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Special merm base resource gathering skill concept


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A skill which lets you give hats (or something else that degrades over time maybe like a pin) to craftsmerms to give them special jobs they will do automatically without player input. (Credit to @Gashzer for the idea of giving merms jobs by hats)

Resource gatherer

While they are wearing a straw hat, they pick nearby resources and items from the floor and from things like saplings, and deposit it in a one way storage container in their house. This is automatic resource gathering which is a niche. Though not just a "make and forget" as you must replace the hat, and potentially fertalise resources.

 

Farm Tender

Infinite durability hat as intended since farming still needs participation from the player. Giving a craftsmerm a gardeneer hat, it will allow it to tend farms by picking crops in their radius when all crops in the house radius has grow and then putting it in their houses storage. They also partake in fighting off fruit flies and do talking to durians (they only like talking to durians). They also pick food and seeds from the ground as well.

Using a premier gardeener hat is the same thing, but they do stuff faster.

 

Helps make a functioning merm civilisation.

 

 

Any skills that boost merms beyond simply combat ability is a good thing.

Wurt is all about creating a merm kingdom. We want skills that reflect that and makes creating base in the swamp (which is the hardest surface biome to base in) worth it.

Jakepeng99 is one of the few forum users that suggests creative and constructive ideas for DST, we should all respect that. Especially your chester ideas are awesome :wilsoalmostangelic:

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