Planting Plants
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
- Anthony Roberts
- Posts: 2578
- Joined: Mon Feb 02, 2004 11:45 pm
- Location: Chatham, Ontario, Canada
- Scorup
- Posts: 282
- Joined: Mon Nov 07, 2005 10:26 pm
- Location: Katowice, Poland
Uhh... some Poles are in big demand for the greenhouses. They propose modifications to the whole idea and such stuff, so I had to put it here... they forced me to
Object: Greenhouse
Time needed (days): 20
Resources required: 7500 g of window glass ; 2000 g of iron
Tools required: hammer, screwdriver
All available plants could be grown in such a thingy
Object: Bed
Time needed (days):: 2
Resources required: 1000 g of clay], 5000 g of sand
Tools required: shovel, dung fork
There would fit max 4 beds into a greenhouse, one bed would require a 4-days-of-work quantity of the resource, we'd like to plant. The whole planting process should also take few days. When the project's finished, there would be a 25 % chance, that the plant gets accepted by the soil. If it happens - yay ! We can farm !
Of course the productivity of a bed should be lower, than that, of a normal field...
Good idea ?
Object: Greenhouse
Time needed (days): 20
Resources required: 7500 g of window glass ; 2000 g of iron
Tools required: hammer, screwdriver
All available plants could be grown in such a thingy
Object: Bed
Time needed (days):: 2
Resources required: 1000 g of clay], 5000 g of sand
Tools required: shovel, dung fork
There would fit max 4 beds into a greenhouse, one bed would require a 4-days-of-work quantity of the resource, we'd like to plant. The whole planting process should also take few days. When the project's finished, there would be a 25 % chance, that the plant gets accepted by the soil. If it happens - yay ! We can farm !
Of course the productivity of a bed should be lower, than that, of a normal field...
Good idea ?
- Pie
- Posts: 3256
- Joined: Sun Jun 19, 2005 3:30 am
- Location: the headquarters of P.I.E.
Yea, good idea. But, for normal stuff like farming outdoars, I still think that we should have farming. Were is that thread anyway? You know, making a garden and things? that was a really good idea.
Pnumerical Intuitiong Engyn
Paranormal Investigation Exorsism
Porcupine Interspecies Extra_poison
Pick In Enter
... The headquarters of P.I.E.!!!
Paranormal Investigation Exorsism
Porcupine Interspecies Extra_poison
Pick In Enter
... The headquarters of P.I.E.!!!
- Sho
- Posts: 1732
- Joined: Fri Dec 26, 2003 4:05 am
My garden suggestion: http://www.cantr.net/forum/viewtopic.php?t=6199
- wichita
- Administrator Emeritus
- Posts: 4427
- Joined: Mon Jan 17, 2005 6:46 pm
- Location: Suomessa!
It has been discussed in department. There are some technical difficulties hopefully being worked out, but I would really like to get this in.
In short, it is not possible to simply construct a greenhouse that you can grow all local plants in. It is possible to construct fields that would allow planting projects, but it owuld need to be planned very carefully to avoid disrupting resource balance too badly. It is quite a touchy issue, but we have been discussing for a while, I promise.
In short, it is not possible to simply construct a greenhouse that you can grow all local plants in. It is possible to construct fields that would allow planting projects, but it owuld need to be planned very carefully to avoid disrupting resource balance too badly. It is quite a touchy issue, but we have been discussing for a while, I promise.
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
- formerly known as hf
- Posts: 4120
- Joined: Wed Aug 04, 2004 2:58 pm
- Location: UK
I would really like to see farms implemented, but I understand there would be a problem with resource distributions.
Is it possible, then, to limit farms, when implemented, to only hills or plain locations, and possibly forests. that way, we won't have thriving cities in deserts or exposed mountains.
The requirements should be fairly high, and the yields not great, so that farms aren't seen as a better alternative to picking local resources, or trading if food is available nearby.
Implementation seems fairly easy to me - you have 'machines' - a stone walled farm and a wooden fenced farm - each requires a fairly substantial amount of wood or stone to build. Each farm then has a number of projects - growing carrots, growing potatoes, gropwing asparagus etc etc. Which requires a small amount of the carrot / potatotes etc to be grown, and a fairly substantial amount of dung, and possibly sand, mud or clay - fairly difficult requirements.
Is it possible, then, to limit farms, when implemented, to only hills or plain locations, and possibly forests. that way, we won't have thriving cities in deserts or exposed mountains.
The requirements should be fairly high, and the yields not great, so that farms aren't seen as a better alternative to picking local resources, or trading if food is available nearby.
Implementation seems fairly easy to me - you have 'machines' - a stone walled farm and a wooden fenced farm - each requires a fairly substantial amount of wood or stone to build. Each farm then has a number of projects - growing carrots, growing potatoes, gropwing asparagus etc etc. Which requires a small amount of the carrot / potatotes etc to be grown, and a fairly substantial amount of dung, and possibly sand, mud or clay - fairly difficult requirements.
Whoever you vote for.
The government wins.
The government wins.
- wichita
- Administrator Emeritus
- Posts: 4427
- Joined: Mon Jan 17, 2005 6:46 pm
- Location: Suomessa!
Implementation is easy, and we could limit it to the terrain types. There is some discussion regarding land usage and resource slots that is keeping this on hold for now at the request of ProgD. I will leave to them to provide further comment. 
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
Who is online
Users browsing this forum: No registered users and 1 guest


