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Why can't we plant reeds?


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6 minutes ago, Well-met said:

because they're really powerful and pretty much the only reason to go in df desert (apart from df)

In late game we should be able to transplant them instead of burning them whenever one is on the way

9 minutes ago, ArubaroBeefalo said:

In late game we should be able to transplant them instead of burning them whenever one is on the way

the Terra Firma Tamper really just needs that sort of tool. That building always felt incomplete

2 minutes ago, Well-met said:

the Terra Firma Tamper really just needs that sort of tool. That building always felt incomplete

That or the celestial tab. But something late game. Also is sad how klei only added few things to do in the archives, is a cool zone a could have potential for more recipes or other stuff but they made it small and with very limited uses

I see the point of making certain plants uneable to be shoveled or created, is part of the balance but is only a thing in early mid game

I've espoused the idea that a world shouldn't be significantly lesser because you didn't roll the right set pieces. As it stands the Reed Trap is an irreplaceable set piece and worlds that don't have it have significantly reduced reed production due to the existence of Applied Horticulture/Silviculture. Not like worlds without the set piece are unplayable but it is a bit of a feels-bad moment.

I do feel like Reeds being immovable is a sort of antiquated sticking point from the earlier days of the game. In the grand scheme of things I'd be happy to see it changed but won't be distraught if they don't.

8 hours ago, Well-met said:

because they're really powerful and pretty much the only reason to go in df desert (apart from df)

They may be OP but if you're Wickerbottom reeds are also op for her books, even as any other character you need them for the wrap and your birdcages, although there are many other things

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