If you take any lesson away from Stardew Valley, it should be utility balance in commodity design. Fiber is an excellent example of this - don't need it for much other than a few scarecrows early gam… (View Post)
As someone who owns pliers, I think I'd have to argue that multiple weapons is better. Get a different weapon type for different damage types, then you just need to change the weapon noun ra… (View Post)
Actually, I'll take a moment to clarify on the last part - obviously you'll get more commodities struggling to take back some mob producers than not, but the difference would be, say, if all comm pro… (View Post)