• Allow us to rotate walls/doors?
    17 replies, posted
Logged in today and started up my server. Got a big twig house built. Just the first floor. Went out to farm stone. Came back and it was night. Upgraded everything to stone. The sun rose, and I realized half of the walls had the strong side facing inwards. Can't rotate them even though I'm admin of the server. Only demolish. And if I wasn't the admin, I wouldn't even be able to do that. Just a QoL fix.
sucks that happened to you, but IMO it makes no sense to be able to rotate a wall or set of stairs. breakit and replace. be more careful placing, or doublecheck before you upgrade from twig.
I don't mind not being able to rotate after a few minutes, but there really isn't any visual distinction between the strong and weak side of twig walls and doors. That should be fixed so it's a lot easier to identify the two.
[QUOTE=frank_walls;48061707]I don't mind not being able to rotate after a few minutes, but there really isn't any visual distinction between the strong and weak side of twig walls and doors. That should be fixed so it's a lot easier to identify the two.[/QUOTE] There is actually very subtle differences between the sides, if you look very carefully the position of some of the string changes depending on which side you are looking at. I agree this is not a stronge visual distinction and would personally like a stronger indication - I can never remember which side corasponds to which string position(really should write it down somewhere)
This is kind of a disappointment if the armored wall glitch is still prevalent.
in the devblog they stated that you can now only rotate 10 minutes after placing. this was to avoid people using stairs as a hiding place by rotating them to gain access.
It's amazing even the people running the servers can't bother reading the changelogs.
[QUOTE=frank_walls;48061707]I don't mind not being able to rotate after a few minutes, but there really isn't any visual distinction between the strong and weak side of twig walls and doors. That should be fixed so it's a lot easier to identify the two.[/QUOTE] agreed, if there was a strong distinction like there is for sheet metal, it would reduce the problems that have been revived by the removal of rotate:)
TBH, this shouldn't have been implimented until the build system is 100% and it's not, for example the corner of stair walls, the game always places 2 of them the wrong way around, seems wrong to have to wait rotate them the right way around when the build system ain't 100%
[QUOTE=mrknifey;48061510]sucks that happened to you, but IMO it makes no sense to be able to rotate a wall or set of stairs. breakit and replace. be more careful placing, or doublecheck before you upgrade from twig.[/QUOTE] I get stairs. It creates an unfair advantage. I'm fine with stairs not being able to rotate. But walls provide no advantage. There's no reason for them to NOT be rotatable. [QUOTE=frank_walls;48061707]I don't mind not being able to rotate after a few minutes, but there really isn't any visual distinction between the strong and weak side of twig walls and doors. That should be fixed so it's a lot easier to identify the two.[/QUOTE] I think this would be a fair compromise. I can't tell the difference; especially at night. And the "LOOK REALLY CLOSE AND U WILL SEE THAT THE PIXELS ARE SLIGHTLY DIFFERENT" excuse doesn't cut it. Every other form of a wall has a very clear distinction between the inside and outside.
[QUOTE=frank_walls;48061707]I don't mind not being able to rotate after a few minutes, but there really isn't any visual distinction between the strong and weak side of twig walls and doors. That should be fixed so it's a lot easier to identify the two.[/QUOTE] Yes--agree completely. Visually, we could also answer all the "why is it stronger on one side" accusations of being unrealistic or nonsensical by showing the structural support pieces on the weak side and the protective planks/armor on the strong side. I think the top tier already does this pretty well, but the other tiers should have it too. Especially the wooden ones since they come first. (Even stone could show some wooden bracing on their weak side--leftover from their [i]upgrade from[/i] wood.) Another way to mitigate this issue is to have the rotation time window trigger after build [i]or upgrade[/i].
[QUOTE=punchfodder;48065320]Another way to mitigate this issue is to have the rotation time window trigger after build [i]or upgrade[/i].[/QUOTE] This isn't a very good solution, it would make it easy for raiders to upgrade a lower material one tier higher and use the vulnerable side to save on costs. Maybe once they do another balance pass at the upgrade tiers it could work, but this isn't the bandaid we need right now.
[QUOTE=ScrapDraft;48065067]I get stairs. It creates an unfair advantage. I'm fine with stairs not being able to rotate. But walls provide no advantage. There's no reason for them to NOT be rotatable.[/QUOTE] nah, i can come up with an exploit immediately. authorise yourself on their cupboard. now you can rotate their walls to face you with the weaker side so you can break in more easily. besides, it's better to have one rule that works across the board than to have a different rule for every block.
On the highlight before you build, should just say "INSIDE" or "OUTSIDE" in big red letters or something. Sounds over the top, but there's no way to mistake anything or mess it up then.
[QUOTE=mrknifey;48069821]nah, i can come up with an exploit immediately. authorise yourself on their cupboard. now you can rotate their walls to face you with the weaker side so you can break in more easily. besides, it's better to have one rule that works across the board than to have a different rule for every block.[/QUOTE] Honestly, I'm still confused as to why there's a weak/strong side to begin with.
[QUOTE=ScrapDraft;48072803]Honestly, I'm still confused as to why there's a weak/strong side to begin with.[/QUOTE] It's a compromise to builders who find that they have to remove something, like for example if you got raided and the raiders placed walls to block off your door access. It wasn't fair to require base owners to use c4 or several hours of tool smacking to break a wall, but having a demolish feature was being abused.
[QUOTE=Zipper Bear;48075220]It's a compromise to builders who find that they have to remove something, like for example if you got raided and the raiders placed walls to block off your door access. It wasn't fair to require base owners to use c4 or several hours of tool smacking to break a wall, but having a demolish feature was being abused.[/QUOTE] So.. What's stopping the raiders from placing the strong side on the side you have to break?
[QUOTE=ScrapDraft;48075407]So.. What's stopping the raiders from placing the strong side on the side you have to break?[/QUOTE] If you're smart you'll anticipate this and create a little saferoom that you can spawn in that puts you behind the strong side. It was mostly an example though, the most common use would most likely be for builders who placed something incorrectly and needed to break it down.
Sorry, you need to Log In to post a reply to this thread.