Mar 19
Augment System
I want to suggest dropping the module system in favor of an augment system like Valheim and Nightingale. Benefits:
1. Fine tuning what benefit you want (speed, reduction in material, reduced calories, etc.)
2. Opening up unique recipes depending on which augments are used This benefit would need to be paired with a limit on how many augments you can have in range of your machines.
3. More world objects that will make factories look more like factories (like the need to furnish homes we need to furnish our factories)
4. More items for professions to craft and sell because each skill would have a dozen or so skill specific augments with perhaps a few crossovers.
For example, a cook could buy a spice rack, hanging pots and pans, a counter with a cutting board, etc to receive at the very least what benefits the modules would provide. This system paired with the upcoming maintenance system would go a long way to enhancing the gameplay.
Pending
I would guess this is similar to what I proposed https://eco.canny.io/feature-suggestions/p/recipes-obtained-… I think what would be nice is that you have the use of 2 mechanics: 1) The need for specific furniture to do stuff (like a spice rack + kitchen for specific recipes) 2) An augment system for the table that can influence recipes, speed, materials needed and pollution generation. So the player can choose the balance they want. Each table having a limited amount of slots as well.