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Also there is a way to manually toggle on/off most buildings if you click the building and click the light-bulb on the building menu to enable/disable it.
Now not all buildings respect the production limiter, but most do.
Hope this helps a bit.
-priority system is added, thanks! (still it doesnt save the set prioritys, you have to set them anew at game load)
-being able to turn the desalinator off so it doesnt produce pollution is also nice to have
-rework of the fishing chair is nice, but it misses a option for polluted fish (or enable the producing management to limit it), currently it looks like you can block em with storage capacity...not sure if it does work if blocked by 1 sort of fish
-thanks for adding back pollution, maybe think about using the "fish" washer early on to help with ppl coated in pollution
-reworked seaweed grower, now it just grows to full and waits to be collected, thanks (still im kinda sad to have the seeds removed, but maybe it could get a buff later on with some "bird nutrition" :D)
-parks (plaza) now count as walkways, you can build stuff at them and also start walkways thats a amazing change!
-drifter moral now gets lower the higher they lvl, so you are forced to fill more and more needs for your drifters to keep them happy, thats a good change to prevent ppl just keeping their drifters unleveled so they are happy
-walkways now have their stats shown
-storage able to set filters during build, prevent drifters to dump random stuff
new stuff:
- the weight system could need something usefull early on (before the engineer) like sail (something with low impact but needy in boat space) or kinda like the drifter power generator or oars
- the city map could either use 1 big pathway or and thats more likely the "empty" city block (blockers) should block better, currently i either get stuck and "bounce" around to get free, as a result i can bypass these blockers with a bit of wiggling, making them useless, i guess citys should be good for tiny ships or force you to go around and just take short detours to the center
-with the food recipes, the new "junks" and the new "tools" you have more stuff produced at 1 workplace, it would rly be nice to be able to endless produce the current set work queue, so the endless production toggle, that currently just adds new items of the choosen product to the queue, just would work as a queue repeater, the first in line would be checked if it is produceable (materials available, storage limit reached) if not it is moved to the end of the queue, the other option would be, to be able to enable endless at multiple products, so if enabled it just makes sure to keep 1 of the product at queue