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Allow Pitchfork to relocate roads and rabbit holes


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It'd be great if you could relocate rabbit holes and roads. Logically the pitchfork could be used for this.

 

I realise it doesn't make much real-world sense to relocate a rabbit hole; perhaps another mechanism could be introduced for this, e.g. a relocated savanna tile has a small chance of generating one or more rabbit holes.

 

I also realise relocating roads could be troublesome due to new orientation, incompatible widths etc. But it would be possible if the new road were generated as you place the tiles - I'm sure you could use your existing algorithm with ease; it'd only need to consider the road tile you've placed and its adjacent neighbours.

In the same vein as this (somewhat), what exactly is the pitchfork good for? I've yet to ever craft one. I understand it's supposed to move turfs, but what are the practical applications of this?

 

Sorry, I am not trying to derail your thread.

In the same vein as this (somewhat), what exactly is the pitchfork good for? I've yet to ever craft one. I understand it's supposed to move turfs, but what are the practical applications of this?

 

Sorry, I am not trying to derail your thread.

I guess you could use the turf for fuel, it works quite well as turf isnt used in anything practically useful,

there's also relocating the marble turf from chess biome.

I disagree with rabbit holes. I'm indifferent to roads.

Fascinating justifications there - your arguments are truly insightful ;-)

 

Seriously though, whether you agree or disagree it'd be nice to hear your reasoning; I don't think what suggestions are taken onboard by Klei rely solely on +1s and -1s.

Fascinating justifications there - your arguments are truly insightful ;)

 

Seriously though, whether you agree or disagree it'd be nice to hear your reasoning; I don't think what suggestions are taken onboard by Klei rely solely on +1s and -1s.

Alright, my justification is that there's no reason to add such a feature. The game already encourages hoarding and staying put enough as it is, and Klei tried to get away from that but never really took it very far.

 

Also, you didn't justify yourself either, so that's why I didn't, myself ;)

you didn't justify yourself either, so that's why I didn't, myself ;)

Fair point - my justification is that to farm rabbits you currently have to set up base around them, or else travel regularly. It'd be nice to have the choice to relocate them just as you can relocate plants and other passive creatures. For example, you can introduce bees to your camp by building beehives, and butterflies by growing flowers. Pigmen can be introduced by building one of their houses. Spiders can be spawned in-base by "planting" a Spider Egg. It seems reasonable to be able to integrate rabbits into your camp as well.

 

The only reason I can see against it is that their rate of production is very high; whenever I set up camp around 5-10 rabbit holes things become very simple, and I'm expecting to see Krampus pretty early on when killing nothing but rabbits. (EDIT: Though so far I've only seen him after killing about 20-30 penguins over 5-10 days).

 

Relocating roads seems reasonable because it's very unrealistic to relocate a tile on which a road exists, using the pitchfork, and have the road remain in-place. It'd be nice to not have to build cobblestone roads but instead be able to take advantage of those which exist naturally. It's not essential, but then nothing in this game is; it's all about variety of choice and the number of possible interactions.

In the same vein as this (somewhat), what exactly is the pitchfork good for? I've yet to ever craft one. I understand it's supposed to move turfs, but what are the practical applications of this?

 

Sorry, I am not trying to derail your thread.

I guess you could use the turf for fuel, it works quite well as turf isnt used in anything practically useful,

there's also relocating the marble turf from chess biome.

You two should really see how I make my bases. Digging up the ground and separating each section with cobblestone borders gives it an extremely clean and polished look, as well as keeping things spaced out enough that I don't have to worry about Deerclops destroying more than two structures in one appearance. I'd say the organization that I get from messing around with turfs has saved me a lot of stress and annoyance when preparing to go out and do whatever it is that I do so well when away from the base.

 

Also, customized turf (wood, carpet, etc.) stops Lureplants from spawning all up in yo grill.

Yuup. Being able to move rabbits holes is unrealistic (not that DS is realistic at all, but whatevs) and OP. Being able to dig up roads to get cobblestone would be handy, and I don't see how it's OP at all. I mean you can already find and dig up cobblestone naturally, but why is the road so speshul?

Yuup. Being able to move rabbits holes is unrealistic (not that DS is realistic at all, but whatevs) and OP. Being able to dig up roads to get cobblestone would be handy, and I don't see how it's OP at all. I mean you can already find and dig up cobblestone naturally, but why is the road so speshul?

Shot in the dark here, but you seem like the most likely person to be able to confirm this wow this sentence got grammatically weird fast. Maybe programming the road to be an additional turf laying on top of whatever turf it's already on would be too much hassle? Cobblestone is its own square, roads are loopy.

 

CAN I MAKE ONE DAMN POST WITHOUT NEEDING TO EDIT OUT A SPELLING ERROR/PUNCTUATION?!

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