Some thoughts on: Private / Public storage & Agriculture / planting
Alright, here's some ideas that can enhance the gameplay:
PRIVATE & PUBLIC STORAGE. Tier: MAJOR
Problem: Suppose you have tons of materials and you ask someone of a profession you have not gained any skills to make you a higher tier item (e.g. make you bricks or make you high quality food, etc). You'll give them the materials and they'll give the order to construct them but once the order is completed, YOU CANNOT ACCESS THEM, since they are stored in the PRIVATE storage facility of the creator. So, to gain access to the items you requested, the creator must (A) be online to give them to you (B) have the will and time to come and give you all your items, (C) you to be online, and (D) you to be available to go and get them from him. Now, imagine this happening with not only 1 person (ordering something), but 5, 10, 15. Obviously, not sustainable.
Create an option before you click the 'order' button to add extra/remove ownership of that item. What will this function do? It will allow the said players to have access to these items in your PRIVATE storage (which is where your creations are stored), so you can skip all A, B, C and D conditions.
P.S. This could be potentially solved via a well functioning trading system, which currently does not exist.
Right now, the whole section of agriculture is in a very messy state.
- Vague/confusing information: example: Land can support X numbers of this plant in a 4X4 tile (currently Y conpeting plants). TIER: MAJOR
Is X referring to any EXTRA plants that the land can sustain? WHICH 4X4 tile are we talking about? There are no marked borders, so it's pretty much guessing. If I don't know which is the land it is referring to then the X,Y info is pretty much useless (since they change whenever soil conditions change).
I think farming will be very undesirable as a profession based on its current state (since you'll get lots of dead crops simply because you planted more plants that the undefined ?x? Land could support.
Create a 'zoning' mechanism related to farming/planting that you toggle on whenever you want to do some planting.
It can be a locked function that you unlock and can toggle on once you have certain skill and/or have equipped a, let's say, soil sampler.
It should project BORDERS (again, the borders should have a variety, like 4x4, 10x10, 20x20) that will be focused on the tile your mouse is pointing at. That way, I'll know EXACTLY which tiles have mentioned agricultural characteristics.
- It's annoying to gather random grass and/or other plants while trying to gather only a specific plant. TIER: MINOR
Put an option in the Scythe to WHICH PLANTS it can target. So, let's say you want to grab only wheat. you click "deselect all", then click 'wheat'.
I might add more ideas related to this in the future.
A Scythe (or scythe wielder!) in real world wouldn't be able be so selective of which plants to cut if they're all growing in close proximity, mixed in together as it were. But there are pioneers like Masanobu Fukuoka (1913-2008) who developed ways of growing grain crops in amongst fields that hadn't be cleared with herbicides or plough.
He must also have had a way of harvesting the crops without getting too much else mixed in with the grain heads. I think he promoted ground cover plants so soil was always covered (which is better for soil biota and nutrient) at all times of the year and planted his seeds for both winter and summer crops at the same time in small clay seed balls (these stopped birds eating the seeds when they were sown). The barley and rice (he used a non-flooding soak method to get it started and didn't grow it underwater at any stage less water resource demand and less methane fugitive emissions as it happens) would have reached up above the ground covers. The ground covers in turn prevent domination by 'weeds' (unless the soil is really lacking in something in which case a weed will invariably get established and dominate to restore that mineral or nutrient).
I'd love for their to be sophisticated options for organic, biodynamic, biological and permaculture farming/land management methods. Fukuoka was an agronomist before returning to the land as a farmer and perplexed his former colleagues by growing crops with yields that were better than the Japanese industrial farming benchmarks without any fertilizers or even mechanical tools/tractors! The used to say 'if you just added this or that fertilizer/pesticide the yields would be even better' — not understanding that such interventions would have reduced soil activity/bio-available nutrients and productivity and harmed the yields.
They're working on a trading system called "contracts", where you can order an item and have someone make it for you. Then it will show up in your storage, not theirs. So this will basically solve the issue you are talking about.
And yes, I've pretty much ignored agriculture this release because it is unnecessary and has very rough implementation right now.
Farming is currently getting a large overhaul as it is, as Nes has said, in a very rough state right now. Things die seemingly at random and its very difficult to get anything to grow properly.
As for how it's going to change: the goal is to return farming to a usable state for everyone while providing a way for dedicated farmers to outproduce and min/max to their hearts content. If you want to just throw down some wheat in a field, it should work (provided you don't try to plant wheat in a tundra or desert) but it certainly won't be ideal. For players who want to really farm, a soil nutrient system (on top of the temperature/moisture that already exists) will allow players to produce significantly better if they take the time to balance and manage their farms. Of course this also will include a way to visualize the zones so you aren't just looking at a bunch of confusing numbers (although those numbers will still be accessible).last edited by
- Ecoylent is not intended to replace every meal, but it can replace any meal