Has it occured to anyone that this patch might BE the fix?
Anyway, wednesday today, (in europe) tomorrow is patch day... nightmares anyone?
ysbryd wrote:Has it occured to anyone that this patch might BE the fix?
Anyway, wednesday today, (in europe) tomorrow is patch day... nightmares anyone?
harushu wrote:You know if purity of structures, like compost bins, are going to affect the purity that is produced within (which is an ok thing), I think there should be a way to see the purity of the structure. You know like when you open it to take humus out it should display it's purity/alchemy values....just saying
ysbryd wrote:Has it occured to anyone that this patch might BE the fix?
Anyway, wednesday today, (in europe) tomorrow is patch day... nightmares anyone?
JohnCarver wrote:anybody who argues to remove a mechanic that allows "yet another" way to summon somebody is really a carebear in disguise trying to save his own hide.
agentlemanloser wrote:I haven't had time to wade through the 68 pages of bellyaching, so I don't know if this very obvious development point has been raised, but if it has not, it needs to be brought to Jorb's attention: now that the new purity mechanics have been (partially) implemented, it will become necessary for a return to the earlier incarnation of agriculture in which fertilizer purity also had an effect on resultant crop purity. This must be done purely for logical consistency, for if pot materials affect resultant product then fertilizer must also have a similar effect. The effect should be proportionally small, of course, as one can use many fertilizers and a proportionally large value would result in a perpetuation of exploits, but this mechanic is necessary nonetheless. I assume Jorb reads these postings, so I propose that fertilizer purity factor into the final equation at something like 1/8 value (all fertilizing iterations included in 1/8 value), with 3/8 being crop and 1/2 being humus purity. Thoughts?
Users browsing this forum: No registered users and 4 guests