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indestructable ruins


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Some tiles in the ruins are not deconstructable, (like the light fixture, that I have seen multiple people complain about)

The light fixture, the security door, and the ladders have melting points of 2426C, 1083C, and 159C respectively

HOWEVER, the table, the vending machines, and the lockers are all made out of neutronium, which has the crazy crazy high melting point of 9726. That might be a challenge for some players, who'd have to utilize space age materials in the hopes of melting junk, but neutronium also has a termal conductivity of ZERO. No matter the temperature of what its submerged in they'll stay at a comfortable 21C

.... who made that design choice? why make these three items indestructable? what kinda plot reasoning could demand a dining room table with a bowl of fake fruit on it to be made of the stuff to survive the universe? It would make more sense to make the security doors out of indestructium, but they're made of copper!

Can I request that this be patched please? this seems daft lol.

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Some time ago all of the ruins were made out of neutronium. You couldn`t deconstruct any of those. It was changed recently due to player demand. Only the buildings that can be inspected for lore bits were left indestructible. I guess they might change it later as well.

33 minutes ago, Sasza22 said:

Some time ago all of the ruins were made out of neutronium. You couldn`t deconstruct any of those. It was changed recently due to player demand. Only the buildings that can be inspected for lore bits were left indestructible. I guess they might change it later as well.

If that were true, what about doors and lights?

I was going to make a post about this as well lol. I acually purposely look for map seeds where there aren't any ruins (or the ruins are on the edges of the map). So they don't get in the way of my base. They really spread out the indestructable buildings to take up as much space and be as annoying as possible so that theres no room to build anything even between the indestructable buildings once you've gotten rid of the obsidian tiles.

Only 3 things I look for on a map seed are:

- water / slush geysers
- 1 chlorine vent
- no ruins in annoying places.
 

1 hour ago, Xuhybrid said:

If that were true, what about doors and lights?

The doors and lights aren`t neutronium so probably should be deconstructible. I don`t remember if you can deconstruct the doors. i know they could get destroyed by meteor hits at one point.

4 minutes ago, Sasza22 said:

The doors and lights aren`t neutronium so probably should be deconstructible. I don`t remember if you can deconstruct the doors. i know they could get destroyed by meteor hits at one point.

you can't deconstruct the doors (bio-scan doors)

It always makes me sad when my firepoll project to build a continuous firepoll from the top of space all the way to the magma through my base is blocked by an indestructible object.  Especially if I just dug through a slime biome on fatalistic.  In my last map, I had 2 brain machines in the way.

I think that such buildings should be movable if they aren't destroyable.  Your dupes should be able to pick them up and move them to another location nearby.

I realised as I posted this two days ago I should've put it under the other forum post for suggestions, but couldn't delete/move it, whoops.

Having lore based objects be indestructable makes some sense, but you're going to need multiple playthroughs to unlock all the lore pieces anyway. The vacillitators have like 7 unlocks? but max you get on a map is three, so if they were destructible and accidentally destroyed before you got the lore from them, that wouldn't really alter the trickle of lore gathering.

Does the fruit table really have lore attached to it??

@Xuhybrid I mentioned in the first post the temperature to melt the lights is 2426C. Pour some molten steel on them and you shiny.

On 19.12.2018 at 8:45 PM, Kabrute said:

even this would be acceptable to me
image.thumb.png.26f3ed587871ccd51e7da75a91ebe431.png

Have you more information about picture "origin"?
I get construction of MP, but not much more. Umbrella and western knot tech makes me wonder about the setting, swords tropical helmet..
I can see that they try to replicate ancient stone moving tech and failed.
Wanna know moar!!!!

17 hours ago, sixthousandbees said:

but max you get on a map is three

I got 5 on my map :p

Generally i try to comnnect the ruins to my base layout. I never needed that much space so that the ruins were an issue. But i understand it might break someones super symetrical designs. When doing a lategame base i`ll just build glass tiles around ruins and consider them museum exhibits.

I never solved any logical riddle from those ruins (because those suppose to be riddles am i right? ). There is always a way to go from the side, or deconstruct some parts of it to get access to it.

Maybe it would be beneficial to either make them fully "deconstructable" (is that word exists btw?) or fully not so there will actually be riddles to solve? 

They are pretty.

Another option, there is a mod that I think will help with the issues.

https://github.com/Cairath/ONI-Mods/blob/master/modfiles/POIsNotFromNeutronium.dll

It doesn't make it so you can remove indestructible things but it will make things easier to melt :)  It looks like it replaces the Neutronium with Steel.  (just found some lockers and checked what their made of).  Still a high melting point but easier than being over 9000.

Still would be nice to allow you to break down everything though.

You don't even need to enter sandbox if you have your dev mode enabled. Press backspace and destroy that nonsense where needed.

On a side note, I did have a dupe solve one of those puzzles as part of a story arc I've been keeping myself entertained with...

But honestly, if they actually wanted you to solve them legitimately, they should have done a bit more work on 'em to make them not so easy to break into. Either make all of it indestructible, or none of it indestructible...

12 hours ago, Oozinator said:

Have you more information about picture "origin"?
I get construction of MP, but not much more. Umbrella and western knot tech makes me wonder about the setting, swords tropical helmet..
I can see that they try to replicate ancient stone moving tech and failed.
Wanna know moar!!!!

image.png.fd4bb94e918f211ce8882cb1a74330b9.png
image.thumb.png.7d5bb0a1ae885e8ab80034773eb2ad1d.png

google worm grunting
combine ideas
Trumpet + chisel = power tool
vibration + focus

 

6 hours ago, ruhrohraggy said:

You don't even need to enter sandbox if you have your dev mode enabled. Press backspace and destroy that nonsense where needed.

On a side note, I did have a dupe solve one of those puzzles as part of a story arc I've been keeping myself entertained with...

But honestly, if they actually wanted you to solve them legitimately, they should have done a bit more work on 'em to make them not so easy to break into. Either make all of it indestructible, or none of it indestructible...

The problem with doing this, if you're entire map isn't revealed, is that it does reveal the entire map.  Any time I've had issues with stuff being in the way, I've enabled debug mode and just used Alt-Q to move the objects out of the way.  That way my map isn't revealed.  If you have a way to do it without revealing the map though, that would be great to know.

edit:  I should probably explain, in case it isn't clear, that it doesn't actually reveal the map so that you can see it.  What it does though, is act as if that part of the map was revealed.  Meaning critters and geysers will be activated, and you'll get warnings about POIs that are flooded or overheating.  

1 hour ago, Xheotris said:

I just get annoyed that the major ruin sticks so far up into space. Man, I don't want to try and crowd my solar panels that close to the top.

In my current map, the space facility was completely in the way.  I ended up deconstructing everything possible and building my panels underneath it, since all the non-deconstructable stuff seems to let light through no problem.  Then I put my scanners up above it.

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