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I think the new cliff algorithms in 2.0 are great, cliffs are out of the way and smartly placed to allow you to use them as true defensive barriers.
Anyhow, since you have Space Age, just go straight to Vulcanus and do what is needed to research the cliff explosives. Until you have cliff explosives, plan out your base design taking cliffs into account -- and you do know that underground belts/pipes can go through the cliffs?
Maybe just don't build next to cliffs when you know full well that you can't destroy them yet?
I was dubious when they told us that cliff explosives were going to be delayed. But my experience mostly matches yours. In practice, the cliffs now just don't get in the way of factory construction. They do influence the placement of longer distance rail connections, but I'm fine with that.
Exactly that. They still exist, but you can build around them for the time being.
And on Vulcanus before you unlock them, I think it creates a large-ish open area near where you land. Sure, the cliffs are pretty obnoxious in that they can be layered, but undergrounds tend to fix that. And any bigger scale and you should probably have them unlocked the cliff explosives already.
If you are so mad at the terrain you'd be willing to spend $50... a much cheaper alternative would be to use the map editor to give yourself a chest of cliff explosives. You can even use the "infinity chest" debug item, and configure it so that it has a never-ending supply.
You can say the same for water.
If they weren't being so hysterical and using so many expletives (that Steam "helpfully" hides behind hearts) I might've been inclined to be more helpful to them.
Either method works and both take about the same amount of time.
After finding out that Cliff Explosives are locked behind Vulcanus, I am doubly glad that I turned them off.
Honestly, without cliffs, Volcanus would feel weird. The volcanos wouldn't be so volcano-ey.