Executive_Lurker Posted July 5, 2017 Share Posted July 5, 2017 I think to make it work with no exploits the minimum weight for a block have to be 500kg. Maybe you could set the weight up to a point. Link to comment Share on other sites More sharing options...
AlexRou Posted July 5, 2017 Share Posted July 5, 2017 So whats the negative of placing blocks instead of building it as tiles? (other than needing 500 kg of the stuff) If there is no negative then whats the point of tiles now? Link to comment Share on other sites More sharing options...
Sevio Posted July 5, 2017 Share Posted July 5, 2017 Tiles give duplicants a 50% runspeed bonus as well as a decor bonus, which natural blocks do not have. I think the desire to place natural blocks back stems from the fact that there is all this variety in materials and looks in the natural blocks of the map, but it is all replaced by the same dull grey tile texture after an area has been dug out. Not even a hint in the tile's look to indicate what material it is made of. So to the suggestion of placing natural blocks, I'd like to add the suggestion of making Tiles (and insulated Tiles) show in their textures what material it was made of. This also gives the player a bit of choice in how they want their rooms to look. With the ability to place natural blocks you could do some fun stuff where players are encouraged to keep or terraform a nature area somewhere in their base, maybe for Duplicants to relax, plants and creatures to live in a natural environment. (if that becomes important to them rather than putting them in a Tile cage) Link to comment Share on other sites More sharing options...
brummbar7 Posted July 5, 2017 Share Posted July 5, 2017 The only real uses I can see for constructed natural tiles is 1) hatch habitat - I think if they can't burrow, they eventually die? This could be fixed by allowing them to burrow into farm tiles though. And 2) non-offgassing storage of slime and bleach, but you can do that with water lockers anyway. They have a huge disadvantage in not being able to have wires and pipes run through them, plus the stuff Sevio mentioned, so other than hatch habitat I see absolutely no *current* need for them. Visually different wall tiles would be awesome. Link to comment Share on other sites More sharing options...
Executive_Lurker Posted July 5, 2017 Author Share Posted July 5, 2017 There really is no need for it, but why limit players creativity? All your comments make excellent points. I'm the type that doesn't like huge open caves around my base so I guess I just wanna be able to fill in stuff I don't want to mess with. They would be good for building support behind the walls of a septic tank. Maybe not having so many gasses moving around would help framerate, not sure. Link to comment Share on other sites More sharing options...
Sevio Posted July 5, 2017 Share Posted July 5, 2017 You could build a treasure room out of all the Gold Amalgam you've collected but don't need. Or refined metals in the future, when that becomes a thing. Link to comment Share on other sites More sharing options...
Kasuha Posted July 5, 2017 Share Posted July 5, 2017 4 hours ago, brummbar7 said: The only real uses I can see for constructed natural tiles is 1) hatch habitat - I think if they can't burrow, they eventually die? This could be fixed by allowing them to burrow into farm tiles though. And 2) non-offgassing storage of slime and bleach, but you can do that with water lockers anyway. Don't forget about planting 'wild' plants by dropping their seeds on natural tiles, and getting excellent harvest without fertilizing and irrigating, albeit after longer period. Link to comment Share on other sites More sharing options...
brummbar7 Posted July 5, 2017 Share Posted July 5, 2017 1 hour ago, Kasuha said: Don't forget about planting 'wild' plants by dropping their seeds on natural tiles, and getting excellent harvest without fertilizing and irrigating, albeit after longer period. True as things are, but I'd rather just see that behavior go away, and wild plants play by the same rules as the rest. Link to comment Share on other sites More sharing options...
Coolthulhu Posted July 6, 2017 Share Posted July 6, 2017 From what I've seen in the preview, it looks like wild plants will stay different, at least in the disease update. It seems that fertilization will become mandatory for domesticated plants, but probably not for wild ones. Link to comment Share on other sites More sharing options...
Kasuha Posted July 6, 2017 Share Posted July 6, 2017 1 hour ago, Coolthulhu said: It seems that fertilization will become mandatory for domesticated plants, but probably not for wild ones. I can imagine only one player reaction to that: massive return to wild plants farming. Definitely hope fertilization will not be mandatory. That would render pincha peppers unsustainable. Link to comment Share on other sites More sharing options...
Executive_Lurker Posted July 26, 2017 Author Share Posted July 26, 2017 This feature is assuming the storage box planting method is addressed Link to comment Share on other sites More sharing options...
Recommended Posts
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.