The crafting recipes anomalies thread
Darwin-Evolution
France Join Date: 2015-06-07 Member: 205310Members
France Join Date: 2015-06-07 Member: 205310Members
Comments
I believe all crafting recipes will get a balance pass at some point again.
That might actually indirectly have the effect of making the Dunes worth going to, since that place is littered with scrap metal and other resources, but with the base recipes as they are currently it's not all that hard to build a sprawling base AND a fully upgraded cyclops without ever scouring either the Dunes or Mountains for additional resources for building.
Uhhhhhh...
Perhaps make a machine that need 1 silicone and 1 titanium to make 10 knives.
Or turn 1 silicone in 10 silicone strips.
1 silicone strip for a knive and 4 stris for a bulkhead door.
While I completely agree with this, what I'd like to see more is the ability to either sharpen the knife to regain durability or, failing that, be able to use a 0% knife in place of the silicone to make a new knife (Silicone + titanium = knife or 0% knife + titanium = 100% knife).
I think the cyclops recipe is OK... if it takes 4 ingots to build a moonpool, 5 plasteel ingots for a clops isn't way off. It feels like it should need powercells in the recipe for it though (as well as the PRAWN). You use a powercell to build the seamoth, but you don't need 2 to make the PRAWN or 6 to make the clops, and that just seems wierd. Alternatively they could not require cells to build but not come with them either.