AartemisS Posted September 6, 2021 Share Posted September 6, 2021 In current version, After a rover dropped, the pot will remain on the landing location and won't disappear or order a deconstruction. It will block another rover from dropping later on unless you S/L the game. This is very inconvenient since there is not much place can't select to land rovers (each pot has 3 tile wild and it require place to be flat and nothing above the location) In practice, about 6-10 rover can land before you have to S/L. This capacity can be easily reached by two hydrogen engine rocket. So after two rockets launched and returned and I have to S/L, kind of annoying. It Should be designed to be disappear or can deconstruct (even if it won't return resources) and give players a better experience. Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/ Share on other sites More sharing options...
sakura_sk Posted September 6, 2021 Share Posted September 6, 2021 It can be deconstructed and return resources if you use the deconstruct tool. Even if there is no deconstruct button to click when selecting the rover lander, if you click the "deconstruct" tool button and drag it upon the rover lander, it will queue a deconstruct errand for the rover to do. Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/#findComment-1491761 Share on other sites More sharing options...
AartemisS Posted September 7, 2021 Author Share Posted September 7, 2021 2 hours ago, sakura_sk said: It can be deconstructed and return resources if you use the deconstruct tool. Even if there is no deconstruct button to click when selecting the rover lander, if you click the "deconstruct" tool button and drag it upon the rover lander, it will queue a deconstruct errand for the rover to do. Not true at all. First, you can't even select them, unlike the pots that use to drop dupes. Then even using deconstruct tool try to select them, it has no effect what so ever The only way to remove them was by S/L the game Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/#findComment-1491790 Share on other sites More sharing options...
sakura_sk Posted September 7, 2021 Share Posted September 7, 2021 2 hours ago, AartemisS said: Not true at all. Yes true... They cannot be selected, the deconstruct pop up icon is invisible and there may be a timing to it (deconstruct right after the module lands), but... they can be deconstructed Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/#findComment-1491802 Share on other sites More sharing options...
AartemisS Posted September 7, 2021 Author Share Posted September 7, 2021 10 hours ago, sakura_sk said: there may be a timing to it (deconstruct right after the module lands) Try couple times, one success, the rest fails. So there is 1s (may be a little more if the game lags) it can be deconstructed after it landed. Again, this is much worse than S/L after all possible landing locations are blocked since you have to staring the pot and try to get this "timing" or clicking as hard as you can to try to catch this "timing" without any feedbacks whether or not you success until the rover goes to deconstruct or goes away. So The point of this suggestion is making the gameplay more convenient, not seeking a secret way to deconstruct it. by the way, I can using debug mode to deconstruct it any time any where but that's not the point. Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/#findComment-1491898 Share on other sites More sharing options...
NeoDeusMachina Posted September 7, 2021 Share Posted September 7, 2021 Have you tried using duplicants to deconstruct the rover's landing pods? I think I was never able to deconstruct it with the rover itself (probably because of the 1s thing), but I was always able to deconstruct them with the duplicants that colonized the planet later on. Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/#findComment-1491900 Share on other sites More sharing options...
AartemisS Posted September 7, 2021 Author Share Posted September 7, 2021 1 hour ago, NeoDeusMachina said: Have you tried using duplicants to deconstruct the rover's landing pods? I think I was never able to deconstruct it with the rover itself (probably because of the 1s thing), but I was always able to deconstruct them with the duplicants that colonized the planet later on. not after that landing timing, there is no regular way to deconstruct it unless you S/L (in which the pot will remove from the game) or using debug mode to deconstruct (or sandbox mode if you enabled it from the start of the game to destroy it) There is different between pods launched from trailblazer module and rover module even thought they look exactly the same, you can always order anyone to deconstruct pods from trailblazer modules any time without any problems but not from rover modules I have no idea why the developer code it this way but it's so inconvenient Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/#findComment-1491922 Share on other sites More sharing options...
sakura_sk Posted September 7, 2021 Share Posted September 7, 2021 1 hour ago, AartemisS said: So The point of this suggestion is making the gameplay more convenient, not seeking a secret way to deconstruct it. Well.. I did put that in a bug report... several months ago, because before that point it behaved normally (it was clickable and deconstructable) Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/#findComment-1491923 Share on other sites More sharing options...
NeoDeusMachina Posted September 7, 2021 Share Posted September 7, 2021 7 minutes ago, AartemisS said: not after that landing timing, there is no regular way to deconstruct it unless you S/L (in which the pot will remove from the game) or using debug mode to deconstruct (or sandbox mode if you enabled it from the start of the game to destroy it) There is different between pods launched from trailblazer module and rover module even thought they look exactly the same, you can always order anyone to deconstruct pods from trailblazer modules any time without any problems but not from rover modules I have no idea why the developer code it this way but it's so inconvenient This has to be a relatively recent change/bug. I deconstructed the rover's landing pods multiple times with duplicants that were sent to the planet much later. I believe you, like I believe you have tried in many ways and it didn't work, but either I am losing the plot, or this is a new bug, at least for the duplicants deconstructing the pods. I most probably did save/load before duplicants were sent to the planet and deconstructed the rover's pod, but it was never done quickly after. edit: @sakura_sk why u always ninja my posts? Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/#findComment-1491924 Share on other sites More sharing options...
sakura_sk Posted September 7, 2021 Share Posted September 7, 2021 5 minutes ago, NeoDeusMachina said: @sakura_sk why u always ninja my posts? .... sorry... Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/#findComment-1491925 Share on other sites More sharing options...
misotoma Posted September 8, 2021 Share Posted September 8, 2021 I think the problem here is you’re using a rover module. Yes that seems to be the problem Link to comment https://forums.kleientertainment.com/forums/topic/133350-inconvenience-after-rover-dropped/#findComment-1492469 Share on other sites More sharing options...
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