Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Or other places the inside stairs would cut a hole in the ceiling of the bottom room/floor of the top room but not actually build. The interior stairs apparently can only be built in the room where there is a long clear space in the ceiling that can be cut out, not just where the player wants them.
Assume this is because of using the cookie-cutter building pieces, but who knows.
I agree with you all, block snapping needs a lot of improvement. Currently the snapping on the grid is rather random (smallest mouse movements change the orientation) ->click and ahhh wrong again.basically the mechanics are OK! only changing the orientation should be a bit slower, or even better above the building point a small dialog to select the direction. That would be something. Adapted to other games, the conversion is well implemented so far, but still needs some “fine tuning”
Greets
Xander
Time no one needs stairs. Most of moving oprations works like in Minecraft. One block over to run about is ok . if you need a step up or down without holding / hitting "<Junp Key>" . If you mean a cosmetic function, don't search for it ...
Until now I try to find out the real function of the Blocks. Until now I use it for cosmetic building.
It was missing a door (functional or not) Then the Block makes sense to create some Buildings without funktion. But without a minimalistic workbasket.. it make no sense to spend some time in it.
I think its the same problematic as in SpaceEngeneer. how to find out (programmers work) if a room create as Vacuum or Aerfluoded Room.
Now that will make the Gamemechanic much more komplicated.
But is this what we need ? I dont need that complicated survival system. The actual balancing ist ok.
Greets
Xander