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>I don't know if this is design or not, but I can't see what >kind of trap my ingredients are supposed to work for when I >look at them. I can see why non-trappers wouldn't be able to >tell, but a trapper should see something like "such and such >looks like it would be useful in a damaging trap." > >Maybe make that a sub-function of "detect traps"?? > >It's just that to figure it out means wasting ingredients, >because if I use it for the wrong kind of trap it poofs. And >some of those ingredients are tedious as hell to get, or are >pricey.
But I'm feeling generous, so added next crash/reboot.
So long, and thanks for all the fish!
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