Slayerhero90 wrote:ok so what i meant was, if you split the recipes so that different widgets could make different things, you could have too many different widgets to keep on one ship
then, you could place certain ones in the crafting huts, like a forge and anvil in dammath or a loom in minyos
the type of crafting station that comes with the shuttle would remain general-purpose
as for the landing zones, i see what you mean. i think then that i change my suggestion to "there is at least one place any ship can land per planet, unless specifically intended to only allow smaller ships"
and for the crafting perk injectors thing, i might actually be able to do that on my own time if i can get what i'm trying to accomplish with the mushroom mother to work
1. I think not. the crafting huts are a backup, seen as they don't actually cost me anything to include that they're not useful to players willing to sacrifice a module slot isn't important.
2.Actually, you're guaranteed to be able to land on the first visit. the first zone isn't generated before you land there, and it generates the landing area first...this means any zones which have fixed location or large prefabs should have fixed location landing zones to prevent the ship clipping into the temple of elemental evil and making it non functional.
3. With some this makes sense, CTF for instance..but with the pheremone dispersal ability you get from the shrooms it seems a bit dubious to let the player take a useful new skill without needing a perk for it. Unless it's only the first perk of many. Also, there's no ingredients suitable for the creation of mutators or such so that's why I haven't let you craft the things so far.