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Proposal for Fertilizer

Discussion in 'Wishlist Requests' started by Widsith [MGT], Oct 27, 2023.

  1. Widsith [MGT]

    Widsith [MGT] Avatar

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    Proposal for Fertilizer

    This was in the interface at one time, Darkstarr said it would happen, and nothing ever did. Here’s a simple proposal with some implementation ideas in hopes of getting it back on the list:

    1. What

    Fertilizer is Fish (unprocessed)

    Rationale:
    a) The perhaps apocryphal story that Native Americans taught the Pilgrims to use fish as fertilizer when farming
    b) There are a lot of excess fish flopping around in the game :D as a result of fishing contests and bycatch while seeking trophies and specific fish for cooking

    2. Effect

    a) Using any fish as fertilizer raises the otherwise yield of a plant by 50%. There is no effect on speed of growth.
    b) Optional: The tier of the plant is related to the tier of fish required for full (or any) effect. One day plants can use any fish. Two day plants require any water type specific fish. Three day plants require trophy fish.
    c) Fertilizer is applied once, at planting time. Effect occurs at harvest time, multiplying after consideration of watering

    3. Mechanic

    Although the placeholder for fertilizer implied that it would be integrated into the planting skill, this is problematic, since it yields an action with two objects <seed> and <fish> which is not supported in the interface. The simpler way is:
    a) Fertilizer is another skill on the agriculture tree. Like planting, raising level increases effect radius and range and decreases time only.
    b) As with seeds, fish can be dragged to the non-combat bar. Clicking the icon invokes the fertilizer skill with that fish type from inventory.
    c) Fertilizing is done once, before any planting. There is obviously a simple state machine that implements the watering system, this adds an optional state at the beginning of that chain.
    d) There will need to be an added graphic to show the fertilized state of a planting spot. (Rotting/skeletal fish?) and in the optional implementation a tool tip to show the tier of fish used. This graphic is removed when the spot is planted.
    e) In the basic implementation, the only state information needed is ‘fertilized’ which is implied. In the optional implementation the tier of the fish used must be saved.

    4. Side effects

    Likely to cause a mild deflation of prices for some player-grown materials, and an increase in generic fish prices in player economy over NPC offers.
     
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