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The farm plot problem is because you have a wall touching the farm. Right now farms bug with walls. As long as you demolish that wall the farm is fine.
Thanks i didnt know about the walls, everything i have a problem with is near a wall so maybe thats it
Not a huge deal, just bizarre. Haven't seen many games do that.
For a game with such a large focus on crafting and building this is one part that should be working well, and it just doesn't.
You place down structures based on character orientation and crosshair combined. If you want to fit something into some thight corner... well you'll fit it in after 2 hours of trying or you'll simply give up. One wrong movement and you'll build the structure somewhere you don't even see it.
I don't know why they don't use a similiar system like in any other building games. Build at the center of your crosshair, change distance by scrolling via mouse-wheel (for free "in air" placement) and let us rotate structures with "R" - not just in and outside, but also the orientation itself.
Same for removing stuff... looking at it isn't enough, you have to stand directly in front / on top of it. In case of walls the best practice is even to "hang" on them. I accidently removed the wrong structures so often...
And the jumping fields... woah... gosh i'm getting crazy. They just need "connect" those fields to floors like they're already connecting the absorbers with chests. The basic in the code is there, they just have to use it. :D
I think someone said the game is based on assets that they purchase? I'm not sure if it's so easy to take the code from one class and apply it to another when the classes aren't necessarily designed with any of the same elements.
So if they did it right, the only thing they need to do, at least as far as i would understand it, is to add the "sticky" property to fields.
Only downside of that, as far as it works for now, is that you would "delete" the fields, as soon as you remove the floor - like it also happens with absorbers if you (accidentally) remove the chest first.
But if "sticky" is a general property, you could even fix that issue for all objects at the same time, by fixing that within property (like "if (connection.status.changed = true) { drop collectable_item; }) instead of fixing each object itself.
Really can't wait for this, as i've stopped playing because it drove me mad when trying to figure out my own ways into automation.
Trying to remove some absorber for the 30th time, with the need to remove everything around it as your char simply doesn't want to aim at that thing (while you're standing directly in front of it, aiming at it), was just too much for me...
But no word about fields though....