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balistafreak

Vintarian
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  1. Would you consider changing Yogurt's nutrition type from Protein to Dairy? The Dairy-type nutrition is very precious since it takes a lot of infrastructure to set up (feeding trough, fences, and time), and until animal generation 2, a single bucket of milk can take several in-game hours with repeated failures (10+, easily). Because of that, I want to be increasing the amount of nutrition available to fulfill the nutrition bar, not decrease it.
  2. Currently, making salt at the saucepan/cauldron requires a large amount of water. There's just one issue; I don't know how to transfer this water quickly. Shift clicking, right clicking, no alternate method of clicking seems to exist to quickly move water out of the container in my hand to the one on the firepit. That means that if I want to fill a cauldron with 500 units of water, it takes >500 clicks (not counting the clicks needed to grab new containers of water and refill the old ones). For now I'm avoiding carpal tunnel syndrome by using a "rapid click" macro on my mouse, but I'd like to know if: 1. I'm missing a way to one-click-transfer the whole container of water from one to another 2. There's an alternative way to boil off water (that isn't barreling it) that is less click-intensive
  3. The default system settings currently allow for the spontaneous generation of free metal even without intentional exploitation. I don't THINK this is a mod interaction, but do let me know if it's a known one (since it would render the following analysis moot): EDIT: Yep, it's a mod... 'interaction', alright. Buried deep within the feature list of the Useful Stuff mod, underneath a dropdown at the very bottom, is that all metal tool grant 50 metal units' worth of bits when broken. I didn't expect Useful Stuff to include a feature that so dramatically affected the 'baseline' of the game, especially with so little fanfare. A breaking tool already generates 10 bits of metal, which is 50 metal-units, or half the ingot. However, it also generates a "broken metal fragments" item which is chiselable for a randon amount, which is usually more than 50 metal-units. Given that this was all produced from a tool that only cost 100 metal units to make, we've already made a 'profit'. This is before taking into account metal bits that are generated from the cut-function during forging, meaning you can easily end up with a 50+ profit simply by forging and using metal tools regularly Simply removing either the stack of 10 bits of metal or the chiselable pile of fragments should be enough to pull the number back down into the range of merely reducing "overall" metal usage; i would suggest the former. That being said, some kind of system that "knows" how much metal a tool requires and thus setting an upper bound for how much the broken metal fragments item should be 'worth' might also be useful. A knife should produce less metal scraps than a shovel, since you get more bits during the forging process with the knife. It should also mean 'forward compatibility' for any tools made out of more or less metal.
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