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Disable build constraints, so you can build anything anywhere.
That whole area needs a lot of work to fix bugs, UI issues and design choices. Foundation grids should match the size of actual living compartment cells, and all living compartments should snap to them, and to each other. Currently they match the bottom square of a living compartment cell which is reasonable when you only have one... but that means 3 foundation grids aren't wide enough for a 3x3 compartment or 3x3 grid of 1x1 cells.
Stairs should go from the door on your living compartment, to the foundation grid level below and there should be gangways to go between buildings. In other words, build a foundation grid with a gap between it, and have a gangway/bridge over the gap so you can go under it.
We need ladders to get replaced with internal stairways because using ladders is horrible.
It'd be nice, but doesn't affect QOL, if the corner glass compartments had a glass ceiling and floor item.
Umm..... I do that fairly regularly, although you have to futz about sometimes to get it right...
https://steamcommunity.com/sharedfiles/filedetails/?id=3296232708
I don't think it's a bug really, the launch platform just doesn't snap to other stuff - any of it, that I know of. But other stuff- grids and such - will snap to the launch platform, so if you start your main build with the launch platform, and go out from there, you can usually manage to get a fairly cohesive arrangement.
Or, if you can't be bothered with all the extra work, you can just place it over yonder... lol! (I know, it seems kinda weird, but maybe that 'antisnap' thing will change eventually? A lot of stuff has, over the last couple of years! :-)
Okay, so what I'm saying is, it doesn't work 100% of the time, every time, which it obviously should, always. "Have to futz about" is another way of agreeing that it does not work as it should. Maybe it works 60% of the time, every time.
What we want is to be able to build quickly, and without having to constantly move and replace one building to get it to match another. I think it's clear the snapping system doesn't apply to everything it should, and doesn't work as well as it could.
Most of the time, when I place the rocket platform, I cannot then add a trade rocket to it later, and have to move them around to achieve that if at all. It probably doesn't help that there actually isn't that much flat, level land in the game.
Note this is no different to Fallout 4 when it launched and we all installed mods. It's not an easy thing to get to work perfectly, I'm not sitting here upset that this tiny team hasn't yet polished every building.
Eh, well, maybe I'm a little too used to it... I love to build, have played bunches of different building games over the years, never seen one yet that wasn't - well, quirky. Each in its own way. With mods or without 'em.
As a group they're getting steadily better at it overall, and the progress is not really as slow as it seems sometimes, either. I personally think that the major impediment is that on the whole, we humans are so often way too good at over-complicating things, lol! :-D
In Planet Crafter, I will often start with the launch platform and work stuff in around it, if you are strategic about it and place it high enough to go over lower obstacles (or if you're building over water but near the shore) you can often do pretty well at filling in any non-clipping spaces.
You have to pick a good area to start with, of course, and watch out for larvae and such dropping just where you want to place something... a little ironic that such tiny things can be such persistent impediments, lol!
I agree that building can be frustrating sometimes, but there's often work-arounds to help get you where you want to be, if you think about it awhile, and that's actually good for stimulating and maintaining good brain function, so, well - I don't know about you, but since my brain can use all the help it can get, I try not to mind too much when something stretches it a little and it starts hollering...
Making excuses for horrible design is crazy
Now who's being a silly goose? (Goose! Goose! I mean, DUCK!!)
....Sorry! Can't resist a bad joke, lol!
But - who needs the grids anyhow? We can have floating palaces, why not? I don't bother with grids much if at all anymore, except to make walkways across water in some places, for the short time before I get the jet pack.
Afterwards, don't need 'em. Flying is MUCH better. why walk when you can fly? Why build an anchor when your palace can float in the air above the ground? Or a waterfall, or lava, or the ocean, or.... well, you get the drift!
Hey, we can build fusion reactors and jet packs - maybe there's an auto-leveler built into the pods so they don't need to be anchored to the ground, how do we know? We can float on water, why not air? This is how many hundreds of years in the future? I dunno, I don't think it's that much different from accepting an atmosphere with impossible amounts of oxygen in it, myself... it just is what it is.
But, whatever makes you happy! It would be nice if the grids worked as some say they should - but I can live with the fact that they don't. Personally, I use the basic one-cubic pods to anchor my builds, they help to keep everything square - then if I want I can use the grids to make paths around the outside, and incidentally block the view of the 'floating' part...
So, maybe a thought for you, if you haven't tried it already?
Personally, I think a game that encourages adaptability is both a rare and good thing - as well as being encouraging of a characteristic that would be incredibly valuable in any such actual situation as our convicts are in.
But hey, whatever works for you! Not a clue what 'head cannon' is though, as I don't tend to think in explosive analogies, sorry...