Sugarcane

Forum for suggesting changes to Salem.

Sugarcane

Postby omegaedgar01 » Tue Jan 19, 2016 12:49 pm

Sugarcane Cultivation is a new skill that allows the planting of sugar cane on fields.
It also unlocks Sugarcane Processing skill.

Sugarcane Cultivation.
Skills required.
    Maiz Planting.
    Windmill Theory.
Proficiencies required.
    Flora & Fauna 8000.
    Stocks & Cultivars 11000.
    Sugar & Spice 5500.
Others Unlocked
    Green Sugarcane
    Blue Sugarcane
    White Sugarcane
    Honey Sugarcane

Sugarcane Processing
Skills required.
    Sugarcane Cultivation.
Proficiencies required.
    Sparks & Embers 10500
    Stocks & Cultivars 9000
    Sugar & Spice 7500
Structures Unlocked.
    Sugarcane press
      Blistersteel Bar x2
      Wrought Iron Bar x2
      Wooden Handle x2
      Oiled Boards x4
      Nail x10
    Image
Crafts Unlocked.
    Pressed Sugarcane.
Others Unlocked.
    Burnt Sugarcane
    Sugar Juice
    Wet Sugar
    Hot Sugar


How to Cultivate
How to get seeds:
Sugarcane seeds randomly appear while foraging Autumn Grass, Milkweed roots (1-5) or from hollow stumps (1-10). 100 seeds are needed on a 100% upkeep field.
When using seeds plenty is calculated as always.

Stages.
    Stage one: Small stems patches grown from the earth. Look like green Autumn grass.
    Stage two: Longer canes with leaves. Similar to corn.
    Stage three: Leafy canes with white blooms.
    Stage four: Canes and leaves turn yellow, no blooms.
At stage three "Get Bud" will appear on the context menu of the field. This will allow pilgrims obtain Sugarcane Bud to replant the field.
Has a small chance to obtain Weird Bamboo inspirational aside of the bud.
Harvest from this stage will give Variety of Sugarcane and edible item with only restorative purposes. NO seeds or buds are given from harvesting. Buds will be lost if they are not gathered before harvesting. A field yields one Variety of Sugarcane per 20 points of plenty.

Sugarcane bud.
    Weight .5kg
    Looks like a colorful wild garlic.
When pilgrims get buds a number is inscribed on them. That is the plenty said bud will get when is planted. Plenty gained by buds is based on Stocks & Cultivars + Natural Philosophy. Only Wood Choppings have effect on Sugarcane fields. Better plenty can be achieved by increasing the field's Influence which is only possible by pouring water on the field. A random % is added to the field influence (no bigger than 100%-rare) and decreases as more water is poured.

It takes 5 Days to reach stage 4.

Weird Bamboo.
    Weight 1.5kg
    Fora & Fauna 2000
    Stocks & cultivar 2400
    sugar & Spice 3500

Green Sugarcane.
    Weight 2kg
    Tier 1 variety.
    Restores 20 points of Blood and 15 of the rest humors 3 uses. (at 0% purity)
Blue Sugarcane.
    Weight 2kg
    Tier 2 variety.
    Restores 20 points of Phlegm and 15 of the rest humors 3 uses. (at 0% purity)
White Sugarcane.
    Weight 2kg
    Tier 2 variety.
    Restores 20 points of Black bile and 15 of the rest humors 3 uses. (at 0% purity)
Honey Sugarcane.
    Weight 2kg
    Tier 3 variety.
    Restores 20 points of Yellow bile and 15 of the rest humors 3 uses. (at 0% purity)
Higher tiers of sugarcane are more likely to become sugar and produce more juice.


How to Process
If pilgrims have Sugarcane Processing when sugarcane fields are at stage four "Start fire" option will appear on said field context menu. Pilgrims need a lit torch, tinder drill or flint&steel to start the fire. Said fire will last 24 hours, time may decrease if the fire starter has high Spark & Embers. Pilgrims without the skill may rip it off.

Once the fire is over Burnt Sugarcane can be obtained. A burnt field yields one burnt cane per 15 points of plenty.

Pilgrims must use Sugarcane Press tool to get Sugar Juice.
At the press burnt canes will be transformed into Pressed sugarcane which is a rather good fuel. Pilgrims must have containers capable of carrying liquids in their inventory in order to get Sugar Juice. Each burnt cane gives .10L of juice (at Tier 1). Green Sugarcanes cannot be pressed.

The juice needs to be boiled until it reaches the desired concentration. More concentration means less sugar but more chance of success, less concentration add a chance of failing. Every X ticks 1% concentration is added. Time varies according to the amount of juice. Less juice means less sugar per process but same amount of work. Babysit advised.
Then the boiled juice needs to be shaken a bit in the Trip Hammer. Here's the tricky part if the concentration is wrong the process will fail resulting in the lose of your boiled juice, and possibly your pot!!. If the concentration was right Wet Sugar item will appear in you inventory, and your pot will be safe and sound. Sugar & Spice proficiency adds success % to this part of the process.

Wet sugar needs to be placed in a stove for few hours. At this point the process will fail if the sugar is overcooked, resulting in dross. Babysit Advised.
Wet Sugar will turn into Hot Sugar which needs to cool in a wooden box. Make sure there are up to 4 free spaces.
After cooling the Hot Sugar will become up to 2kg of Sugar according to the concentration reached while boiling AND the amount juice used.

Burnt Sugarcane
    Weight 1.9kg
    Looks like a blackened Sturdy Reed

Sugar Juice
    Weight variable.
    May be drank. Pilgrim will complain about it being too sweet if drank. Captain Obvious.
    Gives Busy bee buff

Pressed Sugarcane
    Weight 1.5kg
    Also called bagasse
    Edible. Restores a little biles

Wet Sugar
    Weight 2kg
    Looks like darker lard.

Hot Sugar
    Weight 2kg
    Smelling hot sugar will add large amounts of insanity.
    Looks like crumby lard


EDITED:Varieties of Sugarcane added. Thanks for your feedback!
Last edited by omegaedgar01 on Wed Jan 20, 2016 12:56 am, edited 1 time in total.
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Re: Sugarcane

Postby jakhollin » Tue Jan 19, 2016 4:23 pm

Is the sugar just a way to get sugar instead of purchasing it? If it is the process seems complicated for an item that is cheap in the providence stalls. Even if the process is accurate (which it appears you did your research) I am not sure it is worth producing to replace a silver item that is not very expensive. I see this as a potential to bring rum into the game. However Rum was late 17th century so it is just a bit off the time line.
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Re: Sugarcane

Postby Tulgarath » Tue Jan 19, 2016 5:08 pm

If you want to replace a silver item, I would imagine they would want it to be a lengthy process. I go thru a great deal of sugar, so I'd use it to save some silver.

Also late 17th isn't that far off if you consider the generations of pilgrims via inheritance. :)
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Re: Sugarcane

Postby TotalyMeow » Tue Jan 19, 2016 8:37 pm

Late 17th century is square in the middle of our timeline. Unless you mean late 1700's, which is a little late.

This is a very well-thought out idea. There is room in Agriculture for another crop. For several more, really.
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Re: Sugarcane

Postby Zapt13 » Tue Jan 19, 2016 9:11 pm

TotalyMeow wrote:Late 17th century is square in the middle of our timeline. Unless you mean late 1700's, which is a little late.
This is a very well-thought out idea. There is room in Agriculture for another crop. For several more, really.


Zapt13 wrote:But "4 choose 2" results in 6, not 8. And according to the chart here, potatoes behave exactly like cabbage, not requiring 2 unique bars at all, but 2 redundant bars. Who can we believe any more? I guess we'll just have to test for ourselves and fact-check Mew at all times!


TotalyMeow wrote:
Kandarim wrote:drat, we're getting another bar aren't we? But that would mean a total of 10 possible crops rather than 6. Yay!

No... shouldn't need another bar. But I see this is something I have to take a look at before we add more crops, maybe I calculated wrong.



So, another bar, or more crops that act like other crops as far as taking and giving influence?
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Re: Sugarcane

Postby omegaedgar01 » Tue Jan 19, 2016 9:28 pm

Sugarcane would add % progress to green bar (cereals/grasses)
However, since it does not have Tiered products, previously influence bars do not matter.

The general idea is replace the silver item obtainable from Boston. I believe JC would not want it to easy/be-replaced that is why the process is time consuming. Besides in that age sugar processing was a manual labor.

EDITED: Sugarcane now have tiered products. Id said it takes from Blue and Orange bars.
Last edited by omegaedgar01 on Wed Jan 20, 2016 12:58 am, edited 2 times in total.
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Re: Sugarcane

Postby Zapt13 » Tue Jan 19, 2016 10:38 pm

So it should require all 4 bars at a total influence of >333% or some such? That would make it more difficult to obtain. Any less total influence and you get Autumn Grass?
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Re: Sugarcane

Postby TotalyMeow » Tue Jan 19, 2016 11:37 pm

There are 12 unique possibilities for crops giving to and taking from the different bars. The potatoes behaving exactly like cabbage was a mistake that we could fix, but it would mess up people's tier 3 fields for them. Assuming we go through and add all the unique possibilities that we don't have, we could have I think... 6 more crops? And if we were to do pairs for them all like potatoes and cabbage are paired, that would mean 24 unique crops. We don't have plans for so many, but it can be done. We have plenty of room for new crops.
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Re: Sugarcane

Postby omegaedgar01 » Wed Jan 20, 2016 1:02 am

Varieties of sugarcane added. Thanks for your feedback

@Meow I like Salem farming system so I'll be posting more crop ideas if i have more. Lol.
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