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Báo cáo lỗi dịch thuật
Construction in Astro Colony takes directly raw resources to construct something. In some other games you need to craft a device first before you can place it. So you can also take it back to your inventory.
80% deal applies only if a device is very expensive, cost at least 5 resources. Deconstructing early crafting devices or cables/floors/walls cost nothing, just time in the recycling machine.
Ability to move devices is coming to Astro Colony. It will be possible to select devices, rotate them and move (short distances).
i added this game to wishlist last night after playing a while in demo. I did have to restart a new game cause i messed up placement of objects + how to attach wires lol
but i had fun.
Yes Agreed @Itolman4, the game is really fun. I also wish listed it.
Remember that there are games like Dyson Sphere Program where even buildings can be auto crafted in inventory and picked back up. The joy of these games comes from setting up builds for automation. Micro managing resources gets in the way of that.
Having any penalty to movement on any scale disincentivizes experimentation. Even if the loss of materials is small, imagine that you've taken the time to measure out the resources you need for a build and collected them, then you lose a portion everytime you decide to make a change while building. Means you have to go remake materials unless you've preplanned everything.
An alternative mechanic would be to having them being able to be picked up, and re-placed. Then if you didn't want them any longer or made new ones, they could be recycled.
Like recycling the trash in Stationeers.
I second the idea of leaving the recycle mechanic to reclaim resources when needed while allowing movement of entities at all times. This frees up the ability to design, optimize, and experiment.
I found myself turning off the demo rather than continuing to play, more than once, due to the frustration of having to go through several steps to just move something.
The inputs and outputs are all in different places on each of your structures, all of which are differently shaped themselves - it is not at all intuitive where things should be placed to avoid power+conveyor spaghetti, so we need to be able to experiment and move things around. Especially as new technologies unlock frequently and new options lead to new desired layouts.
The fact that I have to go through multiple steps just to move something is very frustrating.
Just let people pick up buildings and place them down again.
Or better yet, hold them in inventory Dyson Sphere style.
It's cool to be able to pick everything up and do a total redesign from scratch... and I've done that anyway, a few times, using and waiting for the recycler to give me back most of what I spent. But I still did it because I didn't know how to lay things out (and I still don't) effectively and in a way that is future-proof... or even mildly future resistant.
Also: Only allowing buildings to be moved a short distance doesn't address the problem at all, so please abandon that plan.
You can keep the recycler - it could be a more harsh resource loss if you want, and could be used as a way to permanently delete a constructed thing.
As a side note - though I hate 'realism' arguments, it is kind of weird having to use the recycler as a step in moving things. I mean... I don't have to fully break down my sofa or my fridge, loosing parts of it, and then reconstruct it from it's base parts every time I have to move apartments.
~ C
I think if you're dead set on keeping the recycling mechanics, this is a nice compromise. Actually, I think it's something missing from Factorio, as if you accidentally create 300k assemblers, there's no way to get those resources back.