rubble megathread
Suggestions:
-area deletion of rubble. maybe with resource destroy tool
-building for rubble to go to
-direct use from rubble pile
-toggle off rubble entirely
Misunderstandings:
-rubble can be deleted by interacting with rubble pile
Comments: 48
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14 Nov, '22
A beaver MergedWe don't know the mechanics yet. But I assume rubble will now stand in the way of new construction when you delete something. In case of emergencies like where something was accidentally deleted, the player should be able to then delete the rubble itself, losing all recoverable materials but being able to instantly rebuild e.g. a broken dam in an emergency.
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21 Nov, '22
GM MergedWhile playing the Update 3 experimental , i noticed that the rubble is not getting gathered completely. I removed a few stairs and the beavers only collected the logs and left behind the planks . I even tried stopping my plank productions completely to see if they collect the ones from rubble and they didnt.
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21 Nov, '22
Zam! Admin MergedTry checking if You have enough storage space in your piles and warehouses to collect all dropped items. Also, right now only builders can collect rubble, so setting a higher priority to the rubble with construction priority tool may help as well. Finally, please remember that rubble piles are not storage, so beavers will not take resources from them directly to use in other places - rubble needs to be stored back again.
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24 Nov, '22
FuryoftheStars MergedFirst, it's a waste of time for them to pick up the items from the rubble, move it to storage, to then just pull from storage to use elsewhere.
1
Second, if for some reason you don't have storage, or all of your storage is slated for other goods (cause, you know, even a 200 unit warehouse that only has 5 of something else in it can't be used anymore), this can lock you in being unble to proceed if you were dependent on these resources being refunded.
Third, to new players, this will not be intuitive. At all. You may receive a lot of complaints and/or bug reports. -
26 Nov, '22
Grey Kylia MergedI can understand your reasoning, but i think its fine the way it is. The only thing i agree with is for the new players. Probly in the tutorial it just needs to add in a tag that says resources need to be collected before being used. After all its not usable resources when its on the ground like that, its RUBBLE. Picking through the broken scraps of a building to pick out what can be kept and what cant is part of a logical process.
If your settlement lives or dies on the fact that you need the planks/gears from a building you deconstructed and you have no plank/gear storage thats just user error. It takes 2/3 logs to make a small storage/pile, there is no excuse. It makes even less sense to deconstruct a storage of food but need that food to survive and then complain about them not eating in the rubble.
This whole thing seems like you are hoping to save logs for free storage on the open ground to me since small storage gives a full refund of logs currently. -
26 Nov, '22
nanashi MergedCouple of times now I have had to move a building already under construction. Often just a few blocks (yes, I am that disorganized :P). After placing the new building the builders would always first go to storage to pick up resources, even though they are lying on the ground a few blocks away. Any chance you could get them to prioritize the resources that are in nearby rubble before picking them up from storage? I would usually have to prioritize picking up the rubble to get them to move it. Seems its only really an issue when the resources in question are already plentiful - ie storage quite full.
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27 Nov, '22
Jcheung Admin Mergedthey can not use rubble to build with. it must hit a storage first.
you can set priority on the rubble higher though. -
27 Nov, '22
FuryoftheStars Merged@Grey Kylia: yeah, it's rubble, but once a beaver grabs from it, it's the actual item they grab. They aren't bringing rubble to a recycling facility to clean it up. They're just throwing it straight to storage.
My primary complaint here is the waste of time of hauling the materials to a storage location to then (especially when out of that resource) pull it out and haul it over to a construction job. They should just haul it straight to the construction job.
I don't care about food. I'm not talking about beavers going to a rubble pile and eating food from the rubble. -
28 Nov, '22
Siwa MergedI demolished few buildings which gave me rubbles of logs and planks. Planks were picked up by my beavers, but logs don't. I think that is because I have storage for planks but no storage for logs. It kinda makes sense, but you know what would make more sense? If beavers could pick up logs from rubbles and take them straight to building site if there is one requiring logs.
For example: right now I have no storage for logs and I can't build one because they require logs, which I don't have because I'm waiting for trees, but wait there are logs on the map! ...which I can't pick them cause no storage :(
...assuming that my beavers aren't picking up the logs because I have no storage set for them. But yeah I see no other reason for why they're not doing that, except for a bug. -
30 Nov, '22
Jcheung Mergedalternate mechanic to reduce pathfinding and not encourage people using rubble as storage-
building ghosts placed on rubble should first pull goods from rubble before shoving the rubble pile out of the way -
04 Dec, '22
Jcheung Admin MergedAssuming you're both out of trees and failed to build a pile to recover logs/planks to continue building things,
I'd like to suggest that the district center be capable of holding 5 of each: Log, Plank
Maybe if it's not too hard, also add that only rubble can deliver to it?
Actually, maybe all rubble can go to district center (max 5) and gets sent to warehouses from there, since builders no longer do hauling tasks not related to building -
05 Dec, '22
FuryoftheStars MergedI'd rather be able to take and use the materials directly from the rubble, without the wasted time of transporting it to a storage location, first: https://timberborn.featureupvote.com/suggestions/344557/allow-rubble-to-be-used-directly-without-storing-first
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09 Dec, '22
Mathyell MergedI'll give this a vote up, even though I get the arguments of Grey Kylia...
I was explicitely looking, if there is a thread for that, because these extra ways the builders need to go so storage and back really don't feel right.
My idea is to make take searching the rubble for usable parts take our beavers some time working on the broken scraps before actually holding the item in their hands (paws?), but then have them carry this directly to where it's needed (building site, workshop, ... or a storage)
About your point about having free storage on open gound - for example for food - if only builders (and maybe haulers) are able/willing to search the rubble you will still need a storage to make food or consumeables (books e.g.) available to your citizens... -
15 Dec, '22
Thierry3D MergedGetting back some of the material was suggested in the thread and is a good idea. But some rubble are never gathered for several reasons:
1) Not enough storage space
2) Location is not accessible anymore
We should have the option to completely delete rubble to clean the map. -
16 Dec, '22
Josh Curry Mergedthe builders always want to go all the way to the log pile or the lumberjack flag to get wood to build stuff. This seems to be true even if there is rubble containing logs that is significantly closer to a new build site that needs them. I think a pile of rubble should also serve as a source of materials for building without having to be salvaged first.
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16 Dec, '22
Gin Fuyou Admin MergedThierry3D, rubble can be deleted
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18 Dec, '22
Ryan D. MergedI agree with this. I just recently was building a second, higher dam behind a lower one. I demolished the first, but instead of the beavers taking the logs directly from the rubble pile and using it to build the second, higher dam, which was only one square away, they had to carry the logs all the way back to the storage and then bring them back to the construction site.
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18 Dec, '22
Adi Bucur MergedRight now, when a resource is needed and a scrap pile would provide some of it, beavers gather the resource from the pile, deposit it into storage, then grab it from said storage and use it to build. Would it be possible to make it so that the beavers, upon gathering mats from a scrap pile, use them directly if they're needed for a build, without first taking them to a warehouse?
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21 Dec, '22
awsdert MergedIt's annoying to click on individual rubble piles to delete them, also would be helpful if could just gather up all the rubble into a junk yard, could add a button to the pile storage to use a junk yard where content cannot be used or treated as part of accumulated resources until it has been moved to somewhere proper. If the piles aren't suitable create pit "buildings" that rubble is dumped into, the deepest pit should use metal in it's construction to support the walls as wood would not be enough at that depth.
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21 Dec, '22
Gin Fuyou Admin Merged"Scrap Gathering Behavior" (suggested by Adi Bucur on 2022-12-18), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Dec, '22
Fram MergedBuilders will not pick up building materials from rubble even if it's needed. Instead, they require a storage for that material. I've seen piles of gears lying around while a construction site that needed gears did not get them. Builders should see the rubble as a storage in itself and pick up materials from them, and preferably prioritize rubble over other sources of materials.
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21 Dec, '22
Fram MergedThe recent update to recycle building materials caused a bit of garbage problem when dismantling large structures. I often build temporary structures like small dams while working on a bigger dam, or scaffolds and stairs to reach remote places. Deleting these structures when they're no longer needed leaves long trails of rubble which usually needs to be removed manually, which means a lot of extra clicking. Builders will usually not pick up those materials, since logs and planks are easy to mass produce, so any storage is likely to be full already, and if recently completed a big construction project, you probably have more than enough of those goods. It would probably be better for the game experience if some buildings, such as dams, levees, scaffolds, and stairs, would not leave any rubble behind when destroyed. Alternatively, there could be a way to opt out of material recycling.
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21 Dec, '22
Djohaal MergedPiles should have a new category "building rubble" which lets them accept building materials (gears, planks, logs) only from demolished building piles, and nowhere else. Beavers can take those resources out of them, but not add unless it came from a rubble pile. This would allow for a dedicated resource flow and storage from rubble which might be useful in constrained storage situations or large reconstructions. However it'd mean a mixed-resource pile which might be problematic from game design perspective.
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21 Dec, '22
Jcheung Admin"Rubble not getting gathered properly" (suggested by GM on 2022-11-21), including upvotes (1) and comments (3), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"Mass rubble deletion tool and create junk yards for rubble" (suggested by awsdert on 2022-12-21), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"Allow rubble to be used directly without storing first" (suggested by FuryoftheStars on 2022-11-24), including upvotes (9) and comments (6), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"New goods category: Building Rubble" (suggested by Djohaal on 2022-12-21), including upvotes (1) and comments (1), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"Picking up building materials from rubble" (suggested by Fram on 2022-12-21), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"(exp u3) Building straight from demolished piles (rubbles)" (suggested by Siwa on 2022-11-28), including upvotes (3) and comments (1), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"Could the builders prioritize resources in nearby rubble over those in storage? Update 3" (suggested by nanashi on 2022-11-26), including upvotes (6) and comments (1), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"(exp u3) fix for soft lock due to being unable to use resources in rubble" (suggested by Jcheung on 2022-12-04), including upvotes (4) and comments (1), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"builders should retrieve materials from closest source" (suggested by Josh Curry on 2022-12-16), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"A garbage problem" (suggested by Fram on 2022-12-21), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Dec, '22
Jcheung Admin"Update 3 rubble: allow rubble to be deleted in emergencies" (suggested by A beaver on 2022-11-14), including upvotes (3) and comments (0), was merged into this suggestion.
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22 Dec, '22
FramOne possibility is to introduce a Recycle option as a complement to Delete. This would leave a pile just like the Delete option currently does, while Delete would not leave any rubble behind. This way you can decide in eace case whether you need the materials, and save a lot of time and clicking when you don't. In my experience, it's quite rare that I actually need any of the materials, but it's nice to have the option.
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26 Dec, '22
Alain MergedA quick idea, it would be helpful to have a new building where workers could pick up rubble and move it to storage. That way we can have builders dedicated to build and trash collectors dedicated to pick up the rubble (for example when destroying scaffold and other temporary construction buildings)
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29 Dec, '22
Anthony Ward MergedRubble piles need to be prioritized above all else otherwise new materials fill warehouses while recycled materials sit abandoned. This results in me having to click delete 7+ times instead of once because I don't want to see extra trash lying around my colony.
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01 Jan, '23
LeoI'll vote up on the ability to make a pile storage into a dedicated rubble drop-off, since I'm finding that even when storage space opens up, my beavers immediately prioritise filling it from building outputs even if I have max priority rubble awaiting collection, logs, planks and paper being the absolute worst offenders for this.
I would suggest that if we can get a rubble drop-off mode on piles, that it becomes a case of haulers or builders can pick up and transport rubble to it, but only builders can take from it.
It might however come down to being a bit of an anomaly in relation to the current storage design - since a rubble drop-off in that sense would function as an "open" storage - can store an amount of assorted rubble up to X amount (30, 180 or 1800 (for FT) of any type, say 50 gears, 50 planks, 50 logs and 30 paper etc.
I'd be inclined to say though that it only stores things used in construction. Food etc has to be picked up and taken to an appropriate storage. -
01 Jan, '23
Leo@Fram, while I do agree with and like the idea of having alternate options for recycle or destroy, I can see a potential frustration there.
I can't speak for other players but when deconstructing things I tend to default to the Delete key on my keyboard rather than the UI button; since logically your Delete key would connect to the Destroy option there, I can imagine people might accidentally destroy when they intend to recycle.
Perhaps the difference could be that setting something to recycle, in combination with the rubble drop-off idea, means that builders have to go and actively dismantle the structure and carry away its rubble, while destroying simply gets rid of it entirely? -
01 Jan, '23
Gin Fuyou Admin"New Building: Trash Collectors" (suggested by Alain on 2022-12-26), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Jan, '23
Gin Fuyou Admin"Rubble piles need improvement" (suggested by Anthony Ward on 2022-12-29), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Jan, '23
CarpeComputerI will be honest, the rubble mechanics is the most frustrating part of the whole game for me. At times, I tend to overproduce timber and planks, and I don't mind having them sit down in the workshops and lumber flags when the stockpiles are full. For this reason, replacing any building is the most annoying thing ever, because there is no place where the rubble can get removed. Even if I build a small temporary stockpile, it gets filled from all the workshops before the haulers have a chance to move rubble there. Every change is a frustrating exercise in micromanagement, involving shutting down woodcutters and workshops or starting unneeded megaprojects just to use up the surplus resources. This is not a fun obstacle to overcome, just an unneeded annoyance.
Piles of rubble should just act like closed stockpiles which beavers prioritize for taking out items, so they don't obstruct building sites longer than needed. -
25 Apr, '23
The KittyA possible solution for rubble I thought of, is adding rubble to the list of sources for resources and have the beavers go to the closest one. I don't know how many times I have tons of logs/planks laying there on the ground next to something that needs built and they keep going to the store house. Same for production buildings, I'll see my plank shop sitting still waiting on logs from across the map, where there is piles of logs right outside their door step.
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28 Jul, '23
Jcheung Admin"bug with getting stuck with zero log resources" (suggested by Brian Singenstrew on 2023-07-23), including upvotes (1) and comments (0), was merged into this suggestion.
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04 Sep, '23
Ian MergedIt seems that only builders are allowed to clean up rubble piles. It would make sense to me that haulers would also be able to do so. It would also be on theme for the job because it is basically carrying stuff to where it goes, it is just from the ground and not from a building.
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08 Sep, '23
Gin Fuyou Admin"Rubble piles and haulers" (suggested by Ian on 2023-09-04), including upvotes (1) and comments (0), was merged into this suggestion.
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10 Oct, '23
Dakota MergedI have been playing the experimental that is out and I have noticed that both factions do not pickup the materials on the ground despite there being builds that need the materials. I get that it needs to be stored but you can soft lock yourself if you use up wood before having a forester down. In order to fix this the beavers should be able to pickup the materials on the ground even if there is no storage for it.
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10 Oct, '23
Jcheung Admin"Beavers Collecting Materials on the ground." (suggested by Dakota on 2023-10-10), including upvotes (1) and comments (0), was merged into this suggestion.