Ambaire Posted July 28, 2019 Share Posted July 28, 2019 Need a new tech to let the dupes build natural tiles of any resource. The way I see this working is to allow material selection and require the default weight that would be in a world gen tile of that material. Link to comment https://forums.kleientertainment.com/forums/topic/109603-add-tech-to-build-natural-tiles/ Share on other sites More sharing options...
Sasza22 Posted July 28, 2019 Share Posted July 28, 2019 Maybe introduce "natural" tiles as a buildable tile type. It would be like a farm tile but would behave like a natural one for plant farming and hatch burrowing. Link to comment https://forums.kleientertainment.com/forums/topic/109603-add-tech-to-build-natural-tiles/#findComment-1234559 Share on other sites More sharing options...
Ambaire Posted July 28, 2019 Author Share Posted July 28, 2019 Hm. Should abyssalite be excluded from this? You would lose 50% every time you dug it up again, but allowing perfect insulated tiles might be OP. Link to comment https://forums.kleientertainment.com/forums/topic/109603-add-tech-to-build-natural-tiles/#findComment-1234634 Share on other sites More sharing options...
Evaris Posted July 29, 2019 Share Posted July 29, 2019 Perhaps just limit it to "Soft" material types, like dirt, clay, sand, etc. Would work for the purpose and would make sense. Though, maybe pair it with having all such materials gravity-affected so you'd need to build a support layer of normal tiles beneath. Link to comment https://forums.kleientertainment.com/forums/topic/109603-add-tech-to-build-natural-tiles/#findComment-1234677 Share on other sites More sharing options...
Radam Posted July 29, 2019 Share Posted July 29, 2019 Well i can make the whole map dirt if you want. Tho process is a bit involved. Would make natural parks too easy. And wild farms. Link to comment https://forums.kleientertainment.com/forums/topic/109603-add-tech-to-build-natural-tiles/#findComment-1234906 Share on other sites More sharing options...
Sasza22 Posted July 29, 2019 Share Posted July 29, 2019 16 hours ago, Ambaire said: Hm. Should abyssalite be excluded from this? You would lose 50% every time you dug it up again, but allowing perfect insulated tiles might be OP. I was thinking of a tile that`s build but acts as a natural, so that you can lead pipes through them and deconstruct them but wild plants can be planted there as well. For balance it should be just soft stuff like dirt, clay, sand. Link to comment https://forums.kleientertainment.com/forums/topic/109603-add-tech-to-build-natural-tiles/#findComment-1235029 Share on other sites More sharing options...
Tofiel Posted July 29, 2019 Share Posted July 29, 2019 It already exist. It is called https://oxygennotincluded.gamepedia.com/Shove_Vole Link to comment https://forums.kleientertainment.com/forums/topic/109603-add-tech-to-build-natural-tiles/#findComment-1235150 Share on other sites More sharing options...
WafflyNimb Posted July 29, 2019 Share Posted July 29, 2019 I was thinking of the same. Allowing Level 2 Miners to construct Dirt & Clay tiles and Level 2 Farmers to put seeds into them would be a nice mod ^^ sure, it would throw game balance out the window but personaly, I think game balance is only a concept Edit: as a tradeoff, one could reduce the natural growth rate to only 10% domestic growth Link to comment https://forums.kleientertainment.com/forums/topic/109603-add-tech-to-build-natural-tiles/#findComment-1235184 Share on other sites More sharing options...
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