Trees fruit and sap cycle and visuals, blooming period

12 votes

I'm very glad with introduction of non-wood resources from trees in experimental branch, but i'd like some adjustments to it, to make it look better and play somewhat differently.

First of all trees are big aesthetic element to the game. I can see what you tried to make trees that are ready to be gathered for additional resource be easily to distinguish, but it doesn't look very appealing.

Aside from changing models I suggest this system for trees:
1. Add blooming stage for fruit-bearing trees.
2. All trees have same bloom - bearing - rest cycle tied to game days. e.g. all watered chestnuts bloom on every 5th day, bear chestnuts on 10th and drop chestnuts on 15th.
3. For tapping - first tapper has to tap tree for it to produce resin or sap.
4. Tapped trees also have cycle when they produce resource every X days, then they rest.

This supposed to have better tree visuals, scenery that changes with time and slightly different gameplay than crops.

Under consideration Experimental Suggestion Visual Suggested by: Gin Fuyou Upvoted: 03 Mar, '23 Comments: 5

Comments: 5