More machines
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- Nick
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More machines
Why are there only machines to increase the gathering rate of popular resources?
Since the coding is there, I'd like to see the possibility to make everything from a tin drill to a corn harvestor. This will allow for towns to specialise in resources more easily.
Since the coding is there, I'd like to see the possibility to make everything from a tin drill to a corn harvestor. This will allow for towns to specialise in resources more easily.
- Racetyme
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Lumin
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- Agar
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Lumin wrote:I've never understood why we don't have a rice harvester.
Because you don't check the game often enough ...
I'm all for this idea. They all have about the same requirements and effects, go for it. Maybe a job for a novice to whet thier teeth on? "Make this thing just like that thing, but for this resource instead."
Reality was never my strong point.
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Lumin
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- Agar
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Asparagus Knife takes up a far smaller amount of resources and grants a nice sized harvesting increase, and should be enough for anyones needs. In theory.
For corn, heck yha! But it should be a new vehicle: A combine.
For corn, heck yha! But it should be a new vehicle: A combine.
You see a man in his twenties run down a sheep with a combine
You see a man in his twenties say "Am I pretty enough for you now, you damned sheep?!!!"
Reality was never my strong point.
- Peanut
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Agar wrote:Asparagus Knife takes up a far smaller amount of resources and grants a nice sized harvesting increase, and should be enough for anyones needs. In theory.
For corn, heck yha! But it should be a new vehicle: A combine.You see a man in his twenties run down a sheep with a combine
You see a man in his twenties say "Am I pretty enough for you now, you damned sheep?!!!"
Hav eyou tried a Scythe?
They are excellent for corn/wheat/barley/other resource which name i forgot.
- Nick
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- Chris Johnson
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I think this is an excellent suggestion , especially as digging/harvesting machines are not counted in the resource limits, whereas tools like scythes increase productivity but only if you have a free slot to work in.
This is fine if your town has potatoes or carrots, but you are stuffed if the main food is rice or wheat . The same applies for the digging machines
This is fine if your town has potatoes or carrots, but you are stuffed if the main food is rice or wheat . The same applies for the digging machines
- Nick
- Posts: 3606
- Joined: Tue Jul 15, 2003 8:27 pm
- Location: Halifax, Canada
Chris Johnson wrote:I think this is an excellent suggestion , especially as digging/harvesting machines are not counted in the resource limits, whereas tools like scythes increase productivity but only if you have a free slot to work in.
This is fine if your town has potatoes or carrots, but you are stuffed if the main food is rice or wheat . The same applies for the digging machines
Not to nitpick, but as Agar pointed out there are already rice harvestors.
I'd like to see machines for nearly every resource, even if they will never be built.
Where is my reed harvestor!!!
- Jos Elkink
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- Chris Johnson
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Jos Elkink wrote:Chris Johnson wrote:I think this is an excellent suggestion , especially as digging/harvesting machines are not counted in the resource limits, whereas tools like scythes increase productivity but only if you have a free slot to work in.
I think you're wrong on that - that's a bug long repaired ...
Nope not fixed
- Jos Elkink
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AngelSpice
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Well, it might be considered a bug, but I'd like to ask that it remain, otherwise why invest in machines at all if you won't be able to use them because the land's too full? The benefit to machines now is increased productivity and not having to wait for a slot.
A couple towns I have charries in rely on having the machines to feed the town. Both towns have two harvesters and it takes both machines running almost constantly to do this. *shakes head* If the machines can't provide food, then the towns will either die from starvation or stall and become non productive again as everyone starts digging their own food again. I think that if a town or company or person has made the investment in a machine, they should be able to use it and not have to wait on a spot.
I know you want to stimulate trade between towns, but realistically, most players/charries don't live long enough to establish reliable trade routes.
A couple towns I have charries in rely on having the machines to feed the town. Both towns have two harvesters and it takes both machines running almost constantly to do this. *shakes head* If the machines can't provide food, then the towns will either die from starvation or stall and become non productive again as everyone starts digging their own food again. I think that if a town or company or person has made the investment in a machine, they should be able to use it and not have to wait on a spot.
I know you want to stimulate trade between towns, but realistically, most players/charries don't live long enough to establish reliable trade routes.
- Chris Johnson
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From a player point of view I agree with a lot you say Angelspice,
I'd prefer them to not count to towards the resource limit . I think quite a few locations have adapted to the change by using this feature .
If this was implemented (or fixed, depending on your view point
) then I think it should be done in such away that the machine takes up only one resource slot , regardless of whether there are 1 or two people working on them .
Another option is that machines don't count towards the resource limit as now but their creation removes one resource slot for that location . So a machine effectively reserves a resource slot , possibly allowing for towns to specialise . This really would need introduction of all types of diggers and harvesters as Nick originally proposed
You'd also need a method of destroying the machine , if a town felt they had too many hematite drills and a blueberry harvester was needed .
There could also be a cap to always allow some machine free resources collection.
I'd prefer them to not count to towards the resource limit . I think quite a few locations have adapted to the change by using this feature .
If this was implemented (or fixed, depending on your view point
Another option is that machines don't count towards the resource limit as now but their creation removes one resource slot for that location . So a machine effectively reserves a resource slot , possibly allowing for towns to specialise . This really would need introduction of all types of diggers and harvesters as Nick originally proposed
You'd also need a method of destroying the machine , if a town felt they had too many hematite drills and a blueberry harvester was needed .
There could also be a cap to always allow some machine free resources collection.
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