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Farming Expansion

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Farming Expansion - Page 3 Empty Farming Expansion

Post by The Empty Lord Sat Jul 21, 2012 11:43 pm

First topic message reminder :

Split due to the fact a healthy discussion was blooming for an actual idea.




MorbiusMonster wrote:More allotment plants. It's a pain trying to get higher levels when the only allotment crops available don't award enough.

3mptylord wrote:They should just add husbandry already. Sheep, Cows, Pigs, Ugwhatsit Camals, and 90+ Pak Yaks (probably more). They'd function similar to trees in that "growing" them is worth xp, but you can keep them as a persistent xp source for other skills.

As a perk, dung would make super compost (if the minimum level requirement is above watermelon). Dung would randomly spawn inside their pens.

Not sure of a way to start "growing" though. Maybe 2 summoning pouches? Buy them or make them. Could be a way to add a demand to the more useless summoning pouches. It also gives summoning a profit potential, albeit at a farming-rate.

They could require feed while being reered which would be allotment plants, thus encouraging those to be planted alongside.


Last edited by 3mptylord on Mon Jul 23, 2012 12:33 am; edited 2 times in total
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Post by The Empty Lord Fri Jul 27, 2012 3:10 am

I think we should just do X + X over 5-10 seconds. Would the heal-over-time stack if you ate multiple things?

120 + 120 over 5 seconds would be the shark-levelled equivalent.

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Post by Handeath Fri Jul 27, 2012 3:58 am

I'm fine with healing over time. I don't see why we can't have multi-bite foods as well. I suggested that complex food could heal over time while Hunter food has more LP per slot, but in many bites. Farming food heals less, but provides stat boosts.
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Post by The Empty Lord Fri Jul 27, 2012 4:27 am

I wasn't aware we were doing hunter food. Tongue
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Post by Handeath Fri Jul 27, 2012 4:34 am

We could make this a cuisine expansion as well. Tongue
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Post by Dragon78114 Fri Jul 27, 2012 6:26 am

or just cook the meat you get from various hunter animals.
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Post by Handeath Fri Jul 27, 2012 10:21 am

Which is generally all very weak. I'm talking about BIG GAME HUNTING. XD
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Post by Dark Avorian Fri Jul 27, 2012 11:41 am

I was thinking more a continuous healing rate over the course of like ten-twenty seconds, not stackable.
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Post by Dragon78114 Fri Jul 27, 2012 12:28 pm

yeah, and make them heal more than they do.
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Post by MorbiusMonster Fri Jul 27, 2012 9:32 pm

Shall we get tables ready?

Also, new patch; vineyard - Burthorpe, Relleka, Gunnarsgrun + West Varrock.

I was also thinking of doing "vile herbs" used in potions that are designed to weaken; similar to holy water, but usable on all enemies. They reduce stats and can reward generously to grow, but you can only grow them in the Wilderness at specific locations.

Vile herb patches - Bonde Farm (East farm), West Wilderness Farm, South of the Chaos temple and North of Wilderness Volcano. The near region of the patches are technically not in the Wilderness, but teleportation restrictions still apply.
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Post by Handeath Sat Jul 28, 2012 3:51 am

@foodstuff
I'm aware about continuous healing, I thinking that multi-bite healing is another alternative: varied game styles and stuff. We said that multi-step food could provide healing over time, so I suggested Hunter-food would fill the last slot.

@Morbe
I'm fine with it, but I think we should focus on the core of Farming, how crops are used right now, before we go on to special features. The vile herb brews sound cool though....
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Post by The Empty Lord Sat Jul 28, 2012 4:09 am

I think the primary core should be that the first thing you make is a fibre (possibly other things in tandem). A level-1 food from farming will never be used, because it wouldn't be able to surpass even the cabbages that can be found next to the allotments (pretending I'm a level-1 member).

It's actually a shame the combat beta has release magic robes.

Watch this space: I'm going to do my thinking with a doodle. Smile
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Post by The Empty Lord Sat Jul 28, 2012 4:54 am

Farming Expansion - Page 3 Farmin11
• Allotments are now cover vegetables, fibres and livestock.
• The scarecrow is the "flower patch", which will appear similar to a construction hotspot (or just a scarecrow whenever not in use).
• The brown patch in the bottom corner is the herb patch.
• The two-tone stripe at the top is a trough.
• The sty is now between the two fields, with the current sty being a gate.

Raking the field takes more time, but takes 20 minutes to grow back. At higher levelled farming, you can "build" various machines to help (such as a plow, harvester, etc). You can only have one at a time and it will be in the corner.

Cotton is the first crop available at level 1.
Imps are the first livestock available, say level 5. (Silkspiders or cows being the second).

(Also, bat was the other armour).

EDIT: Imphide is lower levelled than spiders.
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Post by MorbiusMonster Sat Jul 28, 2012 6:37 am

How do you switch between code and non-code view? I want to put in a table.

With the revamp, we'll re-arrange the current layout of the skill menu, which currently places hops, allotment and several other plants in the same menu, making it annoying to interface. This will be how it will be arranged.

Everything - Default option.
Milestones - The current function seems only to list random crops, it should instead list achievements and quest requirements.
Allotment - This covers plants grown within the allotment.
Flowers - This covers plants grown in the flower beds. With the expansion of allotments, this section will also see an increase.
Herbs - Now separate from produce.
Vile herbs - Specific section so that players don't mix these up with regular herbs.
Trees - Specifically just woodcutting trees.
Fruit trees - Fruit trees, separated from trees (general).
Vineyard - A new section covering plants only available through a vineyard.
Livestock - The animals that can now be reared as part of the farming expansion.
Constructs - The buildings and equipment that can be built (with Smithing and Construction)
Unique - Covers special crops and livestock only available in limited patches.
Daemonheim - Does what it says on the tin.
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Post by MorbiusMonster Sat Jul 28, 2012 7:12 am

CropUsePlot
GarlicCooking and HerbloreAllotment
CoffeeCookingAllotment
CottonCraftingAllotment
WheatCookingAllotment
GrapesCookingVineyard
Kiwi FruitCooking + HerbloreVineyard
Passion FruitCookingVineyard
HoneysuckleHerbloreVineyard
WisteriaHerbloreVineyard
OliveOlive Oil (Shades of Mort'ton)Fruit Trees
PlumsCookingFruit Trees
CherriesCooking + SummoningFruit Trees
AvocadoCookingFruit Trees
LemonsCookingFruit Trees
MangoCookingFruit Trees
TeakWoodcuttingTrees
Arctic PineWoodcuttingTrees
MahoganyWoodcuttingTrees
Waxwood*CraftingTrees
PumpkinsSeasonalSpecial

*Waxwood is first mentioned in "A Void Dance", where it is mentioned for being watertight. In terms of farming, it is cultivated so that it can be used in crafting specific objects or for making crafts for livestock.
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Post by The Empty Lord Sun Jul 29, 2012 8:42 am

I think we're borderline just adding too many new things to grow without having yet made the basics work.
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Post by Handeath Sun Jul 29, 2012 8:56 am

Agreed.
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Post by The Empty Lord Sun Jul 29, 2012 11:29 am

Allotments:
Level 01 - Potatoes.
Level 05 - Cotton; resource: cotton. Produce: Wizard's robes (tier-1 magic) and Capes.
Level 08 - Cows; resource: cowhide Produce: Leather armour (tier-1 ranged).
Level 12 - Onions and Garlic.
Level 15 - Imps; resource: imphide. Produce: Imphide robes (tier-2 magic).
Level 22 - Tomatoes, Lettuce and Cucumber ("Mixed seeds").
Level 26 - Bison; resource: tough cowhide. Produce: Hardleather (tier-2 ranged).
Level 30 - Silkspiders; resource: spider silk. Produce: Spidersilk robes (tier-3 magic)
Level 34 - Sweetcorn.
Level 38 - Giant Bats; resource: bat wings. Produce: Batwing robes. (tier-4 magic)
Level 45 - Strawberries
Level 47 - Watermelons.
Level 52 -
Level 57 - Adolescent Green Dragons; resource: dragonhide. Produce: dragon leather. (tier-4 ranged)
Level 66 - Adolescent Blue Dragons; resource: dragonhide. Produce: dragon leather. (tier-5 ranged)
Level 76 - Adolescent Red Dragons; resource: dragonhide. Produce: dragon leather. (tier-6 ranged)
Level 84 - Adolescent Black Dragons; resource: dragonhide. Produce: dragon leather. (tier-7 ranged)

The respawn time of livestock is considerably slower than there real-world counterparts. Adolescent dragons drop big bones, and have a chance to drop tattered hide (which is unusable). The chance of getting tattered hide decreases with hunter level, although there is no hunting requirement. (Tatty hide could apply to all farming livestock). Perhaps have standard "Green Dragons" available at 80-90+ Farming, as that seems a suitable reward for high-level. Farming as a source of bones (although combat is still required).

Hardleather is now a complete set, and standard leather now takes a lower crafting level to make the full set. Cowhide can still be made into hard leather, but tough cowhide can only be made into hard leather. Tanning cowhide into leather and tough cowhide into hard leather costs the same; tanning cowhide into hard leather costs double.

I'm trying to keep the farming levels appropriate for the production-skill that would use them.

I decided not to add snakeskin due to it currently being minigame only and I'm not sure if I wanted to intervene.

All "complex" foods will either be multi-bite or healing over time. Fish or meat (unless part of a dish) heal for a flat amount.

Making things such as Tuna Potatoes are now simplified into the following steps:
1) Cook all the ingredients.
2) A bowl is required in your inventory (perhaps add to toolbelt).
3) Use any of the secondary ingredients on the potato and then select the item you wish to make.
The bowl is never used, however the player will be seen chopping stuff in the animation. Items such as "Mushroom & Onion" no longer exist. Potatoes heal over time. Tuna Potatoes heal for 300 over 10 seconds. Butter or cheese can be added to the final product (butter is no longer used as an ingredient). Butter adds a flat heal of 40; and cheese adds 75. Tuna Potato (b) will heal for 40 and 300 over the next 10 seconds (b for buttered, c for cheesy).

Our values for healing will become moot pending the combat rework.


Last edited by 3mptylord on Tue Jul 31, 2012 1:34 pm; edited 1 time in total
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Post by The Empty Lord Mon Jul 30, 2012 2:49 am

For the livestock, should they actually be killed by combat or should it be more akin to harvesting? Or have a chest at the side that stored the hide that you can collect from once every X hours (so the things die off-camera and their hides are put in the chest).
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Post by The Empty Lord Tue Jul 31, 2012 1:18 pm

Also, is everyone okay with juvenile/adolescent Green Dragons? (And Blue, Red and Black ones?)
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Post by MorbiusMonster Tue Jul 31, 2012 3:30 pm

Yes, can we get a freaking table done?
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Post by The Empty Lord Tue Jul 31, 2012 3:31 pm

... that's kinda what I was doing up a few posts.
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Post by The Empty Lord Thu Aug 02, 2012 6:29 am

So that's basically allotments sorted. Anyone got any plans for bushes, trees, etc?
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Post by MorbiusMonster Fri Aug 03, 2012 5:17 am

Bushes - Blueberry, Raspberry, Blackberry and Rhubarb

Trees - Teak, Mahogany, Eucalyptus, Waxwood and a special patch for a Bloodwood tree (requires 99)

Fruit trees - Cherry, Plum, Olive, Pear, Mango and Avacado
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Post by The Empty Lord Fri Aug 03, 2012 7:19 am

You misunderstand. Has anyone got any ideas for making bushes, fruit trees, hops, and such, a resource? I wasn't asking for specific plant ideas. Bloodwood is a fine idea though.
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Post by Handeath Fri Aug 03, 2012 8:42 am

I think we should expand upon produce (Minor healing, but minor buffing stat food!). Whether making your own 'lumber yard' is included or not should be debated.
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Post by The Empty Lord Fri Aug 03, 2012 8:50 am

What purpose is berries, then?

Also, we should have Poppies as a flower/herb.
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