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Basically, a single farmer will emerge out of their cryopod. The ruin itself is a beach-dome sized (and from the outside, template of the 'domes') grassy agricultural area with cow pens behind rails and some planting plots and a small 'farm house' made out of wood walls.
Some may be more aware than others that white South African farmers were expelled in land-grabs, so this is where they ended up, as well as some of the tropes of the farmer-game rpg genre. There is a 🐕 , livestock, your crops and the entire of lavaland to explore and profitably exploit.
Ok but lets go to the station instead, what's stopping you.
Other than a compulsive fear of Lizards and other space-nuisances seizing your farm then starving until you come back, the farm is a focal point. But doesn't actually limit as much as expands how you interact with the station.
I draw comparisons with golems because essentially it helps to know how they work, Farmers have a farming ID that draws points from a special collection box & console on the farm that fast-exports to a protected private market. The value of minerals are reduced and the collection box also takes monster-materials & crops, in which the points recieved are used to purchase from vendors.
At some point where #12262 is finished, the farmers can craft their own tools to do their job through forging, nothing as complex as dwarves can do.
Some broad plans for what the farmer can buy besides supplies to stay alive include farmhands (a cryopod is delivered via rocket, marriage is optional for full harvest moon RP'ers) more livestock, fuel supplies, vendor pack restocks, ready-to-construct machines since no autolathe and additional ammunition for your special farmer mun weapon and trophy.
A double barrelled shotgun with cartridges of low pressure burst magazines, not as powerful as a upgraded KA but has maximum range for taking out monsters if you dont wish to do it in melee, and for miners the shot-ammo is a powerful aquisition when paired with a riot shotgun. Adding a disk with it on the ruin somewhere might be fun.
Ok then, why should *We care?
The Harvest Mun' Agricultural Dome i believe will allow a more interactive experience for this role on par with Golems and will have some mechanics to take away as a message of lavaland sustainability.
People can visit the station with this role, but the idea will remain to have them grounded and committed to building back at home without hopefully a need to further discourage them. South African is funny anyway, all the farmers and farm-hands speak in South African accents and Afrikaan names to distinguish them from disguising amongst the crew.
I personally consider this ruin to be a contingency for dwarves if it falls through and improvements need to be made for the future, maybe not a contender for the planned dissolution of ruin ghost roles in general.
Cheers for taking a look.
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Description / Premise
Basically, a single farmer will emerge out of their cryopod. The ruin itself is a beach-dome sized (and from the outside, template of the 'domes') grassy agricultural area with cow pens behind rails and some planting plots and a small 'farm house' made out of wood walls.
Some may be more aware than others that white South African farmers were expelled in land-grabs, so this is where they ended up, as well as some of the tropes of the farmer-game rpg genre. There is a 🐕 , livestock, your crops and the entire of lavaland to explore and profitably exploit.
Ok but lets go to the station instead, what's stopping you.
Other than a compulsive fear of Lizards and other space-nuisances seizing your farm then starving until you come back, the farm is a focal point. But doesn't actually limit as much as expands how you interact with the station.
I draw comparisons with golems because essentially it helps to know how they work, Farmers have a farming ID that draws points from a special collection box & console on the farm that fast-exports to a protected private market. The value of minerals are reduced and the collection box also takes monster-materials & crops, in which the points recieved are used to purchase from vendors.
Some broad plans for what the farmer can buy besides supplies to stay alive include farmhands (a cryopod is delivered via rocket, marriage is optional for full harvest moon RP'ers) more livestock, fuel supplies, vendor pack restocks, ready-to-construct machines since no autolathe and additional ammunition for your special farmer mun weapon and trophy.
A double barrelled shotgun with cartridges of low pressure burst magazines, not as powerful as a upgraded KA but has maximum range for taking out monsters if you dont wish to do it in melee, and for miners the shot-ammo is a powerful aquisition when paired with a riot shotgun. Adding a disk with it on the ruin somewhere might be fun.
Ok then, why should *We care?
The Harvest Mun' Agricultural Dome i believe will allow a more interactive experience for this role on par with Golems and will have some mechanics to take away as a message of lavaland sustainability.
People can visit the station with this role, but the idea will remain to have them grounded and committed to building back at home without hopefully a need to further discourage them. South African is funny anyway, all the farmers and farm-hands speak in South African accents and Afrikaan names to distinguish them from disguising amongst the crew.
I personally consider this ruin to be a contingency for dwarves if it falls through and improvements need to be made for the future, maybe not a contender for the planned dissolution of ruin ghost roles in general.
Cheers for taking a look.
The text was updated successfully, but these errors were encountered: