Build through Demolishable elements, placement over deletable objects like trees and bushes
It would be helpful, for me, to be able to mark resources for "demolish" and be able to build paths through the demolished area without having to wait for the elements to be demolished first.
If I were to build a path through a forest at this time then I would have to use the demolish resource tool to clear a path then wait for the elements to be cleared before placing a path. It would be helpful, for me, to be able to streamline the process by having the ability to place paths over doomed elements or alternatively to have a separate tool or checkbox to place paths (or buildings) on top of demolishable elements which would result in their destruction and aid in my base planning process.
Comments: 47
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27 Sep, '21
LJ Mergedaffected trees will be automatically be flagged for demolition
after tree is demolished, the path will be built -
09 Oct, '21
Stephen MergedThis would be a good quality of life thing. Switching tools doesn't enhance the experience but would totally understand if it's complicated add new cool stuff first ;)
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13 Oct, '21
Alex Mergedwhen i build a path it would be good to auto remove objects that are in the way of the path like bushes or trees.
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03 Nov, '21
Verduisont MergedWhy limit this to path on tree ?
Must be applied to any construction (paths, farm lands and buildings) on any plant, farm land or paths. -
19 Dec, '21
Gauron MergedThis is an annoyance of mine but when i lay a road and i hit a tree/bush it should either get automatically marked for deletion or if in range of a cutter it should be marked for cutting down.
Its just needless extra clicks to make you first mark the area for clearing/deleting then put the building down. -
20 Dec, '21
Gin Fuyou Admin"Building over trees and bushes" (suggested by Gauron on 2021-12-19), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Jan, '22
Nathan MergedAllow the player to place a new building for construction over removable objects such as trees and crops. These features would be automatically queued for deletion.
This would be especially helpful when figuring out how to reconfigure a space, as currently you have to delete everything that you think you might want to delete before you can try laying out a new area. -
30 Jan, '22
Gin Fuyou Admin"Allow building placement over deletable objects (e.g., trees, crops)" (suggested by Nathan on 2022-01-30), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Feb, '22
Gin Fuyou Admin"[QOL] you can now build paths through trees." (suggested by LJ on 2021-09-27), including upvotes (19) and comments (2), was merged into this suggestion.
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09 Mar, '22
Philip MergedI think that it should mark the trees to be removed, and when that is done there will be a path.
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30 Jul, '22
Lucas MergedDeleting resources manually is terrible UX. There's already a confirmation dialog for deleting resources, so please let us just place that Farmhouse right on top of a carrot patch, queue the destruction of resources + the building task automagically and just prompt us with the confirmation dialog box in these situations.
Deleting buildings manually is fine otherwise though, because it's instant. Resource removal not being instant would be fine if we could queue the constructions on top of that. -
01 Aug, '22
Gin Fuyou Admin"Allow paintover of resources with buildings" (suggested by Lucas on 2022-07-30), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Sep, '22
Zach MergedWhen trying to build something and I notice a single tree sapling blocking the building. Maybe add it so that if a building plot or road is set down over a sapling/bush it will automatically get spotted for resource removal.
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21 Sep, '22
Blakmoon MergedAs you propose it, it means that it must be removed by a beaver before starting building, but ther is one problem I see here : what if you place a building in the extrem limit of builder's range and the resource is out of range ? it will never be removed.
Maybe the idea would be to automatically remove this resource. -
22 Sep, '22
Jcheung Admin Mergedthen there should also be a change to mark resource removal as out of range and throw an alert, just like when an actual building is out of range
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22 Sep, '22
Jcheung Admin"Automatic Resource Removal" (suggested by Zach on 2022-09-18), including upvotes (6) and comments (2), was merged into this suggestion.
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14 Nov, '22
Bryan MergedI understand trees, paths, stumps...but dandelions and carrots? If I want to build a structure or path, and a dandelion is in the way, it should auto-delete.
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17 Nov, '22
Gin Fuyou Admin"Dandelions should not block construction" (suggested by Bryan on 2022-11-14), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Nov, '22
Mithmort Merged+1 on the variation where the tree or crop gets marked for removal (and to add on: maybe with a modifier key, harvesting instead) by placing the path, then the beavers do their normal removal (or harvesting) process and the path is placed immediately afterward. e.g. via an entity tag to "replacwithpath" or some such.
This could take a lot of micro-managing out of our days, thus a nice QOL improvement for us wranglers without skipping the game-play component of a beaver having to do the work of removing (or harvesting) an object in order to proceed with the path. -
20 Nov, '22
Gin Fuyou Admin"Building a path" (suggested by Alex on 2021-10-13), including upvotes (2) and comments (1), was merged into this suggestion.
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25 Dec, '22
Razul MergedSometimes I'll try to clear a path, then wander elsewhere while by builders get around to demolishing some pesky weeds. Sometimes those weeds will grow back before I get around to putting that path in. I've been able to work around this with priority shifting, but it would be nice to be able to lay down a building ghost over the top of crops/trees marked for deletion.
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29 Dec, '22
Gin Fuyou Admin"Allow contruction to be queued after resource demolition" (suggested by Razul on 2022-12-25), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Jan, '23
LetoDor Mergedwhen you need to place down a straxcture and there are plants or paths in the set it to auto destroy.
being able too manage a specific beaver.
show were something is used or moved for building -
09 Jan, '23
Gin Fuyou Admin"Convenience and efficiency" (suggested by LetoDor on 2023-01-02), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Feb, '23
Brody MergedIt would be a huge quality of life improvement is you could draw a path through bushes/trees and it would automatically mark the resources for destruction. You could even keep are you sure prompt. Thanks!
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11 Mar, '23
Gin Fuyou Admin"Path building auto deletes resources with prompt." (suggested by Brody on 2023-02-10), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Mar, '23
Gin Fuyou Admin"Allow placing buildings on top of resources, which then get removed before construction." (suggested by Simon on 2023-03-02), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Jun, '23
gyerekecskee MergedCurrently, I can't place a building on crops/plants, first I have to separately demolish the plants. This should happen automatically, similar to how I can place buildings on planned platforms and beavers build the platform first
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06 Jun, '23
Gin Fuyou Admin"Buildings should automatically destroy crops and plants beneath" (suggested by gyerekecskee on 2023-06-02), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Jul, '23
Adamerso MergedI think it would be easier to allow “planning” placing buildings, paths, platform building and similar, when there is still obstacle, like tree or berries. It should be, just like we’re waiting for the platform to be set – it should work just marked as “to be removed” like it’s seen right now, or simply grayshaded like platform before being created, but shouldn’t block us from planning for building… Like unbuild ptaform allow us to plan paths and buildings. We could spend time waiting on resources to be cleaned on planning :)
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17 Jul, '23
Gin Fuyou Admin"Allow demolition to be considered done by builder crew before building" (suggested by Adamerso on 2023-07-16), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Sep, '23
Lou Mergedmake it easier to remove berries/trees when putting down new buildings. it is frustrating waiting for the beavers to remove the resouces you need so you can place your building. I feel like they never removed the berries and I had to just pick a new location.
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10 Sep, '23
Gin Fuyou Admin"Building new buildings" (suggested by Lou on 2023-09-09), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Oct, '23
Jim MergedIts weird and annoying that i can build over a treestump or dead shrub, but not a new sapling. Having to queue up a 'dig up this plant' command, and then hover over it waiting to build the path segment, is annoying and adds nothing to gameplay.
Combining dig plants with destroy objects simplifies for new users, while (afaict) not impacting anyone else. -
14 Oct, '23
Figmnt MergedI've only played for two hours at this point but this is something that annoys me a lot, having recently played Frostpunk again. This could be expanded to other things such as path building through forests and such.
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16 Oct, '23
Gin Fuyou Admin"Build over trees/shrubs/etc" (suggested by Jim on 2023-10-13), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Oct, '23
Gin Fuyou Admin"Add a feature that automatically marks bushes for demolition when placing a field" (suggested by Figmnt on 2023-10-14), including upvotes (1) and comments (0), was merged into this suggestion.
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05 Dec, '23
Jack MergedWould be nice to be able to build stairs on top of a way or a way through a field without having to erase the other thing first.
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06 Dec, '23
Gin Fuyou Admin"Build on top of existing stuff" (suggested by Jack on 2023-12-05), including upvotes (1) and comments (0), was merged into this suggestion.
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11 Dec, '23
Sash MergedI love the game so far, but I get a bit annoyed, that I can't just build roads/buildings over bushes, crops and trees. First, I need to mark them to destroy and if the beavers have a lot to do, I need to prioritize each one. Maybe it is more comfortable to just build "on top" and the beavers remove everything automatically, if I just prioritize the building.
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22 Dec, '23
Gin Fuyou Admin"Buildings automatically removes bushes/crops/trees" (suggested by <Hidden> on 2023-12-11), including upvotes (1) and comments (0), was merged into this suggestion.
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30 Dec, '23
NRade MergedCurrently one of my greatest annoyances in the game is that it takes two separate builder actions to first remove a resource from a tile and then order the construction.
Knowing my beavers, they will take 2-3 days to get the first action done, after which I need to come BACK to the spot to order the construction job and wait another 2-3 days for that to happen, since all kinds of other things probably got prioritized before that.
Please make it so that either:
- removal of resources is no longer a builder action but simply something that instantly happens (removing buildings isn't either so it seems more consistent with that anyway?)
- it is possible to order construction on a tile that has a resource on it, and the workers will still treat removal and construction like two sequentially executed actions
Both of them make almost equally happy because I want to be rid of the micromanagement task of returning to the tile to order construction after the resource got removed. -
30 Dec, '23
Jcheung Admin"Streamline removal of resources where construction needs to go" (suggested by <Hidden> on 2023-12-30), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Jan
kadjau MergedPlace buildings over plants. Automatically make jobs to have people remove them. Make these jobs not have to come from builders since they are already usually very busy, but any building nearby if the person is not doing anything (idle) allow them to clear the dead or alive potato plant or blueberry bush. (Just show a red X or whatever over whatever plants will be killed when in building placement mode). Thanks!
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27 Jan
Gin Fuyou Admin"Place buildings over plants. Automatically make jobs to have people remove them." (suggested by <Hidden> on 2024-01-25), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Mar
MM MergedIt would be good if path can made on top of berry bush - or remove bush as a task.
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19 Mar
Gin Fuyou Admin"Remove berry bush" (suggested by <Hidden> on 2024-03-13), including upvotes (1) and comments (0), was merged into this suggestion.