natanstarke Posted December 25, 2021 Share Posted December 25, 2021 This is my sugestion of better moos and the reasonings for it. Idk if you all agree but for me moos are just not fun, maybe literally the first time you encounter one ok but after that its just sadness heres why. 1 - no eggs I know its clearly intentional and its even kinda fun if you not consider its really bad to automate them especially because of the reason 2. 2 - no intuitive or non exploitive way to relocate them after colection with rocket. This problem is just a nightmare and just make me not want to ranch them ever which is really sad because i love all the critters including them but theyre just tô irritating tô always need to build flier traps or use the auto wrangle exploit. 3 - weird interaction with grooming station theres a positioning problem with moos and grooming station they normally need the station to have one free tile each side or the right side something like that. Suggested change. Just make them easier to automate and transport when they arive inside our rockets. Yes pretty simples right, all the other reasonings are Liveable if the transport is solved. Now about gás grass, they fill a important role thats giving chlorine a interesting use, but just endup being ignored because of the moo transport problem só another reason to make their transport easier. What do you guys think, my points are good enough to ask for a change? Link to comment https://forums.kleientertainment.com/forums/topic/136489-gassy-moos-and-g%C3%A1s-gras-rework/ Share on other sites More sharing options...
Sasza22 Posted December 25, 2021 Share Posted December 25, 2021 For sure it`s intended for the moos to not reproduce like other critters so it remains an exotic thing. I don`t think it should change althrough maybe they could add a late game "moo beacon" allowing to call the mooteors on a different planetoid (or maybe make an artifact that attracts them that could be found somewhere on the moo moonlet). Wrangiling flyers is a huge problem and something that should be adressed as a general ranching QoL. The exploit is counter intuititve and annoying to use. Moreso "intended" methods of handling moos don`t really exist. Wrnagling flyers should be allowed (even if it`s locked to tier 2 ranching) and the aerial lures should act as traps to automate the process (also should accept gas grass as lure). Talking about gas grass it doesn`t have a use outside feeding the moos. It should be useful for something at least. Maybe extracting bleach stone out of it. Or make the thing radioactive and after harvest it could be usable for rad lamps. Link to comment https://forums.kleientertainment.com/forums/topic/136489-gassy-moos-and-g%C3%A1s-gras-rework/#findComment-1528148 Share on other sites More sharing options...
Sanchozz Posted December 26, 2021 Share Posted December 26, 2021 21 hours ago, natanstarke said: no intuitive or non exploitive way to relocate them after colection with rocket. do you also consider this method an exploit ? Link to comment https://forums.kleientertainment.com/forums/topic/136489-gassy-moos-and-g%C3%A1s-gras-rework/#findComment-1528254 Share on other sites More sharing options...
natanstarke Posted January 1, 2022 Author Share Posted January 1, 2022 On 12/25/2021 at 11:49 PM, Sanchozz said: do you also consider this method an exploit ? Yes because mods can stop working in a blink of an eye, in my current base i had to deactivate all of them because of super weird behavior involving atmo suits and none of my mods touched. Colored drywalls and other decor stuff mods. Link to comment https://forums.kleientertainment.com/forums/topic/136489-gassy-moos-and-g%C3%A1s-gras-rework/#findComment-1529960 Share on other sites More sharing options...
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