(Continued) Crafting Rant:

The other oversights to prioritise:

Thereafter (in my opinion):

The (would be) crafting enthusiasts are giving up on this aspect, that they would otherwise enjoy [ 3 ]. Yes, I (and others) have been fairly successful in finding good tech designs the avoid the worst of the bugs, but using someone else's work, or following a detailed written guide is not fun for many.Happily blundering your way to functional Fabrication (of higher level blocks) seems almost entirely implausible; I've watched a lot of different YouTubers struggle continuously with the (same) bugs, for seasons (shout out to @M1cha3lMax ). The standard approaches people seem to take just don't fit at all well with what's currently possible.And those are the few persisting, when many more have simply given up, like I did in my first playthrough (of 0.7.5).I know that getting to grips with the crafting system code will be technically daunting and time consuming, with side-effects and problems likely along the way. But it's just something thatto be done. It's getting towards the point where I'd be tempted to say that Payload should just remove it from the game altogether, if they really have no expectations of allocating the resources to fix it.The "" mantra just isn't going to ring true with console players or new PC players (buying TerraTech at the new, higher, price). I think that to avoid player sentiment souring, time needs to be taken for these boring bug fixes and implementing little features that players consider 'missing', currently. Say, at least 6 months or so, to start catching up with the 'technical debt' that's been accrued.is another one that's been lamented for a long time. I understand that it's current state (for the last year or so, at least) is because they half transitioned to a new, 'modular' system. Ready for harvesting, etc, I guess. So, even if little fixes to it's function are even possible (e.g. it being unable to drive treaded wheels forwards at all), it might make most sense to fold this in with development of the other AI modes (if there is indeed a way to make them viable).- again, a long time issue. A smart system that's notsmart enough and need a little more development? The block rotations restrictions applied to wheels before 1.0 were meant as a band-aid, but they don't cover all that much of the issue and can get in the way a little.I appreciate the simplicity of the current system, it's compelling, but I'm unsure if augmenting it's logic will hit the spot, alone. (Or if a fully deterministic complementary system might be best.) Either way, quite a lot of back-end work for little to show off, but something that needs doing. And delaying these things just means they are causing grief for longer.- how is this not in the game, yet? We regularly get steam forum posts asking about this. Snapshots can accrue pretty quickly (especially with the auto_snapshot spam from deaths), yet the campaign tech loading menu is tiny and horrible to search through. An overhaul of the loading system would be very handy, but a delete function seems like an essential to me.I got the impression from the devs, on stream, that consoles don't even have this(?!), but asking Salidifier (on YouTube), I'm told they do have a button (that he's accidentally hitting all the time). I don't know if there's technical difficulties with this on (different) PC platforms, but it needs doing. (I'd opt to simply move all 'deleted' snapshots to a "Trash" sub-folder, to ensure against heartache.)- I've been waiting for a almost a year for MP development to quieten down enough for it to be worth me resurfacing the many other reported bugs that I've seen no reply to indicate they've even been logged. (It feels like half of a the ~couple hundred I've made, personally.)(already scheduled as short term) to overcome flight problems, in particular. Arguably buggy, certainly a major idiosyncrasy.- "Where the heck is my base?!", "Wasn't I here before?!", etc.