lachlaan wrote:Probably because stuffing a turkey is gruelling work and you get mostly crappy stuff for it. Same issue I have with anything but the highest tier pumpkin stuff. Spend ages waiting on a big bell and have it suck thoroughly. Meanwhile meat and other food groups have a certain swiftness that's more appealing, since very few people like planning ahead to eat a simple meal.
Potjeh wrote:IDK, turkey sandwiches ain't that bad.
agentlemanloser wrote:Next suggestion: expand the keyring from 4x2 to 5x5 or greater. As you add more wall types, keys will begin to become very unwieldy, what with multiple gates. For those of us with chambered bases, keys are already irritating to juggle. An expanded keyring has no drawbacks and would take no more than a few seconds of code rewrite. If you prefer, add in a more difficult-to-craft version with an expanded inventory. Either way, I think this is a must-do change for the near future.
Mereni wrote:You don't need a separate key for each wall type. You can lock all your gates and all your containers, everything on a single key if you want.
agentlemanloser wrote:Are you serious? I would never have thought you could align a key to multiple locks. That seems . . . idiotic, and hardly intuitive. Alright, if that is the case, I'll retract my suggestion. I'll also suggest a hard one lock/one key rule (which no one will like or listen to) and then later unretract my retraction.
Users browsing this forum: No registered users and 14 guests