Jump to content

When a building is damaged, where do the materials go?


Recommended Posts

When something takes damage, and is in need of repairs, where does the material go, that is then replaced during repair?

An unchecked wire overload or overheating machine can quickly destroy a metal supply.

Destructive dupes throw up no debris, or scrap, that could be used to maintain the closed-loop ecosystem.

Infinite destroyers are even more problematic than a mechanic that destroys only a limited amount in a closed system.

The focus seems to be more on changing what is there, rather than creating or destroying.

Mechanics that do more than change, undermine the underlying concepts of permanence and adaptation.

They simply disappear. Repairing construction damage uses an amount of materials relative to the damage percentile. However, if instead of repairing, you deconstruct the damaged building you get a 100% material refund which you can then use to rebuild what was the damaged building entirely. Note that it is also most of the time faster to deconstruct a damaged building and rebuilding it than repairing it. 

16 hours ago, Saturnus said:

They simply disappear. Repairing construction damage uses an amount of materials relative to the damage percentile. However, if instead of repairing, you deconstruct the damaged building you get a 100% material refund which you can then use to rebuild what was the damaged building entirely. Note that it is also most of the time faster to deconstruct a damaged building and rebuilding it than repairing it. 

Thanks for the info.
This seems...off, right?
Nearly the reverse of what one might intuit.
Would material free repairs be better than health falling off as scrap or parts?
Is there a reason the developers prefer things to be deconstructed and reconstructed, rather than repaired?

Materials from the broken/damaged disappeared when repaired. It's basically replaced by the repairing materials.

1 hour ago, Nullpersona said:


Is there a reason the developers prefer things to be deconstructed and reconstructed, rather than repaired?

I think it's not a perma thing since it questions balance (IMO)This is Alpha/Beta anyway, I think devs hav there own reasons.

It would be better if you only receive a percentage of the original cost when deconstructing, and repairing would only need a quarter, increasing when left unchecked. 

It's not a bug, the deconstruction tooltip says you'll receive all the materials used to build that. The repairing thing couldn't be a bug too.

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...