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So, buildings cost an adjustable amount based on how many of that building you already have, and when you destroy one, it drops exactly enough material to pay for a replacement.

In combination with the experience bonus for creating buildings, this means one of the most productive things you can do in Forager is stand there building torches, knocking them down, and rebuilding them. This is stupid.

I suggest that buildings should not drop materials when destroyed, and that the cost of building a new building should be based on how many of that building you've built in the past, not on how many you currently have. (Destroyed vaults should still drop their contents.)
Post edited May 19, 2019 by thaumasiotes
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thaumasiotes: So, buildings cost an adjustable amount based on how many of that building you already have, and when you destroy one, it drops exactly enough material to pay for a replacement.

In combination with the experience bonus for creating buildings, this means one of the most productive things you can do in Forager is stand there building torches, knocking them down, and rebuilding them. This is stupid.

I suggest that buildings should not drop materials when destroyed, and that the cost of building a new building should be based on how many of that building you've built in the past, not on how many you currently have. (Destroyed vaults should still drop their contents.)
building and breaking torches may seem useful for xp but after 10 levels it is not worth it, also this is not the best place to give suggestions, please join the discord and tell HopFrog himself
https://discord.gg/ds9tBbX