#primeval Thursday 3 November 2022
27 messages3 people
- DTHE concepts crate one is for actual crops two is crafted/processed items and three is foraged items corn, rice, tea and various foraged plants could use the quern there could be a few plants that could be used to produce wild flour, which is of a lower quality than standard flour but far easier to obtain early game seeds for actually cultivatable crops could require trades, exploring structures, etc. as most widely cultivated crops are all products of many generations of selective breeding and not something you would find in the wilderness a n d all crops require different conditions their growth is based on factors like temperature, humidity and soil quality this would further increase the need for foraging even later into the game and make finding seeds far more rewarding of a process perhaps




- 👍1
02:24w h a t do you think¿ @cr24 - C03:38and crops in different conditions for sure too, idk about humidity that would be maybe too much to think about but temperature and soil is a neat concept to make farming more difficult but potentially more rewarding
- 👍1
03:38so for the foraged items there'd be no easy way to cultivate them right? makes it interesting to get to do but they still would need to generate over time somehow03:40hmm @Azzyypaaras t e a - A
- D
Replying tocr24and crops in different conditions for sure too, idk about humidity that would be maybe…
isn't humidity already a built in feature for biomes? I thought it was a factor of both temperature and humidity that determines the grass color for example - C04:07same with temperature for the most part, so that would likely be reimplemented
- D
Replying tocr24so for the foraged items there'd be no easy way to cultivate them right? makes it…
and some foragables would be easy perhaps like the insect would just be a rare drop from grassy dirt fiddleheads are just young ferns dandelions are edible, so you could use them as an ingredient for a foragers salad and poppies could be used somehow for the wild flour for the other things, perhaps they could just not be something you can replant yourself easily and/or give only small amounts of things far too little to be dependable by themselves04:08hmmm - D
Replying tocr24ah well yes but it's really arbitrary
what would be the primary issues with this? I can think of only just biome transitions being an issue04:13(like just going to a grassland to avoid high temperatures of the surrounding biomes a single block away)04:14could there be some way of merging averages? - C
- Dbut humidity+temperature together is perhaps a far larger range? it would never be considered in isolation and may not necessarily have to be a long range, especially if the mod controls which biomes spawn at that point, things could then maybe be adjusted if it does not work initially like a general ruleset for most crops and then more specific rules for when those do not work properly any way of doing this does seem complex
- C
- D
- C