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Oxygen Not Included

Found 2 results

  1. Pretty much what the title says. I do think this Wilson rework is interesting, I think having a skill tree for the guy who's supposed to be sort of a default jack-of-all-trades fits in a way. But as it stands there is one skill tree that totally outshines the other three being the Alchemy tree. I'm going to be frank here, very few people are going to use the torch one. The torch is a tool that is so quickly replaced by the lantern, even newer players usually stop using the torch pretty early once they figure out the lanterns. The only interesting part about it is being able to throw it but I think that would be better served as a default ability for all characters. As for the beard tree, well. It's a neat idea. The beard has been Wilson's "thing" since the games inception. But again, it's perks are underwhelming. Being able to store food in it, just three measly slots at that, does not really justify spending any points on the thing and the insulation bonus isn't exactly attractive either. Both of these trees absolutely pale in comparison to the utility and power of the alchemy tree which is what 90% of people are going to use compared to the other two. Sure, being able to throw a torch and store some extra food is a novelty that might have some niche uses, but it doesn't really feel like your choice between these benefits matters when half of them just feel like extra point dumps that give you a little something extra. If I'm going to be honest, and I know this would be a major change, the beard and the torch trees need to be reworked entirely. I'd go a little farther and say the torch tree needs to just be flat out replaced. The insight system rewards you for surviving longer, but surviving longer means you're going to be using the torch less and less as you gain access to more tools. In the mid-late game lighting things on fire is about it's only use but even that gets drastically less useful once you have a star caller's staff. I do not think the torch is an item that warrants an entire skill tree and from my perspective it seems to conflict with the purpose of insight. It will be attractive to newer players who don't understand the game yet and are scared of the darkness, but then if they survive long enough they'll find that the torch has very little use anymore and might wonder why they bothered spending those insight points on it in the first place,
  2. I'd like to add more items that work as colored lights for Glowcaps, but it seems that all the code for determining whether a battery is colored or not is local in prefabs/mushroom_light.lua. Is there any chance we could get the ability to access the colored lights table or make batteries colored via tags?
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