Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can also toggle the mouse by pressing the "1" key:
Drag/Drop Mode: click to pick up, click to drop. Double-click to transfer item.
Transfer Mode: click to automatically send item across the screen to an available slot or container.
Probably because it's a bad design on my part :)
I'm considering changing the way those work, perhaps using a right-click menu option to dispense the resources. E.g. right-click->use will deposit 6 water items into the area, instead of having to craft for the water.
Change the design why not, or add a tutorial maybe.
I mean in reality you can usually roughly ascertain the quality of water by smelling it, and by looking at how clear it is.
Sometimes I confuse spring water that I just "harvested" with the brown sludge that built up from the rain.
In game the water can contain either bacteria of Cholera or be poisoned with chemicals. Water contaminated with cholera does not, usually, look or smell any different from non-infected one. Same goes with some (not all of course) chemicalls - water contaminated with lead, for example, will look exactly as a clean water would.
There is actually a tool in the game to help with this, though.
And yeah, the water harvesting is overdue for a UI change. It'll likely be right-click->use to get water in the future.
I could easily make clean water the same price as dirty water, and that would hide the difference. However, it'd be a bit weird to buy/sell those at the same price.
There's also the possibility that one could discover an unopened bottle (seal unbroken), so that might be another explanation for knowing water's clean by looking at it.
On the other hand, knowing prices for any object just by looking at it seems a bit weird. I've wondered at times whether I should just hide that data entirely until the user is standing on a bartering hex (i.e. in a store).