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Grendalsh

Pathfinder
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About Grendalsh

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  1. Grendalsh

    Cargo Dinghy

    At shore/pier, Hauler mount handler pops item stacks from mount inventory into dinghy. Person in dinghy picks up packages. This method allows a person to carry massive weight beyond their weight capacity. Row dinghy to ship Load dinghy onto ship. Slow walk from dinghy to storage chests on deck and unload. If necessary, move from temp storage on deck to storage below decks while underway. Reverse process at destination.
  2. Grendalsh

    NPC Food Consumption rates

    I've been trying to sort out the rates at which AI NPCs consume food, in order to manage feeding an army of them scattered across an island's defenses. I've been able to sort out the following: NPCs will eat the first food type available that will address their current hunger (missing food stat). This means they will eat berries (1.5 food value) before they eat veggies (5 food value) or cooked food (25-50 food value). I observed that it took about ~2mins for an NPC in the Sweeping animation to reduce 0.1 food value. This would imply they lose 1 food value per 20mins, or 3 food per hour. I left this same NPC on idle alone near a larder with a 100 stack of berries. After 80 mins, he had eaten 9 of the berries (accounting for spoilage). Berries are now 1.5 food. At roughly 6 berries per hour, this yields a food consumption rate of ~9 food per hour. So far, my unmeasured observations of consumption of the veggie stacks I've been stocking in the larders for NPCs on cannons has pointed towards a consumption rate of about 2food per hour. My hypothesis at present is that different activities have different food consumption rates, similar to the gold/hour costs. However, I've been unable to get consistent values for the same activities. I'm in an area with a lot of traffic, so it's difficult to have controlled experiments. Has anyone been able to get consistent values?
  3. Grendalsh

    Changeable sail rigging

    I would like to see the sail and mast constructions decoupled. That said, changing rigging is not a simple affair, and should be a bit more involved than simply swapping on the fly. At a minimum, it should require being anchored. The Mast would have two inventory slots. One for the yardarms specific to a rigging type, and a second for the actual sail. The mast and yardarms/rigging would be crafted at the smithy, and the sail itself would be crafted in the loom. Since paintings are item specific, this would allow having an inventory of painted sails that could be replaced, rather than painted after the current mast, rigging, and sails combo is permanently installed.
  4. Grendalsh

    Make the Cart a Cart

    The cargo saddle could add a secondary storage to the animal's inventory UI, where the crafting recipes would be on a bench. The cart's inventory would have a 'Weapon' slot, allowing the placement and swapping of mounted weapons. If a Weapon is equipped, the cargo inventory would only accept ammo, and the cart's bed will remain empty for an AI. If no weapon is equipped, the cargo inventory will accept resources and crafted goods, and the cart will have a visual of crates and goods in the cart's bed. Items stored in the cart's storage would receive a weight reduction factor. Raw resources would have a higher weight reduction factor than crafted goods/ammo. The saddle would not be removable from the animal until all items have been removed from the cargo saddle's storage. Weapons and AI mounted on the cart would count against the item/weight limit for the saddle, and against the animal's movement speed. Ammo could be placed in the cart storage, for use by mounted weapons. Alternatively, there needs to be a new weapon mount saddle, specifically for mounted weapons, and the cargo saddle needs to be just for cargo.
  5. Grendalsh

    Cargo Cart Nerf / Buff

    The cargo saddle could add a secondary storage to the animal's inventory UI, where the crafting recipes would be on a bench. The cart's inventory would have a 'Weapon' slot, allowing the placement and swapping of mounted weapons. If a Weapon is equipped, the cargo inventory would only accept ammo, and the cart's bed will remain empty for an AI. If no weapon is equipped, the cargo inventory will accept resources and crafted goods, and the cart will have a visual of crates and goods in the cart's bed. Items stored in the cart's storage would receive a weight reduction factor. Raw resources would have a higher weight reduction factor than crafted goods/ammo. The saddle would not be removable from the animal until all items have been removed from the cargo saddle's storage. Weapons and AI mounted on the cart would count against the item/weight limit for the saddle, and against the animal's movement speed. Ammo could be placed in the cart storage, for use by mounted weapons. Alternatively, there needs to be a new weapon mount saddle, specifically for mounted weapons, and the cargo saddle needs to be just for cargo.
  6. Grendalsh

    Transporting Animals on Ships

    A "T" option for gates for placement in ships decks as large hatchways. Would make it possible to get animals below decks and still have a ships deck to work on.
  7. Grendalsh

    Choice of Gates, Please...!

    Give gates an alternate horizontal placement as a large hatchway. Would allow adding a cargo hatch into the deck of a ship, for easier access loading/unloading to belowdecks storage, or securing trade animals so they're not taking up the main deck.
  8. Overall, the Nutrition management system needs to be a long term system, not something that can be manipulated over a span of minutes. It should take time and effort to either suffer malnutrition or overdose, but it should also take time and effort to recover from letting nutrition get that bad. The Balanced Nutrition buff should be a benefit for actually managing nutrition over time, not just over a single play session. Hunger and nutrition need to be marginally related, but avoiding starvation shouldn't cause overdosing, and avoiding overdosing or maintaining Balanced Nutrition shouldn't require starvation death. Vitamin levels should decrease naturally at about 1% per hour. Given a starting point of 50%, it would take about 4 days of ignoring a vitamin C to get the scurvy debuff. You can ignore vitamins for a while, but eventually it will catch up to you, and it will be a pain to restore, so it's better to maintain than to ignore. The Deficiency debuffs should have several stages. based on bands of nutrition. At 20%, you might cough once per 5minutes. By 10% you might cough once per minute. Vision might have periods of blurring at 5% Vit A, increasing to periods of partial blindness at 1%, and periods of full blindness at 0%. It should be possible to maintain food levels in any given day without overdosing on a vitamin. Low Vitamin levels should persist through death. Dying to reset your food is fine, but that scurvy isn't going away until you nosh on some citrus. High vitamin levels should lower when dying, by perhaps 1%, until about 75%. If you overdose, dying should prevent the overdose debuff from triggering again immediately at respawn. The vitamin value that food gives should be based on a sliding scale. As an example: Got 0% Vit C and Scurvy? Any Vit C food will give .01 Vit C value/food value until you hit say 1% Vit C. So scarfing an entire stack of Berries or a couple Bubble & Squeek would be enough to stop the Scurvy debuff for an hour. From 1% to 5%, Vit C food gives .005 Vit C/food value. After 5%, Vit C food gives .001 Vit C/food value. Cooked food should average out vitamin pairs. ie, Pork Pie should raise or lower the A/B values based on which is higher and the current Vit/Food band. Buff foods should cost vitamins. For instance, Ale gives the Combat buff, at the expense of increased Vit A reduction rate for the duration of the buff. Balanced Nutrition buff only occurs while all vitamin values are within the 45% to 55% range, and within 5% of each other. eg Having all values at 60% wouldn't count as Balanced.
  9. Alternatively, allow Indoor Pipes to 'blue beam' connect to a water cistern within a foundation or two away. There should be an option for using the snap-to-grid benefits of the Indoor pipe system for players that either don't have Fresh water on their island, or are building distant from Fresh water and are using Water cisterns as their source.
  10. Grendalsh

    Suicide Prevention - Fixing the Vitamins

    Vitamin levels need to persist through death, with hunger maybe reset to 25%. Malnutrition should be persistent, but not fatal. And there needs to be a mechanic to either balance or lower vitamin levels. Yeah, you respawned, but you've got Scurvy until you find some vitamin C mate.
  11. Grendalsh

    Player shops

    Realist is unrealistic. Leave him to faceplant in his fantasy when he realizes how unrealistic his plans are.
  12. Grendalsh

    Player shops

    In order for this to be a game about Pirates, there has to be something to pirate. That means players who AREN'T PIRATIN' are an integral part of the game. So, while yer all arguing over which side of the coin yer lookin' at, ye needs to step back and recognize yer lookin' at the same coin getting stolen from ye by pirates with bigger vision... 1. Players still need to transport resources to Freeports, and bought goods back to their bases. There will be plenty of lucre on the seas to pillage. 2. Trade routes will begin forming, which will make it both easier to find targets of opportunity, and easier to patrol those routes looking for Pirates to fight. There will be value in either having your own escorts, or hiring them. 3. This will be a new way to earn gold, which means companies that would rather sell metal on the market than hunt SOTD will have a valid means of hiring and paying for AI crew to secure their bases. Raiding will become a more risky endeavor than attacking ships at sea. There's a reason fortified islands were rarely attacked in period. 4. Sinking ships means having to salvage wrecks. Boarding them and destroying beds means being able to offload cargo at sea. Look for combat tactics to change as people realize NOT sinking a ship is more profitable. TL:DR Markets beget steady trade begets fat targets begets good piratin'
  13. Grendalsh

    Proposed Cooking Changes

    1. Put water cisterns on your roof and plumb down with a tap right above your grill. Hot swap bags for recipes that need water. A simple 3x4 building will hold 12 cisterns, with enough water for 24 cookings between rains. 2. Agree that the spoil timer for troughs and larders need extended. Currently the multiple is x4 for larders, x12 for preserving salts. This needs some balance. 3. Allow us to pay NPCs to do menial farm tasks: Collect poop. Make Fertilizer. Deposit fertilizer. Collect Crops. Free me up to go pirating for gold, and I'll pay NPCs to be my farmhands. 4. For all that is holy, CHANGE SALTED MEAT/Fish to only work using RAW SALT, not Preserving Salt!! Stop consuming the Preserving Salts in the bag that using Preserving Salts to keep things from spoiling!!!
  14. At some point, it would be nice to be able to task NPCs with the farm automation tasks that S+ handled, would still need to farm up Gold to pay them. Collector - move around a set area and gather feces, eggs, etc. Farmer - pull fertilizer from a storage bin and fertilize plants as needed. Gatherer - collect veggies from crop plots, stow them in a Preserving bag. Tender - milk cows and sheer sheep, stow milk in preserving bag and wool in a storage bin.
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