Trader Dialogue

OPR357

Refugee
Suggestions:
- Trader Dialogue toggle: please include trader open/ closed SFX.
- There are two options for "Lens" in the crafting menu, please label each one accordingly. Example: Large Lens, Small Lens.
- There are three options for "Glue" in the crafting menu, please label each one accordingly. Example: Super Glue (super corn), Poor Man's Glue (campfire) and Commercial or Industrial Glue (chemistry station).
- Drone issues: 1. The new voice is very low volume, can barely hear it. 2. Fix the issue with the drone hovering in line of site during horde night. 3. Fix the issue with drone getting lost while working in crafting base. When I try to access the onboard storage mods, the drone flies away or get's stuck outside somewhere. This was an issue in earlier updates but seemed to have been fixed in 2.6, now broken again.
- Create a Bee Keeper armor
- Create a Black Smith armor
 
Suggestions:
- There are three options for "Glue" in the crafting menu, please label each one accordingly. Example: Super Glue (super corn), Poor Man's Glue (campfire) and Commercial or Industrial Glue (chemistry station).

Besides how they are crafted, there are no differences in those 3 glue versions. I believe making them unique would then require TFP to make 2 additional unique recipes for anything crafted that uses glue. Not sure what value that would add to the game.
 
Right. A recipe that uses Glue needs an item called Glue. The game doesn't have alternative options for crafting, so if you are making duct tape that needs glue, you'd need 3 recipes, one for "super glue", one for "poor man's glue", and one for "commercial or industrial glue" and then 3 recipes for everything else that uses glue as well. That's not a good thing. Glue is glue, regardless how it's made. We don't need to complicate things.
 
Right. A recipe that uses Glue needs an item called Glue. The game doesn't have alternative options for crafting, so if you are making duct tape that needs glue, you'd need 3 recipes, one for "super glue", one for "poor man's glue", and one for "commercial or industrial glue" and then 3 recipes for everything else that uses glue as well. That's not a good thing. Glue is glue, regardless how it's made. We don't need to complicate things.
🤣 yeah really, when you use the poor man's glue on say a weapon, is it supposed to fall apart faster since you didn't use stronger glue? Imagine the backlash from players on that.
 
Besides how they are crafted, there are no differences in those 3 glue versions. I believe making them unique would then require TFP to make 2 additional unique recipes for anything crafted that uses glue. Not sure what value that would add to the game.
It's a suggestion. I am not sure how the programmers would do it. As for "value" that would be up to the 20 million people who play the game, not just the small list (in comparison to sales) of streamers and commenters.
 
It's a suggestion. I am not sure how the programmers would do it. As for "value" that would be up to the 20 million people who play the game, not just the small list (in comparison to sales) of streamers and commenters.
But what value would you get from it? That is what I was asking. I can think of various cons for this change:

  • Recipe bloat if no changes to recipes requiring glue (there are 54 recipes requiring glue. If you add an unique version glue, then you add 108 additional recipes, but not 108 additional items)
  • If you change recipes were the super corn glue is required for higher tier crafting, then you are forcing players to farm super corn just to craft higher tier gear
Discussion proposed changes is always good, as it forces you to think through them. Believe me, not all ideas are good. Even ones I thought were good and modded into my game ended up being non-starters after I realized what they actually did versus what I thought they would do.
 
Regarding glue: Super Corn is a premium ingredient for various buffs in the game so glue made with super corn should also have some sort of buff. If there is no additional buff then what's the purpose of using super corn. A player is better off selling their super corn and taking the added profit and buy glue from a trader or just walk around and pick up some bones. If the issue is a matter of having to adjust recipes throughout the game then just remove the super corn option and only require bones and water.
 
Regarding the drone: I discovered that my drone will get lost around my crafting base when using Bars block as a catwalk. For some reason the drone will not fly around the Bars block and just hovers underneath. Drone worked fine with Bars blocks with previous versions. I replaced the Bars block with Railings block and now the drone flies around the catwalk and finds me inside my crafting base.
As for the drone hovering in my line of sight during horde night, this is still an issue and a bit ridiculous since the drone does not do that in any other time of the game. I am curious if the code added to the drone for use with the stun mod has something to do with the issue? Is there a way to add a toggle for the drone for example Storage mode and Warrior mode. Storage mode would cause the drone to act as it has in all prior versions and Warrior mode would put the drone in a patrol mode to protect the perimeter with the stun mod.
At this point I just pack the drone in a crate for horde night.
 
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