A minor QoL suggestion.
Crops, when placed, have to be waited out. Premature uprooting (with no yield of any kind) in the event of misplaced/unwanted crops would be convenient.
If it's already a feature and I don't know, my bad pls delet.
Sevenless wrote:To my knowledge, it's partially left this way so that invaders can't grief your crops out of existence.
Not sure that's relevant given the SHP system that has been introduced though.
jorb wrote:If you really want to get rid of a crop you can -- protip -- construct a trellis over it and destroy the trellis.
Way to easy to grief people, so everyone will just turn to alt-vault loads of seeds. Would IMHO be a bad mechanic.joojoo1975 wrote:About the crop issue, I think "Burn fields" should not kill the crops but automatically cut their Q in half, and it's a 1 time thing.(all you need to do this is have a torch.)
Guaranteeing a 100% destruction for a field that isn't only one tile wide. Still way to easy.To "Raze crops" I would suggest having to mix 1 salt crystal or 1 brimstone and a full bucket of tar and then you could do the "Raze crops"
and the area effect could kinda be like how it works when you knock down a wall, the initial square is 100% affected, then every other square of crops that touch a burning tile has a 75% chance of getting lit.
Sevenless wrote:it's partially left this way so that invaders can't grief your crops out of existence.
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