Board Thread:Suggestions/@comment-24108228-20160206001637

Another small thread for some of my smaller suggestions. They don't really warrant their own thread, but clumping them together means there's enough content here for discussion to take place.

My first suggestion would be having your custom key configurations save. I always have to remember to set my key-bindings from H to E when I join, and it's unideal when you're in the middle of a speedrun and you realise that you've still got your "Drop All" key set to H, hindering crafting speeds. I'd find this very useful, although I doubt this is a problem that affects many people. Most people don't realise the gear GUI exists.

Long rods should only be able to catch King Crabs and above, and crude rods should be limited to anything caught in a net. To balance the drastically improved long rods, the amount of time it takes for a fish to bite when using a long rod should increase fairly substantially. This way, long rod fishing would be a game of patience and reflexes, instead of constantly mashing Q; and crude rods gain a purpose, as you can't train fishing using a long rod or a net. It'd just be a rather simple way to add a form of depth and variety to fishing. All the tools now have a purpose, and fishing in the late game is more interesting, with two distinct ways to fish.

Instead of quarries only having a single rock at a time, you could have all quarried boulders and sandstone have a timer for 5 minutes, and despawn after that amount of time has elapsed. You can't pernamently render an island inhospitable, nor can you make a massive mess. However, putting a quarry on top of a smallish hill and making a container below them is once again possible. This would retain the anti-mess protection, while making quarrying less tedious, as you can make a large pile of boulders and make them all into walls in a single batch, rather than having to craft the walls every single time. Not sure if it would become laggy if every boulder was counting to 300 though.

This may be controversial, but I think anything that isn't an explosive or a seat should be given infinite drag length. The catch would be that any item being dragged is labelled with the dragger's name (presumably with a similar system to how animal HP works, only with your name instead of a bar), so as to stop other malicious forms of dragging as they are discovered. While it's nice not being dragburned/seated/bombed, I do miss being able to build large bridges without having to move materials around.

Any thoughts or opinions are appreciated. 