was a shame we can't feed the animals vegetables or fruit (sheep love carrots, horses eat apples!). In this way, more than just grain or straw could be put in the troughs. Pigs would eat anything (even meat and dairy), horses would eat fruit, vegetables and grain, cows and sheep only vegetables and grain. I'm not sure how this could be implemented if there's a bar on the trough. Maybe with a % of vegetables/grain/straw (much like the crucible). In a trough with 1% grain and 20% dairy, only the pigs could eat from it until it's filled back up.

    Finally, water troughs could also be implemented, but I don't want to expand too much on that, the point is too have fun not to add too many tedious mechanics. But tell me what you think of that.

     

    Hope you like the idea, criticism is welcome :D

     

    (On a completly different topic, thatch could be used for insulation, but I'll open a new suggestion for that)

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