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I think its time to add +1 range to the build/dig tool


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I ask it since long time now, but i think that would be great, to make it a high end research or Something, but i would be very happy to improve my tool in this game, +1 range only mean a lot, no more ladder to make roof, and lot of thing would be easier.

Maybe someone can make a mod, i don't know.

 

1496491923-jesusperplex2.png

There's an issue in that the tool is already sometimes kind of cheaty. Dupes can reach through walls to pick things up, for example.

I tend to make all my floors a standard 4 spaces high, since that's reach (which is measured from the Dupe's upper tile). Ceiling work I do from the floor above, since 95% of the time my floors are 1 tile thick. Lots of things are 3-4 tiles high, so it's easier to standardize.

When I'm forced to make a 5-tile high room it's a pain. The initial construction isn't too bad, since I can lay down a layer of ladders as scaffolding, but if I need to make a change, it's super annoying. Sometimes I have to go so far as to destroy stuff, build a ladder, make a change, and then re-build to destroyed machine.

If I were to add +1 range as a perk, I'd add it to an advanced Construction skill. Those are very low value right now. Digging's already valuable enough that I tend to add at least 1 level of it to almost everyone.

 

Yep guys that could be nice to add some quality of life now, i hope the devs do it someday, maybe a perk or a research.

Dig perk add + 1 to dig only.

Construction perk add +1 to build etc.

Could be cool to have one duplicant very good for building.

55 minutes ago, harmonium said:

Yesterday i have destroy many ladder to make my roof, what a pain, the +1 range is only what i need 

And once we get it we will probably make 5 tile high rooms.... Then we'll need another +1 to build the ceilings.... :o

3 minutes ago, mathmanican said:

And once we get it we will probably make 5 tile high rooms.... Then we'll need another +1 to build the ceilings.... :o

Nah +1 is realy the perfect range we need, not so high, not so low, perfect.

On 15/8/2019 at 10:45 PM, Gus Smedstad said:

If I were to add +1 range as a perk, I'd add it to an advanced Construction skill.

That would be awesome. Maybe even a tier 4 architect job, +2 building skill and +1 multitool range. There could be equivalent skills in other trees, but I'm not sure that splitting multitool type range is a good idea, or even if it's possible. Gating it behind the construction tree however would prevent uncostructive dupes from learning it... But does anybody ever print an uncostructive dupe? =v

There is a mod already for extended bridges, which are clearly gamebreaking since they don't interact with what they are transporting. Even normal bridges are basically exploitable.
+1 range on dupes might sound like a simple quality of life upgrade since it would make building much simpler, but I'd say that simply is not fun, simple is not how this game is designed basically. You want free plants? You can, but have fun spending hours micromanaging pips. You don't want those pesky hydrogen/chlorine cells floating around? You can get rid of them, but you need air pump, vents, filters, pipes, storage and power.
I hope you understand what I mean. Personally, I like these thing how they are! It's part of the game

37 minutes ago, Oozinator said:

Dupes should get +1 dig range for each unused skill point!

From his bed near the portal, stinky utilizes his 1 block work schedule to wave a finger and clears the regolith from the top of the world. All in a days work.  Time to head back to bed (23 blocks of sleep). Who needs downtime when you can sleep. 

3 hours ago, bobucles said:

You mean a gantry? The 1200W power demand is ludicrous, but it serves the purpose of making an automation controlled bridge.

gantry.jpg

Yeah, 1200W is silly, but I was looking more at pipe/vent bridges, not physical person-crossing bridges. 

 

 The spaghetti mess that becomes the primary accessways in my base could certainly be simplified if I could do more than hop a single square. 

 

If they had a DLC that was just "The High Tech Expansion" and it had mining range, 2-tile pipe/vent bridges, +yield, nuclear reactors, and new tech nodes that added output piping to most existing equipment, I'd scream like a little school and be all "TAKE MY MONEY!" 

 

ie. by output piping, I mean an actual exhaust manifold for coal and petro gens (CO2), fertilizer synth (NG), an output catch basin for NG/petro gens for the pH2O, etc.  Stick them as last tier gas/liquid tech. 

On 15/08/2019 at 9:06 PM, harmonium said:

I ask it since long time now, but i think that would be great, to make it a high end research or Something, but i would be very happy to improve my tool in this game, +1 range only mean a lot, no more ladder to make roof, and lot of thing would be easier.

Maybe someone can make a mod, i don't know.

 

1496491923-jesusperplex2.png

  I got so much plumbing a variable bridge would clean it up a lot

7 hours ago, storm6436 said:

If they had a DLC that was just "The High Tech Expansion" and it had mining range, 2-tile pipe/vent bridges, +yield, nuclear reactors, and new tech nodes that added output piping to most existing equipment, I'd scream like a little school and be all "TAKE MY MONEY!"

Before they create a paid DLC, they have to fix their game.

Possible solution: add +1 range as a possible trait bestowed by the Neural Vacillator, to compete with +10 strength for the title of "Blatantly Correct And Only Viable Choice".

 

And while we're there, maybe adjust the Vacillator to be less of an incentive to save-scum. The traits themselves could do to be improved, and maybe each recharge/device could say in advance what trait it will bestow, so there's a bit of strategy involved in choosing who gets what?

Hello everyone,

Someone did a mod who give more range for everytrhing (or only dig and build) you can choose what you prefer.

https://steamcommunity.com/sharedfiles/filedetails/?id=1854895085&searchtext=

 

Now the game is perfect !

What about the ability to make temp tiles and ladders? It's the same as the normal ones but will basically deconstruct itself after a set amount of time. Would help with blocking ladder/tile issues and it wouldn't really break the game(I think).

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