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Pre-existing rooms, ancient ruins and devices


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I will be honest I have not read the whole 100 pages, so go easy on me.

I read in a different topic, that players want more ancient ruins/devices and although I agree with that I find it very annoying that my building plan is skewed because of some room that I can't delete. And in some cases, may starting location is surrounded with useless rooms.

There should be an ability to deconstruct/delete/destroy the rooms. Vents and geysers have same annoying properties (neutronium), but at least, they are crucial for a long and prosperous tortured life of the duplicates.

 

Short version: make the preexisting rooms/ruins destroy-able/removable/deconstruct-able

Eow

I have to disagree with this idea. Ancient rooms shouldn't be removable because they're ancient and disturb that ideal/simetrical/boring bases designs. But I agree that they shouldn't be useless. Each ancient room should have purpose in base like have ancient machines, rooms with additional bonuses etc.

You have to consider that people with OSD (like me), have a hard time with something that breaks symmetry and to force that on people is not "preferable" to option two, which is to make walls and machines breakable. Then if you want you can leave it or not. Neutronium as unbreakable material is introduced into a game not because of lore (although you can always say that) but as a fail safe for certain things that have to stay in game (border, geyser foundation) because there is no other "natural" way to do them (breaking the border?, breaking the geyser?, how do you handle/program that in the game's current state?)

Anyway, I just feel this should not be forced upon us, but should be the players choice of either letting them be there or remove them. Especially if you look at some tiles and see they are made out of common materials, not neutronium, that you already work with and you can't deconstruct it, makes no sense.

 

Eow.

Edit:

What I am doing now is to go to debug tools, and delete them from the map. And then I feel dirty for doing that. Why do I have to feel dirty? It's either feel dirty for deleting them or face the nagging thing in the back of my mind every time I play when I want to design something my way.

 

I think they should require upgraded digging tools (possibly made with diamond and some other materials). That way they still serve a challenge because you need to build around them in the early game, but in the late game you have the option to remove them (which you still might not even want because of useful buildings inside them).

on the rospect of the border... what if instead of a border, if they dug out too far they flew off into space? or an endgame item that breaks the border, causing all your duplicants to fly off, and spawn ina brand new world but with all your duplicants, in a giant set of ruins with food and stuff.

I would love to have more of these rooms with more interesting functions. My one major gripe with them currently is that they mostly spawn as little fragments that you don't get to play with, unless you can excavate them? There is also one with a table that has a bowl of fresh fruit on it. Now, I have no idea what this does... but fresh fruit?

On 11/25/2017 at 10:54 AM, Neotix said:

Ancient rooms shouldn't be removable because they're ancient and disturb that ideal/simetrical/boring bases designs.

Bases are boring and symmetrical for a reason: bad AI of dupes doesn't handle interesting bases well.

Indestructible garbage is a fix far worse than the problem.

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