EcoE
Eco
Jan 10

Clothing durability

Give clothing durability, similar to how food decays atm. It would give tailor more of a permanent role. Since now it suffers from building every type of clothing once and never doing it again unless new people join in. It should keep the need for cotton etc up, stimulating the economy
ReviewingReviewing

Nov 1, 2024

Shoes should suffer fall damage :)

Oct 24, 2024

Outfits from the professions need to have a T2 version (or are straight up moved down to T2); give actual bonuses to it being worn (esp. you, cloth cape!), and absence of clothing needs some sort of malus to it (unless you're wanting to skinny-dip)!

Sep 22, 2024

Tailoring sucks, there is no longevity. Make clothes wear out faster if you mine, dig, farm or chop trees. Make work clothes last longer vs normal clothes if you do these gathering tasks. Make different type of clothes for different professions so they get bonuses to that profession.

Jan 17, 2024

Aside from using time worn as a way when durability should increase, there is little else that would make sense to include. Perhaps it would be like tools, and only decrease when calories are expended, though the difference here being that would also include putting labor into a crafting table.