RE: New Craft Idea - GARDENING [UPDATE 03]
Further musings ..
>>>>> New [and old] TOOLS -----------------------------
GARDENING ========== GDN >> SPADE ......................................METAL
PLANTING ========.==== PLT >> GARDENING FORK [Trowel size]...METAL
GROWING =========== GRW >> WATERING CAN ..........................METAL
--------------------------------------->> FERTILISER MIXING STICK ...........WOOD
CUTTING ============ CUT >> ISTARIAN ARMY KNIFE..................METAL [For sale of rares]
TRIMMING =========== TRM >> GARDEN SHEARS ........................ METAL [Future ROSES tool]
PICKING ============ PCK >> GARDENING GLOVES....................CLOTH
FORAGING =========== FOR >> HARVEST KNIFE............................METAL
Re: New Craft Idea - GARDENING [UPDATE 03]
Unfortunately the Unreal engine won't add the capability to grow resources on plots. That would require changes to the server. Its a good suggestion and one that the team long ago considered (back in 2006 when we were planning an expansion), but there is no current plan for it to be added.
Re: New Craft Idea - GARDENING [UPDATE 03]
CUTTINGS - RARE Seeds found or bought, grown in pots or plant boxes in the Greenhouse, when ready to plant would get a limited number of 'cuttings' for sale to players using the 'charges system already ingame, say able to produce 3 'ready to plant' flowers .. ie 3 charges per grown plant in Greenhouse .. as soon as you plant in flowerbed, you lose the ability to take cuttings. To keep rarity value only ONE Cutting process can be done per RARE Plant.
TRIMMING - A future necessary process to keep ROSES regrowing healthily once per year, a well as watering. Also removal of seasonally dead plant material grown from bulbs.
Re: New Craft Idea - GARDENING [UPDATE 03]
I wonder if it could be a way to grow things by making a global tick that gives a +1 grow maybe once an hour or something to all ressurce and then each ressurce have a number of its current size. Growing may can be done like character movement (or by replacing the plant visually depending on number). The movement position (or plant size) controlled by that input number each ressurce have. There could be a chance implemented if the node accepts the grow or not so it would affect the plant to grow diffrent from another. If needed the position of plant on the plots may be only a placeholder for where a ressurce node is being placed.
Re: New Craft Idea - GARDENING [UPDATE 03]
Well, this gnome is still waiting for a rose bush! One with thorns so a certain goat doesn't eat it.
Re: New Craft Idea - GARDENING [UPDATE 03]
The chance to grow may can be better when it was water applied to or worse if not and may has a chance to dry out when it didnt have water for long time.
Re: New Craft Idea - GARDENING [UPDATE 03]
The global tick also could work for other things like composting, producing wine or any other automated machines if there ever will be something like that.
Composting: Once a plant has dried out you can cut them and put it into a composter box then a global tick has a chance to transform a number of it into a useful soil.
Making Wine: technically could work the same way like the composter, put the Grapes into a barrel and a global tick by chance makes a number of them into wine.
Re: New Craft Idea - GARDENING [UPDATE 03]
Quote:
Originally Posted by
AmonGwareth
Unfortunately the Unreal engine won't add the capability to grow resources on plots. That would require changes to the server. Its a good suggestion and one that the team long ago considered (back in 2006 when we were planning an expansion), but there is no current plan for it to be added.
.. tbh Amon, I was meaning something along the lines of the 'WAIT A FEW SECS' system already coded in-game combined with 5 or so different progressive artwork images per plant, from small shoot to fully grown plant, and a not-watered artwork showing 1-3 graded brown to dry/shrivelled standard images if watering does not occur using the W. CAN manually, or if a SPRINKLER System with varying Tiered Water Tank capacities [T1 - 1 week no need to water, thru T6 - 6 weeks no need etc., for example] .. is not added to the plot.
.. just in case that needed clarifying
Re: New Craft Idea - GARDENING [UPDATE 03]
Quote:
Originally Posted by
Lio
.. tbh Amon, I was meaning something along the lines of the 'WAIT A FEW SECS' system already coded in-game combined with 5 or so different progressive artwork images per plant, from small shoot to fully grown plant, and a not-watered artwork showing 1-3 graded brown to dry/shrivelled standard images if watering does not occur using the W. CAN manually, or if a SPRINKLER System with varying Tiered Water Tank capacities [T1 - 1 week no need to water, thru T6 - 6 weeks no need etc., for example] .. is not added to the plot.
.. just in case that needed clarifying
That system only works in the quest system currently and there is no immediate tech available to make this work outside of the quest system.
Re: New Craft Idea - GARDENING [UPDATE 03]
Quote:
Originally Posted by
Liseth
That system only works in the quest system currently and there is no immediate tech available to make this work outside of the quest system.
.. while I do of course recognise you're both devs .. even with my very basic understanding of programming and all its ifs and buts, I simply don't understand why quest timing has anything to do with the MACRO option to pause for X seconds ..unless there is a limit, it seems such an easy option to 'WAIT FOR [x = secs/mins/hours/days/weeks/months] THEN CHANGE IMAGE [Filename xxxx.png or whatever you use].. following other commands relating to watered or not and other prerequisite variants ..
If you're saying there's no time or desire to consider this worthy of any effort to put into the game .. [even for all the income benefits to VI that I can see for usage of smaller plots as well desired planning within currently owned ones] .. THAT I can understand ..
Re: New Craft Idea - GARDENING [UPDATE 03]
What Liseth was explaining is that anything that is driven by the system requires code and data on the server side. Macros, which I assume you mean the hotkey system, are entirely on the client and cannot be defined by us and delivered to players to perform actions.
So, in order for content to be created that operates as you describe, we would need to write new code and technology on the server and database to store and process it. Both of which are time-consuming processes.
Re: New Craft Idea - GARDENING [UPDATE 03]
Quote:
Originally Posted by
AmonGwareth
What Liseth was explaining is that anything that is driven by the system requires code and data on the server side. Macros, which I assume you mean the hotkey system, are entirely on the client and cannot be defined by us and delivered to players to perform actions.
So, in order for content to be created that operates as you describe, we would need to write new code and technology on the server and database to store and process it. Both of which are time-consuming processes.
right, that makes sense .. the aspect of 'to do' lists and time availabe of course we players appreciate is tight … as I said a time or two .. AND this is after all only the 'SUGGESTIONS' forum .. /grin
Appreciate the answers ..