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Rattlefinger

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A member registered Feb 02, 2017

Recent community posts

Yeah, I thought about playing with the number of workers, and we'll see how the new system works, but I assume my "workaround" will still be needed: going into the inventory after every winter and destroy any excess food over (number of colonists) x 10.

Yeah, my only "problem" with the game was the scene with the furry animal. I wanted to suggest that maybe it would be nicer if you'd get the stone after helping him escape somehow.

But, I realized the stone represents the regret the girl felt (whoa, what brainwork!), so the way we got it was actually fitting.

The option on water pumps which makes us able to set how much reserves we deem desirable is an awesome feature. I miss it from farms. I built a melon farm to satisfy a quest giver, and then kept it around, because variety in food is awesome. Later when I took a look at my inventory I noticed I have thousands of melons and they just kept piling up, filling my inventory.

So, I think it would be awesome if we would have a production limiting feature on farms - and, by the way, mines, nanite factories, and on basically every building which produces something that takes up inventory space. In case off farms we could get an "idle", "grow to low", "grow to high", "grow to export (limit off)" options; and maybe a button to set our choice on all farms. Of course, since it's not one commodity, but a lot of types of food, every farm at regular but synchronized intervals would individually check if the quantity of all food marked consumable was below the limit, and if so, they would start to grow one unit of their stuff. If one (or more) of them has not finished until the next check is due, then they'd simply skip that check. Synchronized and independent-from-each-other checks would be necessary, otherwise it could happen that only a few farms produce something, maybe the same thing, and food variety would slowly be gone.

Any thoughts on this?