When inserting quality nutrient to a biochamber, it should prioritize the input slot, even for a starved biochamber. Like when making a legendary biochamber it feels awful when it stubbornly burns my legendary nutrient despite having a dedicated normal nutrient inserter. Or maybe reject fuel slot entirely if a giving piece of quality nutrient is valid input.
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Old content for reference:
Returned to Gleba after the visual change, the water looks much more differentiated and that's really good! The overall experience can still use some improvement though, and I have several suggestions:
- When inserting quality nutrient to a biochamber, it should prioritize the input slot, even for a starved biochamber. Like when making a legendary biochamber it feels awful when it stubbornly burns my legendary nutrient despite having a dedicated normal nutrient inserter.
- When placing an agriculture tower, each cell could display more information, like "natural soil" "cannot plant over rock" or "need artificial*1 + overgrowth*4". The words could be replaced with icons. The current red-yellow-green highlight is uninformative and can be confusing to new players since it's very frequently all-yellow or all-red, and yellow tiles needing overgrowth are effectively red when just starting.
- When hovering over something behind a non-fruit tree, the game should select the thing behind by default. One can always chop that useless tree at its bottom.