How do you remove constructed floors?

Started by Ayylemao, March 09, 2015, 10:10:04 AM

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Ayylemao

I would like to deconstruct a building I built on soil so I can use it for farming, problem is I didn't find a way to remove floors. Am I missing something? There's even a deconstruct button when in the floor menu but it doesn't work on floors.

Monkfish

<insert witty signature here>

Ayylemao


Boboid

Could use the Soiling mod which allows you to place soil floors.
A prison yard is certainly a slightly more elegant solution to Cabin Fever than mine...

I just chop their legs off... legless prisoners don't suffer cabin fever

Mathenaut


Vexare

I hope Tynan will consider adding the ability to remove flooring eventually. You can already deconstruct walls so it shouldn't be impractical or unrealistic to pull up flooring too.

xlockeed

How hard is it to tag floors for demo in this game? Realistically we are able to pave and place floors, we are also able to tear said things up and re purpose them into other things.

I have a patio and there was this 3 x 3 square area of brick near the edge in the ground. Started digging these old bricks up as they were just oddly placed. Well three hours later and about 100+ some odd bricks later I found it was an old pathway to a storm cellar in backyard buried to the ages of time. There wasn't any dead bodies in it, just an old 60's nuclear storm shelter. Point being someone 40 years ago created a brick pathway / floor. Fast forward today nature had buried it and I was able to dig them up and reuse them for a brick mailbox out front. I had no idea this was below the grass until I started removing the few above ground near the patio.

Please add a way to remove floors. Or allow it to deteriorate over time if not cleaned enough.  Fertilizer pumps were the only in game way to clear out unwanted floor areas. Now we have nothing to remove floors? Well minus mods but I'd rather have a default in game mechanic to do it without having to load a mod for a simplistic feature.
Each year of thy life is the foundation for the next. The man who squanders his youth needs must build his life on a foundation of mud, and then wilt it collapse.

Darkhymn

Itchyflea has a mod for floor deconstruction. There are some limitations, however, and since they can only be built on concrete or smooth stone, you still can't get your soil back.

skullywag

I had this issue in my purple ivy mod, it ate man made floors but what would i turn them back into, because floors are terrain they override the generated terrain therefore I had no reference to what it was originally. This leads me to think man made floors should not be "terrain". It doesnt even make sense when you say it out loud. Can we not just make man made terrain non ticking things and have them render between terrain and edifices. Is there any processing hit doing that?
Skullywag modded to death.
I'd never met an iterator I liked....until Zhentar saved me.
Why Unity5, WHY do you forsake me?

BetaSpectre

In the old days you had the Fert Pumps that let you do this. But tis ancient technology long forgotten.

You can still use Hydroponics.
░░░░░░░░░░░░░░░░░─╤▌██ |
░░░░░░░░─╤▂▃▃▄▄▄███████▄▃|
▂█▃▃▅▅███/█████\█[<BSS>█\███▅▅▅▃▂
◥████████████████████████████████◤
                           TO WAR WE GO

_alphaBeta_

This was discussed amongst the private testers and Tynan acknowledged at that point that he hoped to add this ability soon. The same concerns were voiced when games first started without the fertilizer pump. While I personally agree that it "took away" from the hydroponics, it also meant the player had no way to remove a pathway that they no longer want and would rather use for farming as stated here. For this reason, I still go easy on paths in the early game since I'm not sure how the base design will fully evolve.

I suspect there may be more to it than just adding a destruct tool. The game would need to track what the natural terrain was before the man-made terrain came along. This may include ancient structures as well and how they're generated.

b0rsuk

You can replace one kind of floor with another.

What happens when a wooden floor burns down ? It's currently not possible to build piers on water or marsh, I wish it was.

Also, stone floors are a bit expensive. They cost 6, as much as a wall. Unless you REALLY want the tile to be passable and not block vision, you may as well place a wall.

Monkfish

Quote from: _alphaBeta_ on March 13, 2015, 07:43:51 AMI suspect there may be more to it than just adding a destruct tool. The game would need to track what the natural terrain was before the man-made terrain came along. This may include ancient structures as well and how they're generated.
Yes. I suppose one way to do it would be for each tile to have "substrate" and "covering" values, where certain floor types put down change the substrate and are therefore permanent (i.e. concrete), and others are just a covering and therefore not permanent (i.e. wood/carpets). This could be tied into the temperature system (i.e. bare stone floors lose heat faster than a wood or carpet covered floor) and also possibly allow the option of running power conduits in the substrate and out of sight.
<insert witty signature here>

xlockeed

Just add a deconstruct option, keep it simple. Everything in game that is placed on a tile when destroyed leaves the terrain tile as it was before. Why is flooring a special case?

Anyways here's my Wishful thinking list per floors.
1.Deconstruct option that reclaims a small amount back.
2.New beauty values to make you chose better floors instead of one single floor. Prettier floors cost more to place.
3.Better move speed values per different floor.Make that butt ugly floor faster while the prettier one slows people down to admire it more.
4. Has the AI pathing been fixed? I'm still getting people cutting through dirt instead of using the good clean paths.
5.Wishful one right here. Wood floors burn. Metal floors when struck by lighting can cause an electrical explosion nearby.
Each year of thy life is the foundation for the next. The man who squanders his youth needs must build his life on a foundation of mud, and then wilt it collapse.

lusername

Quote from: _alphaBeta_ on March 13, 2015, 07:43:51 AMThe game would need to track what the natural terrain was before the man-made terrain came along. This may include ancient structures as well and how they're generated.
Since the map is generated from a deterministic seed, this shouldn't actually be hard to determine, since the game already knows how the map is "supposed" to be, as it can deterministically regenerate the flooring.