There is no intent for long-term water scarcity. It is something that is intended for the player to solve in the early game. . I have no idea what you mean by “duct tape doesn’t matter, or any other recipe” so I don’t know if you understood me or not.
I was trying to envision what long-term water scarcity goals might have been. Limiting duct tape is what I hear other players talk about, but I didn't know if that was TFP's goal. If you say there's not a long-term scarcity goal, then nobody is trying to limit duct tape, or at least not trying to use water to limit it.
I like to think I understood you, but I do seem to misunderstand people from time to time.
The new system involves scavenging for materials in order to craft objects that will produce water. I like that level of significance for me putting effort into getting the objective I want.
It is the exact difference in feeling I get between building a base from resources I harvested myself vs opening the creative menu and taking stacks of everything I want in order to build.
I think I see, but you tell me...
You craft Dew Collectors and are satisfied as you have built your base. Each day you harvest Potable Water.
Each Day I harvest some Murky Water from a water source. I craft Potable Water at a Camp Fire and am satisfied.
The comparison seems equal, but ultimately a matter of taste.
I don't see harvesting Murky Water from a water source as an equivalent of using the creative menu. I see it as an equivalent to harvesting clay.
Sounds like you play much more efficiently than I do. A lot of people who say they prioritize survival often mean that they are willing to take advantage of anything the game allows since to do less wouldn’t be a survival mindset. I try not to take advantage of things the game allows that feels exploitive.
You're limiting yourself to 1 quest per day. That is the significant difference. You're earning Dukes at 1/2 to 1/3 my rate.
Do you stay in your base at night? If so, that's another difference. Once I've made a couple of padded armor pieces, I'll be out at night hunting, foraging, and maybe doing a quest to turn in when the trader opens. (The buried supplies quests are great at night in the early days.)
I'd love to know what you'd consider exploitive. I don't
think I'm doing anything exploitive.
I'm assuming different spending priorities are at play here too. In the early game, I'll spend my Dukes on filters for Dew Collectors (Vanilla) or save them (Modded). I craft or loot everything I use. I'll have a bicycle from completing tier 1 quests around day 3 or 4.
Im glad your mod makes the game more pleasant for you. To me, empty jars just feel like cheating now and as I’m currently playing a mod that has them, I feel compelled to throw them out and ignore them so I can enjoy the otherwise great overhaul mod.
Yeh, I don't miss the empty jars. Water sources just give me a jar of murky water instead of drinking from the water source. If I want 10 jars of murky water, I have to spend 30 seconds or so collecting them. My murky water stack size is 10, so I don't tend to haul back 100 jars or anything.
There's a difference when it comes to traveling. When traveling in Vanilla, I need to stock up on water and carry it. That takes planning and that's cool. I like planning. When traveling with my Mod, I carry a cooking pot and grill. I can hunt and gather water as I travel. Living off the land in that way is cool too and I find that appealing. The inventory hit is about the same. Both vanilla and the modded approaches are fine to me.
Another difference is variety in base locations. In Vanilla I'll be near a trader as the Dew Collectors provide water wherever I place them. In Modded, I'll be near a water source, with a water source near a trader being a bonus.