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My thoughts about farmer merm.


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So here are my thoughts on farmer Merm. I think the reason why klei didn't add him even though the players wanted him so bad was because they thought he would be too op. They think it is an easily accessible and functional merm. I think we can fix this problem by adding friendly fruit flies to his crafting recipe(it's harder to get now). So it would make sense for him to do the talking to plants thing, which is one of the two traits I think he would have. I think of it as an upgrade to the friendly fruit fly. Thanks to that friendly fruit fly, he can now talk to plants. In addition, he also takes on the task of watering the plants. In this way, wurt players can now leave the base for a while without worrying about their plants.

Also, other features I think about farmer Merm:

- He takes care of plants within a maximum of 4 tiles of his house

- There must be a watering can nearby for watering (This means that the watering can must be filled by the player every time it runs out. This can balance it out a bit and offers a new area for watering can made with malbatros bill because it lasts longer)

-It cannot be tamed with food and does not participate in wars. Because he is a farmer, he does not know how to fight.

Since my English is not sufficient, I prepared this article using google translate. I apologize if I made any mistakes.

I definitely think a farmer merm should exist in some capacity. Wurt is about building a merm civilization, but all of that is just ammounting to building an army and killing a bunch of ****, 90% casualty rate, then breeding more merms to build another army.

Something purely utility like a farmer would do a lot for the city building idea.

im sad fishermerms from shipwrecked werent ported,they would be good for other players since wurt cant eat fish, or she could trade with the king using the fish. Maybe they could get a redesign and require the king to have the trident from a quest to build their huts

3 hours ago, Ugur01 said:

So here are my thoughts on farmer Merm. I think the reason why klei didn't add him even though the players wanted him so bad was because they thought he would be too op. They think it is an easily accessible and functional merm. I think we can fix this problem by adding friendly fruit flies to his crafting recipe(it's harder to get now). So it would make sense for him to do the talking to plants thing, which is one of the two traits I think he would have. I think of it as an upgrade to the friendly fruit fly. Thanks to that friendly fruit fly, he can now talk to plants. In addition, he also takes on the task of watering the plants. In this way, wurt players can now leave the base for a while without worrying about their plants.

Also, other features I think about farmer Merm:

- He takes care of plants within a maximum of 4 tiles of his house

- There must be a watering can nearby for watering (This means that the watering can must be filled by the player every time it runs out. This can balance it out a bit and offers a new area for watering can made with malbatros bill because it lasts longer)

-It cannot be tamed with food and does not participate in wars. Because he is a farmer, he does not know how to fight.

Since my English is not sufficient, I prepared this article using google translate. I apologize if I made any mistakes.

I'm not particularly sure why Klei would be against farmer merms and while I don't really mind one way or the other if them being powerful were to be the thing to hold them back from being added I think there's a even easier solution that avoids having to gate them. Limit their function to very basic farming with a small tool upgrade.

Farmerm shack

crafting cost: 5 boards, 1 freshwater fish, 1 garden hoe, and 5 manure

This home will spawn up to 4 Farmerms and work as a storage for seeds and crops that players can access

Farmerm

Hp 250 disposition cowardly (will run away from non merms and will never try to fight) 

They'll have 1000 hunger like the king but what you give 1 is shared between the 4 of them if 1 of them dies their max hunger drops by 250 for each one dead until they respawn. If their hunger reaches 0 they won't perform any farming nor will they collect nearby seeds.

These merms will gather nearby seeds on the ground and take them to their shack if plots are full otherwise they'll till a nearby open farmland and plant it and that's all they'll do until it fully grows at which point they'll harvest it and place the crop in their shack grab a seed to plant from their shack or on the ground and repeat the cycle. They'll prioritize known crops over wild crop seeds. They also won't interact with weeds.

If there is a shoddy toolshed or it's upgrade they'll grab a shovel tool which will make them dig up weeds they see.

The concept behind this is that they'll only handle the setup and clean up of farming and they obviously won't be adhering to crop combos so if you want a good seed return you'll still be required to fertilize, talk to, and water the plants.

The Farmerm definitely won't come out in this update but maybe could be a mod. Another nerf they could do is that you can't steal the crops or else merms will attack you (or it could be like wilba who can steal crops). To get crops you could buy it off the Farmerm with fish or kelp or something, and as wurt it might be a little cheaper. If you don't buy the crops the farmerm will automatically feed it to the merm king.

37 minutes ago, jaccano said:

The Farmerm definitely won't come out in this update but maybe could be a mod. Another nerf they could do is that you can't steal the crops or else merms will attack you (or it could be like wilba who can steal crops). To get crops you could buy it off the Farmerm with fish or kelp or something, and as wurt it might be a little cheaper. If you don't buy the crops the farmerm will automatically feed it to the merm king.

We already got farmer merms in a sense since normal merms now till soil and remove debris from farm plots.

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