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  • Scaled Flooring will now completely prevent fire spreading from a burning entity.
     

We no longer have to cover and maintain whole of our bases with Flingos to prevent electric fires. It’s a small but definite victory.

That said, Scaled Flooring looks scaled. so it might not really match the aesthetics of garden or farm. 

Also something I’ve thought for a long time, if you focus about efficiency your base turf basically boils down to a choice between Cobblestones or Brick Flooring, which is a bit unsatisfying. 

One more thing not my own request, my friend who loves making gardens was bothered that Regrowth from Trees and Lureplants keeps interfering his landscaping. He’d be happy if there were a way to allow plants but block regrowth.

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So how about letting any turfs be given properties like “Fireproof,” “Speed Boost,” and “Regrowth-Proof” by consuming  some materials? You could use something like the Terra Firma Tamper to imbue any turfs with these properties.

Personally, I’m not that so particular about decoration, so I’m fine with the current, but if this were implemented, it would massively increase the freedom of base decoration.

Edited by SilverSpoon
  • Like 5
3 minutes ago, Edible Coal said:

i want my atrium cheese back

Anyway it's impossible, because the atrium's turfs can't be removed.

  • Sad Dupe 1

Could be cool. A little station where you throw in different turfs to Mix the qualities. Sounds like something Wilson would invent. I think though what is important is giving it a small border of some kind to signify that it is active? Else how would you be able to tell Grass turf with Fire Prevention and Grass Turf with Move speed and Grass Turf Basic? I like the idea though in theory. Could definitely be added! :love_heart:

10 hours ago, SilverSpoon said:

One more thing not my own request, my friend who loves making gardens was bothered that Regrowth from Trees and Lureplants keeps interfering his landscaping. He’d be happy if there were a way to allow plants but block regrowth.

Oh also I read that digging up tiles and replanting them removes the ability for regrowth to affect the tile. Granted this might be misinformation, I am not certain so please double check!

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57 minutes ago, Evelo said:

Fire Prevention and Grass Turf with Move speed and Grass Turf Basic?

While I'm personally not crazy about the idea, using the Premier Gardeneer Hat to show these new aspects would be fitting and help add to the item

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I'd be fine with it, but I'd prefer an implementation similar to fertilizing farm plots, where you use some item to interact directly with the ground tiles. If it were a property you gave to the turf item itself, then turf storage would become an absolute mess to put together, requiring 4x the space if you wanted to be able to store all the variations mentioned in this post.

Edited by lowercase skye
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1 hour ago, Evelo said:

Oh also I read that digging up tiles and replanting them removes the ability for regrowth to affect the tile. Granted this might be misinformation, I am not certain so please double check!

I don't think this is the case. I had twiggy trees regrow on top of savanna turf I transplanted from an entirely different area. What I think prevents regrowth is distance to a placed structure a certain amount of tiles away.

Anyways, I do like this idea. I have lots of saved up dragonfly scales from defeating DF in game but very little desire to use scaled flooring and already more than enough scaled chests for my needs. If we could somehow enchant turf by spending the dragonfly scales we earned that would be pretty neat.

 

 

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36 minutes ago, Well-met said:

No, because then your entire world will have the road bonus

You can already do it by covering the entire world with cobblestone turfs. If the new speedy grass turf recipe, say, will require merging cobble turf with grass turf to make grass turf take on the speed bonus, this will not make your already existing regular grass tiles speedy. It would simply make you cobblestone turf that looks like grass when laid down. To make all grass areas speedy in the world you would still have to craft the respective amount of cobblestones, and then returf the existing grass areas with the new turf. 

  • Like 3
1 minute ago, Lovens said:

It would simply make you cobblestone turf that looks like grass when laid down

Why on earth would you like to add something so pointless and confusing question mark

  • Like 1
18 minutes ago, Captain_Rage said:

Why on earth would you like to add something so pointless and confusing question mark

To allow for better decor options for bases instead of having only two boring turfs that give you speedy. It'd be possible to make actual functioning roads with any turf to players' liking, if we had this feature. I would definitely use it for forest and swamp paths. Cobblestone highways always look out of place there, and Antlion cobble is too bright and busy. 

  • Like 3
32 minutes ago, Captain_Rage said:

Why on earth would you like to add something so pointless and confusing question mark

You’re missing the point, which is that of all the turfs in the game, only two give movement speed, and players can already cover the map in cobblestone if they want to.

  • Like 3
2 hours ago, Frashaw27 said:

While I'm personally not crazy about the idea, using the Premier Gardeneer Hat to show these new aspects would be fitting and help add to the item

That is a cool idea right there!

  • Like 2

I really appreciate all of your comments. I love reading your witty and unique comments.

I asked elsewhere same question and got a simple but effective and profitable suggestion "Turf Skin" - implementing an Omniturf with all abilities and allowing players to change the appearance by default. And not only Omniturf, but also add Turf Skin on other turfs.

3 hours ago, lowercase skye said:

I'd be fine with it, but I'd prefer an implementation similar to fertilizing farm plots, where you use some item to interact directly with the ground tiles. If it were a property you gave to the turf item itself, then turf storage would become an absolute mess to put together, requiring 4x the space if you wanted to be able to store all the variations mentioned in this post.

That's also good idea, for example sprinkling salt on it for Regrowth-Proof.

Edited by SilverSpoon
  • Thanks 1
6 hours ago, Evelo said:

Oh also I read that digging up tiles and replanting them removes the ability for regrowth to affect the tile. Granted this might be misinformation, I am not certain so please double check!

Regrowth doesn't spawn things on the same exact coordinates they were, it randomizes them a bit, then:

  • It just ensures both the tile in the original coordinates and new coordinates match.
  • It checks that things can be planted there and there isn't a road.
  • It checks there aren't any other entities right next to where the spawn would happen (no filter for this, almost anything counts).
  • And lastly it checks that there aren't any structures, walls or regrowth blockers (currently only Nightmare Werepig's pillars count as such) in a decent radius (20 in in-game units, which I think is 5 tiles?).

 

  • Like 1

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