Better With Wheat, Add-on [Exploratory Discussion]
Posted: Fri Dec 21, 2012 12:31 am
I've been toying with the idea of going about and adjusting some of the food making mechanics of BTW, while until recently I had been putting off such an addon because of FC's limited talk that he'd like to redo the whole hunger system, I've decided to move forward since its doubtful to see any real change until RTH since BTW is being wrapped up at the moment.
I've done a little legwork in feasibility and been brushing up on my coding, while I know this isn't the place to learn to mod a simple no you can't do this because of redistributing code would be helpful though. (no real explanation needed just say it won't work)
More importantly though, is I'd like some feedback on the ideas, if everyone hates it then my job is much easier because I can continue unabated and not worry about code redistribution since I can do it just for myself.
Proposed Concept 1#
Alter wheat grinding Recipe to use the seeds instead of the chaff. IIRC FC has left a hook for altering grind recipes. Its always been extremely silly to me that I make flour for bread and donuts using the part of wheat you don't actually use to make flour.
What I hope to accomplish is that this puts a larger strain on creating basic food stuffs, since seed production is already averaged to about 1.5 seeds per plant this lowers the output and requires more pre-planning on wheat farm needs. If possible I'd actually like to lower seed output making a much larger strain on having to upkeep larger fields of wheat. (This might be a code issue though).
Concept #2
This ties into the first, since wheat chaff will suddenly be in a larger supply I would ideally like to introduce a hay barrel type item that would replace feeding wheat directly to animals. Having a simple 3x3 crafting recipe would suffice. Sadly I'm thinking I might run into trouble here with how BTW handles feeding changes, but ideally I could place this block and have it trigger the next two animals capable of breeding and then disappearing (as in they "ate" it). The nice thing is, it allows you to essentially queue up breeding and is block dispenser friendly for automation, its also more expensive making large animal farming more of an investment.
Concept #2.5
Making a hay compactor to facilitate hay-breeding automation. Obviously runs on mechanical power, will require anvil level tech to keep the early game stress.
Concept #3
Crop Rot
I'd like to add an additional state to vanilla crops, ideally with a random tick event after the mature stage. Basically the longer you leave crops unharvested the more likely they are to be over ripe/rotted and unfit for consumption. This makes food farms more demanding and not just a leave until hungry sort of thing. It also makes automating a much more desired and required investment for later game play since going out and exploring for a couple days may mean you come back to no food and you beginning to starve.
On the flip side I'd really like to change the pig breeding food of choice to be a slop type of food the recipe requiring cooking in a cauldron rotted food. Rotted food of course will yield no plantable seed or starter for potato/wheat/carrot. This means that running a pig farm suddenly requires devoting a portion of your crop harvest to being neither self sufficient nor able to feed yourself. Thus makign you pay attention to your crops. On the flip side it does allow you to salvage bad harvests by ultimately recycling it to yummy bacon, stressing the importance of having a pig farm pre automation.
I've done a little legwork in feasibility and been brushing up on my coding, while I know this isn't the place to learn to mod a simple no you can't do this because of redistributing code would be helpful though. (no real explanation needed just say it won't work)
More importantly though, is I'd like some feedback on the ideas, if everyone hates it then my job is much easier because I can continue unabated and not worry about code redistribution since I can do it just for myself.
Proposed Concept 1#
Alter wheat grinding Recipe to use the seeds instead of the chaff. IIRC FC has left a hook for altering grind recipes. Its always been extremely silly to me that I make flour for bread and donuts using the part of wheat you don't actually use to make flour.
What I hope to accomplish is that this puts a larger strain on creating basic food stuffs, since seed production is already averaged to about 1.5 seeds per plant this lowers the output and requires more pre-planning on wheat farm needs. If possible I'd actually like to lower seed output making a much larger strain on having to upkeep larger fields of wheat. (This might be a code issue though).
Concept #2
This ties into the first, since wheat chaff will suddenly be in a larger supply I would ideally like to introduce a hay barrel type item that would replace feeding wheat directly to animals. Having a simple 3x3 crafting recipe would suffice. Sadly I'm thinking I might run into trouble here with how BTW handles feeding changes, but ideally I could place this block and have it trigger the next two animals capable of breeding and then disappearing (as in they "ate" it). The nice thing is, it allows you to essentially queue up breeding and is block dispenser friendly for automation, its also more expensive making large animal farming more of an investment.
Concept #2.5
Making a hay compactor to facilitate hay-breeding automation. Obviously runs on mechanical power, will require anvil level tech to keep the early game stress.
Concept #3
Crop Rot
I'd like to add an additional state to vanilla crops, ideally with a random tick event after the mature stage. Basically the longer you leave crops unharvested the more likely they are to be over ripe/rotted and unfit for consumption. This makes food farms more demanding and not just a leave until hungry sort of thing. It also makes automating a much more desired and required investment for later game play since going out and exploring for a couple days may mean you come back to no food and you beginning to starve.
On the flip side I'd really like to change the pig breeding food of choice to be a slop type of food the recipe requiring cooking in a cauldron rotted food. Rotted food of course will yield no plantable seed or starter for potato/wheat/carrot. This means that running a pig farm suddenly requires devoting a portion of your crop harvest to being neither self sufficient nor able to feed yourself. Thus makign you pay attention to your crops. On the flip side it does allow you to salvage bad harvests by ultimately recycling it to yummy bacon, stressing the importance of having a pig farm pre automation.