Timber pile & coal clamps.

Forum for suggesting changes to Salem.

Timber pile & coal clamps.

Postby Feone » Tue Mar 18, 2014 9:06 pm

I'd like to suggest advanced versions of the timber pile & coal clamps.
These two particular structures become a very repetetive chore involving lots and lots of boring clicking, a chore that won't go away and only becomes longer and longer as the need for these recourses increases. It bugs me that in a game where so many advancements can be crafted theres no upgrade for these basic recourses.

To fix this perhaps an advanced version of these could be added. These buildings would require higher skills as well as a bigger up front cost to create after which instead of having to be rebuilt from scratch they can simply be restocked.
To restock these buildings the player would have to load one or more logs into the structure & click it once to chop these up into blocks/planks. These items would then automatically be added into the structure. Once full the advanced timber pile would start it's drying cycle & the advanced coal clamp would have to be lit, much like a smelter.
Once the cycle is completed the finished recourses can then be withdrawn as normal, with the same failure & inspirational yields.

These buildings would be no faster than the regular versions but they'd make the chore of setting up these recourses less demanding on the player, especially a lot less clicking and close attention being involved.
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Re: Timber pile & coal clamps.

Postby bashnagdul » Wed Mar 19, 2014 12:05 pm

basicly a sawmill like a stamp mill?

maybe we should connect it to a windmill and let it operate thus.
this would disable the windmill for milling flour, but hey...
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Re: Timber pile & coal clamps.

Postby darnokpl » Wed Mar 19, 2014 12:27 pm

bashnagdul wrote:basicly a sawmill like a stamp mill?

maybe we should connect it to a windmill and let it operate thus.
this would disable the windmill for milling flour, but hey...


Or get new building

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logs should be floating on the water and swim with the flow :)
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Re: Timber pile & coal clamps.

Postby Feone » Wed Mar 19, 2014 12:36 pm

A windmill powered sawmil would look awesome and it'd put it at a nice difficulty level. It'd probably be difficult to code a way for buildings to connect though.
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Re: Timber pile & coal clamps.

Postby RonPaulFTW » Wed Mar 19, 2014 1:17 pm

The idea for a saw mill has been posted many times before.

When jorbtar made walls cheaper, and braziers less necessary they took away the worst of the timber pile and coal clamp spam.
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Re: Timber pile & coal clamps.

Postby Orcling » Wed Mar 19, 2014 3:24 pm

RonPaulFTW wrote:The idea for a saw mill has been posted many times before.

When jorbtar made walls cheaper, and braziers less necessary they took away the worst of the timber pile and coal clamp spam.


No, because with the new feasting system, you have more time for walls, which means you make more walls, which means you make EVEN MORE timber piles, which means more walls, which-

A neverending cycle of more and more wall layers, because more time on hands
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Re: Timber pile & coal clamps.

Postby Procne » Wed Mar 19, 2014 3:34 pm

At least with new artifacts you can build those a LOT faster.
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Re: Timber pile & coal clamps.

Postby _Gunnar » Wed Mar 19, 2014 8:19 pm

I think a sawmill would be a good addition. We can have a stamp mill but we still have to use a sawbuck - not great.

I do think any kind of mill needs power though. Wind… or livestock ¦]
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Re: Timber pile & coal clamps.

Postby Scilly_guy » Fri Mar 21, 2014 12:51 am

It would give meaning to the windmill theory skill if we could build a windmill that does something that we can't do in Boston for free.
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