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Unless destroyed by the player, destroyed buildings will leave behind "wreckage" with no collision, which can be rebuilt by spending the necessary materials.


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  • (Edit)This would relieve 90% of the stress for me when base is destroyed by mobs—the stress of having to spend time and toils again to place the buildings.
  • This would prevent situations where you can't restore your base because there are no players with a specific skin currently on the server.
  • (Edit)Rebuilding the wreckages will require spending the materials required by the original building, so the cost remains the same.
  • (Edit)Prevent them from being used for cheese, wreckages have no collision and do not affect pathfinding.
  • Wreckage can be destroyed with a single hammer hit, and it would be nice to have something like a bomb that can clear large areas of wreckage at once.
  • Wreckage can be roughly represented as "a pile of wood," "a pile of stones," or "a pile of wood and stones," so there is no need to prepare a large number of images.
  • Personally, I think this will help player to be a little more tolerant of enemies that destroy base.
  • Burn marks will also follow a similar specification

Only if this was a mod, and I don't really see a point in this, just rebuild the base... And seriously? Skins? Just rollback at this point

I get the intention behind this.

On console there isnt anything like geometric placement, so i tend to use the corner of tiles to place things. It slowly becomes harder to do the more of the tile gets covered by more structures. It drives me up a wall when something gets destroyed, I go to rebuild it, but surprise surprise from a different angle it's now crooked. 

Id also like to "blueprint" a base and copy paste the "outlines" of where everything would go and then just go insert the necessary materials. (Only accessible at endgame ofc)

2 hours ago, SilverSpoon said:
  • Personally, I think this will help player to be a little more tolerant of enemies that destroy base.

Yeah I've thought about this before too. I think people would be far more willing to entertain more destructive seasonal hazards/rift threats if your base being destroyed didn't mean memorizing how that area looked, clearing the area of dropped items, and placing back every single structure in the same order that you did previously, for potentially multiple full screens depending on how big your base is.

Make this a thing specifically for Endless Mode. If the player doesn't permanently die there and there's no risk of world destruction, why should structures not be revivable too? 

Or just make it a worldgen settings option that can be enabled or disabled whenever you want. 

1 hour ago, HowlVoid said:

On console there isnt anything like geometric placement, so i tend to use the corner of tiles to place things. It slowly becomes harder to do the more of the tile gets covered by more structures. It drives me up a wall when something gets destroyed, I go to rebuild it, but surprise surprise from a different angle it's now crooked.

We might not have geometric placement, but I found some workarounds to place some structures symmetrical.

walls and turfs can only be placed on a grit, you can use that to your advantage to replace them with plants and/or structures.

If you hammer a wall or put turf into the ground, without moving your character after, your next plant or structure will be exactly where the wall was or in the centre of the placed turf.

If you want a straight line of grass tufts for example, you can place 10 walls in a diagonal line or 10 walls in every second spot in a straight line (because grasstufts are a little bit bigger then walls) and then replace each wall with a grass tuft.

for bigger structures you need a friend or lazyforager to clear the space of the fallen debris before you can place them.

its a little bothersome, but for me its worth it.

As long as this “Wreckage” requires you to  gather resources to repair what was destroyed, I guess it would be okay?

**And as long as “wreckage” doesn’t block enemy A.I. Pathfinding.

The entire point of things that get destroyed dropping half or less than half of their resources is so the player feels a significant loss & has to rebuild again.

This is a staple part of not just DST, but most other survival Sandbox games as well- 7 Days to Die, Minecraft even freaking Lego Fortnite…

If there was no consequences for our actions (aka letting things wreck our base) then Klei May as well at that point, just make your base unable to be damaged by mobs.

1 hour ago, Mike23Ua said:

As long as this “Wreckage” requires you to  gather resources to repair what was destroyed, I guess it would be okay?

**And as long as “wreckage” doesn’t block enemy A.I. Pathfinding.

The entire point of things that get destroyed dropping half or less than half of their resources is so the player feels a significant loss & has to rebuild again.

This is a staple part of not just DST, but most other survival Sandbox games as well- 7 Days to Die, Minecraft even freaking Lego Fortnite…

If there was no consequences for our actions (aka letting things wreck our base) then Klei May as well at that point, just make your base unable to be damaged by mobs.

I think what OP is requesting is mostly to allow you to more easily replace something exactly where you had it instead of having to fiddle around with imprecise placement controls if you don't have Geometric Placement/are on console. I agree with what you've said here about requiring resource costs to repair stuff.

It would be great if there was a mod that did this, like, you just had the pearls crafting UI to repair burnt down buildings.

Not for hammered buildings, those need to stay gone for game mechanics purposes, but for burnt down buildings I can see it.

6 hours ago, Wawchik said:

Just rollback at this point

5 hours ago, Well-met said:

As much as I appreciate the intent, this problem is solved with rollbacks

I think that a situation where most players would Rollback shouldn't be left to continue. And also, sometimes it's too late to Rollback.

6 hours ago, gaymime said:

like they do in hamlet?

Yes, except unlike Hamlet's, there is no collision and rebuilding it requires materials.

4 hours ago, DegenerateFurry said:

Make this a thing specifically for Endless Mode. If the player doesn't permanently die there and there's no risk of world destruction, why should structures not be revivable too? 

Or just make it a worldgen settings option that can be enabled or disabled whenever you want. 

3 hours ago, Mike23Ua said:

As long as this “Wreckage” requires you to  gather resources to repair what was destroyed, I guess it would be okay?

**And as long as “wreckage” doesn’t block enemy A.I. Pathfinding.

The entire point of things that get destroyed dropping half or less than half of their resources is so the player feels a significant loss & has to rebuild again.

I had wrote about it in the title, but I also specified in the main text that it still requires rebuild costs and wreckages have no collision and do not affect pathfinding. 

Wreckage means that if Crock Pots or Ice Boxes what took over an hour to place are destroyed, we won't have to spend another over an hour placing those.

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