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As mentioned in another topic, the game is already in a very polished state. And while i would certainly love to see more content, there are also some areas that still seem either unfinished, detatched or forgotten.

 

Clay

Clay is used as a building material, but most importantly an ingredient of ceramics, which is an early game isolation material (also for certain rocket parts).

There are 3 ways to produce clay.

  1. Excavating clay tiles (finite resource)
  2. Deodizers, which requires sand and a polluted oxygen atmosphere
  3. crushing Bammoth Patty (FPP)
  4. space POI (?)

Problem:

Since Bammoth Patty requires very specific low temperature, it is only valid on frozen asteroid or in the late game. Which leaves only Deodizers as a general renewable clay source.

Suggestion:

  • Add a crusher recipe to crush Office Mugs into clay (which also gets rid of excess Mugs)
  • A Critter or Plant that interacts with Clay or even ceramics

 

Mugs

The default space artefact. Will quickly be cluttering your base if you run frequent missions to gather vascilator charges.

Problem:

There is only one use for them, using them as decorative item. Apart from that they do not have a valid sink.

Suggestion:

  • Allow them to be crushed in the crusher (see above)
  • Alternatively, allow them to be scrapped for a Vascillator fragment, which gives the player a more reliable path to vascillator charges (either be lucky to get one directly or scrap 10/20/30/howevermany to craft one)

 

Coal

Coal is one of the earliest energy sources. It is readily available and can be renewed by several options.

  • Digging out tiles
  • Harvesting space POIs
  • Farming hatches

The use of coal is also quite clear.

  1. Burn it in Coal Generators for Power, Heat or CO2
  2. Refine it into Carbon (and potentially Diamonds or Steel)
  3. Craft very nieche Apothecary recipes

Problem:

Once you reach mid or lategame, you will no longer rely on Coal Generators. Producing Refined Carbon is nice, but there is only a certain demand for it. Even less coal is needed for Apothecaries. This leaves you with a resource that practically has no real endgame sink.

Suggestion:

Coal needs more sinks.

 

Fertilizer

Fertilizer is mainly used in agriculture, but has 2 secondary sinks.

  • Create Micronutrient Fertilizer at the Farm Station
  • Feed it to Sage Hatches to produce Coal or Food
  • Use it in Rockets as oxidizer (no longer needed in late game)

Fertilizer can only be produced by two ways:

  1. Dig out Fertilizer Tiles
  2. Use the Fertilizer Maker (which requires polluted water, phophorite and dirt)

Problem:

After a certain point you are forced to rely on the fertilizer maker. This is contrary to most other resource chains where the player can choose between several paths depending on what circumstances their respective colony is in.

Suggestion:

  • Add a critter or plant that interacts with fertilizer
  • Maybe a composting field that interacts with sunlight to create fertilizer from polluted dirt
    • this could add a competing building for rocket silos, solar panels, telescopes, interplenatary logistics and blasters
    • it would also add more use cases to the sun lamp and shine bugs

Chlorine

Chlorine is encountered mostly in certain biomes. Usually players will see it more as an obstacle than a resource to be harvested.

There are countless ways to encounter chlorine:

  1. Occurs in Gas tiles
  2. Emitted by Bleach Stone
    1. from natural tiles, Space POIs or dartles
  3. Emitted by Chlorine Vents
  4. Harvested from Space POIs
  5. Bi-Product of Rust Deoxidizer

 

In theory there are multiple use cases.

  • Used as disinfector
  • Use as insulation
  • Use in the Ore Scrubber
  • Create Atmosphere for Balm Lilies
  • Farm Dasha Saltvines for Salt
  • Farm Gas Grass (needs to be cooled to its liquid state first)
  • Farm Certain Puft Morphs
  • Farm Megafronds
    • as Bleach Stone
      • Use in Geotuners
      • Use in Hand Sanitizers (inferior to Medical Sinks)
      • Use in Hot Tub
      • Craft to Biodiesel in Emulsifier

Problem:

Almost all of the above use cases are very nieche.

It is not worth the hassle of creating a controlled atmosphere (without using liquid locks, visco-gel is only available in late-mid-game). 

Using early atmosuits is far superior and easier over ore scrubber and disinfecting.

Balm Lilies are fine for farming dreckos, but they are not a sink for chlorine, just a storage.

Dasha Saltvines are nice, but i have never found myself short on salt.

Gas Grass is too much of a hassle (cooling chlorine is a chore)

Pufts are problem by themselves. But if i want Bleach Stone, i will just farm Dartles now.

Out of the above, only the newly added Megafronds act as the sink i would like to see. But they have a different problem of effectively replacing sleet wheat by being far easier to manage and far more efficient while using resources that are throwaway resources anyway.

 

Ore Scrubber

An Ore Scrubber is supposed to clean materials from germs.

However it is has certain flaws:

  • If you have only one ore scrubber, it will let other duplicants pass while it is active, forcing you to either build multiple ore scrubbers or live with a certain amount of germs passing it nonetheless
  • Unclear where ore scrubbers are best suited: at the start of the route (e.g. excavation site), at the end of the route (e.g. storage room) or at a bottleneck in the middle. Since there are multiple start and end points of routes, this is not trivial.
  • The most bothersome "germ" in the game - radiation - cannot be scrubbed
  • All other germs are much more easily contained by wearing atmosuits

Suggestion:

Make Radioactivity scrubbable. (forgot about decontamination shower)

 

Medical Buildings

Apart from Medical Beds, i rarely use them. 

Pufts

One of the first Critters in the game. Also one of the first prototypes for Critter Morphs.

After trying to use them to create Algae in earlier states of the game, i have by now grown to ignore them.

Problem:

All of their products have far superior and easier to maintain alternatives.

Oxylite? Alveo Vera (better efficiency) or refinery (better efficiency with a low amount of required gold)

Slime? Arguably the only renewable source of Slime (apart from meteors and space POIs)

Dusk Caps are a hassle to grow (slime taints the atmosphere). other usages can be easier replaced by polluted dirt. this leaves only Algae and Phyto Oil as potential use cases.

Algae can much easier be produced from Space POIs or Lumbs. But their usecases (sage and pacu farming) have already superior replacements (nobody feeds algaes to hatches, pacus can be fed by an abundance of seeds). Leaving only oxygen as a potential use case for algae, which - with the abundance of water on most asteroids (and oxylite showers on some) - is usually not needed.

Phyto Oil might be the only proper sink for the late game.

Bleach Stone? Easier to farm them with Dartles.

 

The main problem of pufts is that you need far too much infrastructure to make them useful. 

  1. very large room
  2. managed atmosphere (liquid locks)
  3. a flooded floor to prevent emission
  4. it should not contain corners or elevated plattforms (otherwise outputs might disolve or be unreachable)
  5. lots of manual tasks to collect the outputs (or automation)
  6. prince management (you always need a prince to reproduce)

 

Suggestion:

Align efficiency of oxylite farming with other producers (all of which have 100% efficiency, your argument is that 95% is needed to keep it challenging to maintain the atmosphere in the farm. But that is still given, when the player decides to remove the output from the farm)

Same with the other Morphs.

Edited by blash365

What do you need clay for? It's not essential for anything. You might as well say there are no renewable sources of sedimentary rock.
With the exception of rockets, ceramics can be replaced by mafic, sedimentary, and igneous rocks.

I don't understand problems with fertilizer. Same sources as for coal but without space POI and suddenly it's bad.

Also disagree on more sinks for coal. I use wood burners to burn excess wood and same for coal generators to burn excess coal. You want to overproduce everything anyway. Or not produce at all.

Pufts (not morphs) are cool - only source for slime. Good way to process polluted dirt from ethanol distillery. Add squeaky ones for bleach stone and you have full biodiesel production factory. Having a more ways to produce it is good, right?

Also

3 hours ago, blash365 said:

Dusk Caps are a hassle to grow

I see contradiction. More ways to use/produce X is good. But out of several ways one option is better than the others - bad. Dusk Caps are another way to grow calories. Not as efficient as wild planted sleet wheat farms. Same for pufts.

 

12 hours ago, Alexander Block said:

You might as well say there are no renewable sources of sedimentary rock

Actually there is. Fossil crashing

 

By the way I wish there will be more consumable resources. Like Steel, we need it to build things, but there is no mechanic that destroys it.. So after we get our 40-50 tons of steel we dont need it anymore, and metal refinery become useless forever. Thats not cool

Edited by asurendra
  • Like 2
On 12/24/2025 at 11:22 PM, Shinkarr said:

(not morphs)

I wrote Morphs, not Morbs. There is a difference.

On 12/24/2025 at 11:22 PM, Shinkarr said:

Having a more ways to produce it is good, right?

You are basically echoing what i am suggesting.
Having different routes to craft the same resource is good. Thanks for agreeing.

My point is that Pufts are *in comparison* to the other routes far inferior.

On 12/24/2025 at 11:22 PM, Shinkarr said:

I see contradiction. More ways to use/produce X is good. But out of several ways one option is better than the others - bad. Dusk Caps are another way to grow calories. Not as efficient as wild planted sleet wheat farms. Same for pufts.

 

Because you do not see the design flaw.

 

Dusk Caps are an early game plant.

Same as mealwood or sweatcorn.

For dusk caps you need to:

  1. produce a co2 atmosphere (easy)
  2. maintain 0 light (easy)
  3. maintain 5-30°C (easy)

but you also need to:

  1. fertilize them with slime
    1. which is a limited resource
    2. requires you to store it in a controlled room either by ponds or waterlocks
    3. it will create polluted oxygen pockets in your base resulting in slimelung
    4. it will create polluted oxygen in your farm, which spoils the atmosphere that duskcaps need to grow
    5. it requires you to build either a puft farm or run SPACE MISSIONS to maintain a steady income of slime
  2. it has a long growth time of 7.5 cycles (domestic)

and all of this for ~333 cal/cycle/plant, which is only slightly higher than meal lice (200 cal/cycle/plant). 

One benefit being that it has 1 more quality, a bigger meal size and an more advanced recipe.

Still i would always choose 2 mealwood over 1 dusk cap. Even with an abundance of slime in my base (which i can also use to generate more oxygen in various ways).

Dirt for mealwoods can easily be generated by multiple ways, the easiest being a Wild Pip farm, which gives me Dirt, Wood, Egg Shells and Meat for absolutely zero input besides setup and temperature management.

 

This comparison is so blatantly obvious that i am baffled that you even try to make an argument about it.

 

 

On 12/24/2025 at 10:25 PM, Alexander Block said:

What do you need clay for? It's not essential for anything. You might as well say there are no renewable sources of sedimentary rock.
With the exception of rockets, ceramics can be replaced by mafic, sedimentary, and igneous rocks.

You are basically making an argument to remove clay, because it is superimposed by other materials.

I am making an argument for making it a reasonable alternative, which obviously would also benefit from adding more use cases to use clay in it.

On 12/24/2025 at 7:35 PM, blash365 said:

Medical Buildings

I need to flesh this out a bit more based on my current game experience.

 

I was wrong. There is actually a very good use case for medical buildings in the current game: Zombie Spores.

So far i was blessed with never experiencing it, but when it affects a dupe, it certainly is an issue. (obviously atmo suits are the ultimate remedy)

However, more often than not you will not have any Balm Lily available by the time you encounter Zombie Spores.

Balm Lilies have virtually not other viable use apart from medicine. But until you encounter a sickness, you have absolutely no need to farm them. Actually, i usually avoid their pockets because of the hassle with chlorine.

But even worse. In my current game there is not a single balm lily on 3 separate asteroids. (Relica, Oily Sandy Swamp, Irradiated Forest) So not only was there no incentive to farm or harvest Balm Lilies early on. There was not even a chance. 300+ Cycles without a Balm Lily Care Package. Luckily i was able to muster a Printerceptor Charge for a Balm Lily eventually...

And after setting up the farm, it takes 12 (!) Cycles for a Balm Lily to grow. A time after which Zombie Spores has already faded by itself (18 Cycles).

 

Setting up the farm is a build-and-forget thing again. Liquid lock, farm tiles, done. You can even add some dreckos and a shearing station for free fibre. It feels like an unfinished aspect of the game.

Problem:

Balm Lily has only has 1 use (medical kit) aside from composting

Balm Lily is the only way to produce medical kits.

Once you have Balm Lilies they are an abundance.

 

Suggestion:

More alternatives in medical recipes to fill in for Balm Lilies.

More Recipes for Balm Lilies. (maybe direct appliance at medical beds for a small regen boost)

 

Edited by blash365

Hmmmmm Dont know if I agree with the dusk cap take. I mean the High Tier Food in Mushroom Quiche is quite good for the cost. Domesticate 25 caps and and 3 waterweeds, with pre-heated raw eggs into omelettes from a ranch of 3-4 Pacu can feed 20 normal dupes. You need very little bleach stone and it is easily access with the Hopper and Dartles, Salt Water can now be made with the Emulsifier(if no SW Geyers), Slime for 25 caps only need 2-3 Pufts. So idk man I like my mushroom quiche LOL...

17 hours ago, goboking said:

Mushrooms are used in two end-game recipes.

That is correct. But not because they are a late game plant, but because the end-game recipe combines multiple plants from different biomes.

 

 

Regarding Mushrooms i have come up with an easy fix, which would further set their theme of being slime-based plant.

One of the main problems of farming mush rooms and dealing with slime is yucky lungs (not slimelung as i wrote above). It will result in 30/g/s more oxygen consumption. 

So the player forced to trade slime for mushrooms, which could otherwise be used to generated polluted water which could be used to create oxygen, as well as losing oxygen due to the yucky lungs debuff. It's a double loss.

Of course atmo suits could be used to mitigate yucky lungs, but they are a mid game item.

 

I propose that fried mushrooms (and maybe mushroom wraps) should get a modifier which either 

  • prevents/shortens yucky lungs
  • prevents/shortens slimelung
  • prevents/reduces coughing
  • prevents/reduces increased oxygen consumption

This would flip dusk caps from being a nieche plants into being a true early-game alternative to oxygen masks and atmo-suits. A second and maintainable path for slime/swamp biome bases.

It would make dusk caps stand out in comparison to mealwood and other plants without changing their flat values.

 

 

 

 

16 hours ago, Carib94 said:

I mean the High Tier Food in Mushroom Quiche is quite good for the cost. 

Point taken.

 

I am not arguing against the late game recipes though. I am saying, there is no point in farming mushrooms early on, because most of their alternatives are superior and easier to maintain.

Once you have atmosuits, liquid locks or even transit tubes and automation, you can run a dusk cap farm without issue. 

On 12/24/2025 at 7:35 PM, blash365 said:

Coal needs more sinks.

 

I also came up with a solution for the missing coal sink.

 

Create a late-game recipe to make Carbon Fibre from Refined Carbon (and maybe Plastic). 

It could be used as a construction material (maybe as an alternative to Wood).

 

On 12/26/2025 at 1:58 PM, blash365 said:

That is correct. But not because they are a late game plant, but because the end-game recipe combines multiple plants from different biomes.

 

 

Regarding Mushrooms i have come up with an easy fix, which would further set their theme of being slime-based plant.

One of the main problems of farming mush rooms and dealing with slime is yucky lungs (not slimelung as i wrote above). It will result in 30/g/s more oxygen consumption. 

So the player forced to trade slime for mushrooms, which could otherwise be used to generated polluted water which could be used to create oxygen, as well as losing oxygen due to the yucky lungs debuff. It's a double loss.

Of course atmo suits could be used to mitigate yucky lungs, but they are a mid game item.

 

I propose that fried mushrooms (and maybe mushroom wraps) should get a modifier which either 

  • prevents/shortens yucky lungs
  • prevents/shortens slimelung
  • prevents/reduces coughing
  • prevents/reduces increased oxygen consumption

This would flip dusk caps from being a nieche plants into being a true early-game alternative to oxygen masks and atmo-suits. A second and maintainable path for slime/swamp biome bases.

It would make dusk caps stand out in comparison to mealwood and other plants without changing their flat values.

 

 

 

 

Point taken.

 

I am not arguing against the late game recipes though. I am saying, there is no point in farming mushrooms early on, because most of their alternatives are superior and easier to maintain.

Once you have atmosuits, liquid locks or even transit tubes and automation, you can run a dusk cap farm without issue. 

I also came up with a solution for the missing coal sink.

 

Create a late-game recipe to make Carbon Fibre from Refined Carbon (and maybe Plastic). 

It could be used as a construction material (maybe as an alternative to Wood).

 

I'm confused - it's possible to farm Dusk Caps as your first farm and control the environment(s) without atmo suits in ways that make slimelung a non-issue and P02 offgassing a minor concern. It really doesn't require much outside of player creativity and design, which is kind of the point of the game. Implementing something in the game that disincentivizes player creativity and design seems like a mistake, not a benefit.

7 hours ago, Fleetfeet said:

I'm confused - it's possible to farm Dusk Caps as your first farm and control the environment(s) without atmo suits in ways that make slimelung a non-issue and P02 offgassing a minor concern. It really doesn't require much outside of player creativity and design, which is kind of the point of the game. Implementing something in the game that disincentivizes player creativity and design seems like a mistake, not a benefit.

Feel free to send me a link to your design.

 

I dont see why my suggestion disincentivizes player creativity though. I was also not arguing about creativity being an issue, but about creativity not being reward, but instead being penalized (using slime for dusk caps is basically wasted water/oxygen, yucky lucks are also reducing oxygen). My suggestion is aimed to counter-act this imbalance and make dusk cap "creativity" worth the endevour.

19 hours ago, blash365 said:

Feel free to send me a link to your design.

 

I dont see why my suggestion disincentivizes player creativity though. I was also not arguing about creativity being an issue, but about creativity not being reward, but instead being penalized (using slime for dusk caps is basically wasted water/oxygen, yucky lucks are also reducing oxygen). My suggestion is aimed to counter-act this imbalance and make dusk cap "creativity" worth the endevour.

I think we disagree on what the point of the game is. You seem to look at the end-state product as the point of the thing. It feels as though the statement 'The design purpose of a Coal Generator is to produce power' would fit your philosophy, and while that statement is -true- it isn't the whole picture. With my understanding of the point of the game, I'd amend the statement to 'The design purpose of a Coal Generator is to provide the player with an obvious and simple path to power generation, designed to have shortcomings and complications that will cause fun problems for the player to solve."

The fun isn't 'Oh dang I have dusk caps now my life is complete', it's 'Oh dang solving the problems that lets me farm dusk caps was a fun challenge!'. Y'know, the journey not the destination etcetc.

Even that aside, Dusk Caps felt rewarding enough to me, given that they're better quality, less dupe labour, and not shortly rendered obsolete when compared to Meal Lice.

I'll try remember to post a design tonight, though I do feel like you may just triple down on your argument and nitpick the designs, rather than concede the point.

Edited by Fleetfeet
  • Like 3

H'okay.

image.png.aa2beecc896177847a5c93a1e9e12d29.png

I dug up some save files. Two things : One, they're all four-ish year old save files and it's kind of fun trying to figure out WHY I made all the boneheaded decisions I did, but that's neither here nor there. Obvious examples include the above picture is about 15 tiles down that ladder in a giant well of CO2, which is why the oxygen masks pictured are necessary for this farm. They are not necessary in general.

There are three core components, all of which rely on the disinfecting storage bin design pictured and selected. It's very simple to make and requires almost no tech at all.

The first core component is harvesting. Slimelung doesn't naturally exist in slime biomes, it's only a byproduct of offgassing germed slime. Slimelung also dies off on clean oxygen, so we want to prevent it from offgassing as much as possible, and purify any polluted oxygen that does occur to limit slimelung spread. This can be done simply in a bunch of different ways, including installing a waterlock/airlock/whateverlock between your base and the slime biome, installing a billion deodorizers, or other creative solutions. Preventing Slimelung from entering your base isn't super difficult, and once you've got a bit of slime harvested, you're ready to disinfect it.

image.png.d19d568632bc1b0a182e3906021af13b.png

The second core component is disinfecting. This is actually very easy with very low tech and a bit of creative building. All you need is storage bins, a bottle emptier, and a bit of bleachstone. The pictures show how to build it from left to right, and once it's set up on the right you simply wait for the bleachstone to offgas until both tiles are 1800g of chlorine. Once they're 1800g of chlorine, it is now safe to load slime and clay into the container, where it will rapidly be disinfected by the chlorine gas and incapable of offgassing itself due to the pressure.

image.png.5140de3aae5656c0385fcf31bf7ef612.png

For further clarity, the steps for building this are:
1) Build that structure out of any material, build a bottle emptier and dump any stable liquid on those tiles.
2) Remove the bottle emptier and the tile it sat on, build those two tiles.
3) With the waterlock complete, remove the two tiles and build a storage bin in the vacuum.
4) Configure the storage bin to accept bleachstone
5) Wait.

The third component is farming. Once the slime is disinfected it's certainly already much safer to handle, but will still offgas a little while transporting it across our base. To minimize random bits of P02 floating around my base, I tend to try move slime in bulk by setting super high priority on my farm's disinfecting storage bin and disallowing slime from the harvesting area's disinfecting storage bin. Slime doesn't offgas based on mass, so the more you can move in one trip, the better. Once it's in your farm, you COULD fairly simply contain the area and make sure the O2/CO2 pressure never drops below 1800g/t, which would prevent offgassing entirely, but to be honest I'd never been that upset about the very occasional puff of polluted oxygen, so I never bothered. If that's a bother to you, it should be fairly trivial to design a solution.

If your suggestion for mushroom-based foods solving the problems they produce had gone through, I would not have been incentivized to design the disinfecting bin or figure out how to safely approach slime biomes, I would have just made mushrooms, ate mushrooms, and been done with it.

That should be it? Reference for dusk caps being less labour here :

 

Edited by Fleetfeet
  • Like 1
On 12/29/2025 at 4:35 AM, Fleetfeet said:

The third component is farming.

Here's a simple mushroom farm design that eliminates the off-gassing issue and need to disinfect the slime (which is somewhat pointless anyway).  Add a waterweed farm (shown) and a pacu ranch (for eggs) (not shown) to easily get tier 4 and 5 foods. The farm can easily be expanded another 20 tiles if desired.  I've temporarily run out of slime, but there is plenty of slime at three nearby POIs.  

mushroomfarm.png.e4a48e73f00ef21ae21c3195aa5aeea8.png

  • Like 1

Once you have 50kg of plastic you could have the base at 3.5 kg oxygen pressure which eliminates offgasing.

My point was there are many plants and ways to transform resources so one is necessary better than another. Especially later in game when some upsides are irrelevant - like with Squeaky Pufts not requiring any power and gold to produce bleach stone. Or nosh beans being more water effective per calorie. 

With that in mind the optimal play is to replicate META builds on every planetoid. Everything loses to dreckos feeding on balm lillies with mass wild planted sleat wheat. All powered by hydras with excessive oxygen dumped into space. Ah, and petroleum boiler also. That means that almost everything else in the game is "bad" and "not neeeded". 

 

1 hour ago, Kderosa said:

Here's a simple mushroom farm design that eliminates the off-gassing issue and need to disinfect the slime (which is somewhat pointless anyway).  Add a waterweed farm (shown) and a pacu ranch (for eggs) (not shown) to easily get tier 4 and 5 foods. The farm can easily be expanded another 20 tiles if desired.  I've temporarily run out of slime, but there is plenty of slime at three nearby POIs.  

mushroomfarm.png.e4a48e73f00ef21ae21c3195aa5aeea8.png

The issue in question was figuring out mushroom farms as your first / early game farm. Once you've got automation online there are absolutely much better solutions than what I've offered, but that's outside of the scope of 'early game farm' imo.

  • Like 1
On 12/25/2025 at 8:02 PM, blash365 said:

I was wrong. There is actually a very good use case for medical buildings in the current game: Zombie Spores.

So far i was blessed with never experiencing it, but when it affects a dupe, it certainly is an issue. (obviously atmo suits are the ultimate remedy)

However, more often than not you will not have any Balm Lily available by the time you encounter Zombie Spores.

Balm Lilies have virtually not other viable use apart from medicine. But until you encounter a sickness, you have absolutely no need to farm them. Actually, i usually avoid their pockets because of the hassle with chlorine.

But even worse. In my current game there is not a single balm lily on 3 separate asteroids. (Relica, Oily Sandy Swamp, Irradiated Forest) So not only was there no incentive to farm or harvest Balm Lilies early on. There was not even a chance. 300+ Cycles without a Balm Lily Care Package. Luckily i was able to muster a Printerceptor Charge for a Balm Lily eventually...

And after setting up the farm, it takes 12 (!) Cycles for a Balm Lily to grow. A time after which Zombie Spores has already faded by itself (18 Cycles).

 

Setting up the farm is a build-and-forget thing again. Liquid lock, farm tiles, done. You can even add some dreckos and a shearing station for free fibre. It feels like an unfinished aspect of the game.

Problem:

Balm Lily has only has 1 use (medical kit) aside from composting

Balm Lily is the only way to produce medical kits.

Once you have Balm Lilies they are an abundance.

 

Suggestion:

More alternatives in medical recipes to fill in for Balm Lilies.

More Recipes for Balm Lilies. (maybe direct appliance at medical beds for a small regen boost)

Well, to get that out of the way furst, balm lilies are for slime lung. Sun shine egg and steel is for zombie spore.

That said, I agree with the point you're bringing up. With the addition of new biome with new DLC, getting the ingredients for the apothecary, but also stuff like the spice grinder, smoothie machine and more is getting more and more hard. The current "solution" right now is that those recipies, and by extention buildings, are not really usefull and can be ignored with little consequences. Changing the recipies to less biome dependent ingredients could help.

Also, medical and diseases is definitly an area of the game that need some love: https://forums.kleientertainment.com/forums/topic/165218-medical-redesign-ideas-and-discussion-part-2/

Edited by Pproy
  • Like 1
3 hours ago, Pproy said:

Well, to get that out of the way furst, balm lilies are for slime lung. Sun shine egg and steel is for zombie spore.

Haha, true. I found out by now as well. I think i was confused by either a wrong tooltip or i had a dupe with slimelung and zombie spores at the same time.

Can't be bothered farming sun bugs though.

  • Haha 1

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