by Kiklington » Mon Feb 10, 2025 12:33 pm
can crafting get the QoL it desperately needs in a survival crafting game
in addition, internal mechanics desperately need to be tweaked so that when an ingredient can potentially fulfill two different uses in a recipe (i.e. stinging nettle as both string and nettle in poultices and flipper bones as both flippers and bone material in atavisms) that it defaults to the more specific use of the ingredient ALWAYS and will not be used before other actual string/bones/etc???
Last edited by Kiklington on Mon Feb 10, 2025 8:24 pm, edited 1 time in total.