Craftopia

Craftopia

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iaregamertom Sep 22, 2020 @ 8:25am
Building is so frustrating!!
Does anybody else find it virtually impossible to get anything built on stone floors to work the way it should? Farm plots bounce up and down, you try to remove thing ontop of floors but almost always remove the floors, so many other glitches with building i have to stop until its fixed. Far too frustrating
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Showing 1-11 of 11 comments
masterdragon Sep 22, 2020 @ 8:42am 
the building demolish system is okay, as long as long as you get used to it. The character will demolish whatever he is looking at. and before demolish there is a name shown so u can stop before the long press activates if you targeted wrong building. It is not perfect but navigable at the moment.

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.
iaregamertom Sep 22, 2020 @ 8:44am 
Originally posted by masterdragon:
the building demolish system is okay, as long as long as you get used to it. The character will demolish whatever he is looking at. and before demolish there is a name shown so u can stop before the long press activates if you targeted wrong building. It is not perfect but navigable at the moment.

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
tomwithtime Sep 22, 2020 @ 10:51am 
Just stopping by to chime in - I'm also very slightly annoyed by items bouncing around after they're placed. I built my 2nd base near a giant skeleton and it was spawning lizard people. Every time they ran over to my base they knocked my smelteries over! lol

Not a huge deal, just bizarre. Haven't seen many games do that.
FattyMooMooMan Sep 23, 2020 @ 2:54pm 
I posted a thread on placement previously - system for putting walls and floors down is not good at all, especially placing walls on top of one another, plus locking down of crafting tables, plots etc is buggy as hell, plots disappearing through floors, tables moving (and no not due to animals moving them when they pass by - just randomly shifting as it happened with some that could not be pathed to by NPCs).

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.
FattyMooMooMan Sep 23, 2020 @ 2:58pm 
Originally posted by masterdragon:
the building demolish system is okay, as long as long as you get used to it. The character will demolish whatever he is looking at. and before demolish there is a name shown so u can stop before the long press activates if you targeted wrong building. It is not perfect but navigable at the moment.

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.
Not just with walls next to them (yes they do bug more with walls), I have seen them drop through without a wall nearby, no idea what caused it. And please don't defend the targetting system for building or taking things down as its a pile of garbage as it is right now, it should be targetting what you point your cursor at but rarely does, its tragic how it currently operates, the phrase 'as long as you get used to it' translates as its total junk but put up with it anyway.
Gnoerl Sep 23, 2020 @ 3:53pm 
Just came here as i thought the same. IMHO the building system is annyoing AF.

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

Last edited by Gnoerl; Sep 23, 2020 @ 3:55pm
OneWomp Sep 23, 2020 @ 6:39pm 
Originally posted by ShadowVision:
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.
Gnoerl Sep 24, 2020 @ 2:33am 
Well, to make something "stick" to something else, there should be some specified property within the engine/environment to make that possible. Okay you could implement that with each object again and let it tell the engine "hey i'm sticky and that's how it works: ...", but that would be insane. Hopefully that's not how it works.

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.
Last edited by Gnoerl; Sep 24, 2020 @ 3:28am
Tri Sep 26, 2020 @ 7:41pm 
Originally posted by FattyMooMooMan:
Originally posted by masterdragon:
the building demolish system is okay, as long as long as you get used to it. The character will demolish whatever he is looking at. and before demolish there is a name shown so u can stop before the long press activates if you targeted wrong building. It is not perfect but navigable at the moment.

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.
Not just with walls next to them (yes they do bug more with walls), I have seen them drop through without a wall nearby, no idea what caused it. And please don't defend the targetting system for building or taking things down as its a pile of garbage as it is right now, it should be targetting what you point your cursor at but rarely does, its tragic how it currently operates, the phrase 'as long as you get used to it' translates as its total junk but put up with it anyway.
This...
Gnoerl Sep 27, 2020 @ 9:26am 
Thankfully they've announced a new "aiming based" building- and removing-system on their "short-term" part of the roadmap.

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....
Last edited by Gnoerl; Sep 27, 2020 @ 9:27am
Rafein Sep 27, 2020 @ 1:23pm 
I've seen a mod on Nexus mods that's supposed to make it easier. can look it.
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Date Posted: Sep 22, 2020 @ 8:25am
Posts: 11