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Everything posted by SluttyHamster

  1. The Koifish need fixed, On launch the two koifish posed an interesting and fun mechanic as an enemy you have to avoid but still manages to not be annoying. Since the removal of the second koifish the pond is boring to return to when farming clay as all I do is avoid droves of spiders. In the dozens of hours I've played since finishing pond lab I haven't had a single natural encounter with the fish, The only one I had was when I went was to check it wasn't stuck (which it appears to be in the north-east of the pond with the large swarm of tadpoles) The koifish stays down one end of the pond and is simply never seen, it may as way not be in the game, acting with less of an impact on the game than the crow which at least drops feather. I think the second koifish should be returned and the ai of both should be rolled back to allow greater movement around the pond.
  2. Dew Collectors too great of a "Hit Zone", Once built a directions dew collectors' area expands in both meaning if they are built up against a wall they will prevent construction on the other side, and do should be reduced to just the size required to build them and not prevent building in an area around it for proper collection. The only current way to counter this issue is to build in the open necessitating a great deal of space or to finish the base first requiring an alternate source of water until finished.
  3. Acorn tops have little uses and are currently a wasted resource while also having the same drop rate as the extremely widely used acorn shells. Acorns should drop 2 shell pieces so as to reduce grind without devaluing the resource due to its still limited spawn while Tops should be given more uses so as not to be equally rare as Shells but while essentially being garbage.
  4. I disagree, the yard is small enough to feasibly get from end to end with only a bit of effort and believe faster movement such as better gliders would be better.
  5. -A new way to farm raw science in the late game such as the ability to hand in late game materials to BURG.L in exchange for raw science to smoothen collection of blue prints.
  6. -Adding a new way to transport base materials such as grass planks and weed stems long distance to reduce tedium involved with base building. The addition of a new perk or ant armour tier to increase capacity to 10 would help but my preference would be either some way for bugs (ants) to help or a sled that can be pushed by the player with a smaller capacity than the weed pallet but still larger than the current 8 max for the sake of not simply adding static gameplay changes (BURGL perk on = x better at thing) although I do like current perks too many could easily get sickening.
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