Nullpersona Posted November 28, 2017 Share Posted November 28, 2017 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. Link to comment https://forums.kleientertainment.com/forums/topic/84822-when-a-building-is-damaged-where-do-the-materials-go/ Share on other sites More sharing options...
Saturnus Posted November 28, 2017 Share Posted November 28, 2017 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. Link to comment https://forums.kleientertainment.com/forums/topic/84822-when-a-building-is-damaged-where-do-the-materials-go/#findComment-978838 Share on other sites More sharing options...
Nullpersona Posted November 29, 2017 Author Share Posted November 29, 2017 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? Link to comment https://forums.kleientertainment.com/forums/topic/84822-when-a-building-is-damaged-where-do-the-materials-go/#findComment-979124 Share on other sites More sharing options...
sadovsf Posted November 29, 2017 Share Posted November 29, 2017 45 minutes ago, Nullpersona said: Is there a reason the developers prefer things to be deconstructed and reconstructed, rather than repaired? I consider this a bug ohnestly Link to comment https://forums.kleientertainment.com/forums/topic/84822-when-a-building-is-damaged-where-do-the-materials-go/#findComment-979132 Share on other sites More sharing options...
OfficialLolicon Posted November 29, 2017 Share Posted November 29, 2017 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. Link to comment https://forums.kleientertainment.com/forums/topic/84822-when-a-building-is-damaged-where-do-the-materials-go/#findComment-979148 Share on other sites More sharing options...
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