Gate, Roadblock, No Entry - toggle / pause access to area to stop beavers from going into badwater
In my first encounter of badtide, I tried to prevent my beavers going down the red river by deleting the only path that went under water. However, one of my beavers still went down the river to build a levee on the other side of the river. I had another path to go to the other side, but the beaver still chose the shortest path and get contaminated.
For my suggestion, the new building should look like the old district gate, used as a path or built on top of a path. When closed, the path is completely blocked like a fence and beavers can't go through. When opened, beavers can walk through normally.
It is useful when you can't divert the badwater away from your colony, at least you don't need to destroy the stairs every time badtide hit and rebuild them later.
Comments: 28
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04 Oct, '23
a beaver MergedAllow us to "turn off" / prevent access to zones that are contaminated or about to be contaminated - maybe something like the district gate where we can quickly turn off all industry and in-progress constructions during the badtides.
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06 Oct, '23
Gin Fuyou Admin"Allow us to quarantine contaminated or polluted zones" (suggested by a beaver on 2023-10-04), including upvotes (1) and comments (0), was merged into this suggestion.
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06 Oct, '23
ChrispyK412Instead of a gate as Lapis suggested (which by the way should look like the Geocities "under construction" sawhorses):
The lido and showers automatically mark themselves as "Block by Badwater" so the beavers avoid them. A toggle to mark stairs, platforms, and bridges to similarly mark them as "Do not Use" would also work for most situations to prevent contamination. This would also potentially be useful in regular use in the game to prevent beavers from accessing an area for other reasons. For fun you could have the model of each change to one wrapped in yellow caution tape when it is activated. -
07 Oct, '23
Jósef MergedThis, I imagine would function like a floodgate, but it would be for Paths. If you have a levee wall for a castle, you should be able to have a gate that can close in times of flooding, and open for beavers to get through and inside the walled off area. It would function similar to a floodgate, in that you can close and open it yourself. Yet I also think an automatic system could be involved, where a beaver is hired to close the gate should it come in contact with water. This would greatly improve building, and would be much appreciated by builders.
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07 Oct, '23
Gin Fuyou Admin MergedYou know it's called... just "gates"
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07 Oct, '23
Gin Fuyou Admin"Flood Gate for Paths" (suggested by Jósef on 2023-10-07), including upvotes (1) and comments (1), was merged into this suggestion.
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13 Oct, '23
Chunkydoggo MergedNow that we have an enviromental threat directly to our sweet little beavers (badwater) we should probably add a few ways that we can manage it better.
I was thinking along the lines of Roadblocks like in the old city builder games like Pharoh, where the idea is that only certain workers can move past. I beleive the idea was iterated upon in later games where you could control the type of workers allowed past and the direction allowed.
This would go a long way to help us manage our little guys, as sometimes they make very odd, ineffecient or dangerous pathing choices. I think an easy start would be the ability to "turn off" single pieces of roads or staircases in the same way you can do with most buildings? -
13 Oct, '23
Gin Fuyou Admin"Pathfinding, Roadblocks and directional roads" (suggested by Chunkydoggo on 2023-10-13), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Oct, '23
PsychicMonkey MergedCurrently with the experimental bad water if you have stairs built in areas that might flood during a badtide, our beavers will continue to use the stairs and become contaminated. The current options to prevent this from happening would be to pause building or buildings in the area flooded with bad water, or delete the stairs. It would be a nice feature to just be able to pause the stairs or add a gate that would prevent beavers from creating a path through the bad water.
You can see in the attached image that with the stairs placed where they are the path that they create would cause beavers to enter bad water. It's also the shortest path to the buildings. Beavers will prefer to go down the stairs than to safely build from the elevated levees. I can either delete these stairs thereby removing the option to path down a level entirely, or pause all building in the area so the beavers no longer think to move there. -
20 Oct, '23
Jcheung Admin"Allow stairs to be turned off to prevent beavers from using them." (suggested by Ian on 2023-10-19), including upvotes (2) and comments (0), was merged into this suggestion.
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26 Oct, '23
PsychicMonkey MergedI enjoy the new bad water mechanics and I appreciate the new danger it poses to the beavers both to their health and to their food. However If I build a route into a water source that is subject to badtides there is a chance that they will route through there without thinking, get sick, and eventually die. This is all the more difficult because the decontamination beds are a mid-late game building.
You can see in the image the issue where the closest path is down the stairs and through the water. My only other options is to delete the paths or stairs which would prevent the beavers from pathing through the water.
What would be helpful is to have a gate on the stairs, or just a toggle that would allow us to block off access. Even better would be to limit access to bots only or no access. -
26 Oct, '23
Jcheung Admin"Allow stairs to be turned off to prevent beavers from using them." (suggested by PsychicMonkey on 2023-10-26), including upvotes (1) and comments (0), was merged into this suggestion.
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21 Jan
hazeruna MergedRequests for additional functions: "Beaver exclusion zone", "Addition of a water source where sewage is always mixed", "Official map with the information on the left"
"Beaver Exclusion Zone"
I would like to be able to create maps to create areas where beavers cannot enter no matter what they do.
Currently, I think it would be possible to do it by lining up two ruins, but it would take up the appearance and width of the map.
I would like you to create a 1x1 square where you can place objects that beavers cannot enter.
"Additional water sources that are constantly mixed with sewage"
Even now, if you add a sewage source near the water source, you can create a water source that is always mixed with sewage.
I would like to create something that always generates a water source mixed with sewage using a single object.
I think that if you could adjust what percentage of wastewater is mixed in with the water source, you would have even more freedom in map creation... -
22 Jan
Gin Fuyou Admin"Requests: "Beaver exclusion zone", "Addition of a water source where sewage is always mixed",,," (suggested by <Hidden> on 2024-01-21), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Jan
hazerunaWhy was it integrated here even though it's about map creation...
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23 Jan
Gin Fuyou AdminBecause it was a list of unrelated suggestions, they never get any notable number of votes so they are closed as "feedback" or merged into anything similar immediately. I'm still not sure what you meant about ruins, so please, next time describe the idea in more details so even a dummy like moderator could understand it, and each particular suggestion in separate topic.
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08 Feb
Bill MergedIts simple. Be able to pause stairs =D
(useful for bad tides for starters) -
13 Feb
Gin Fuyou Admin"PAUSE STAIRS" (suggested by <Hidden> on 2024-02-08), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Feb
Eric MergedI would like the option or perhaps just a permanent to change to the logic of the beavers so they won't try to go through bad water unless they absolutely have to, or say if it's a priority job.
Too many times I build a path through bad water to facilitate construction, blink and 1/3 of my beavers are contaminated because the new path is something like two cells shorter. -
20 Feb
Jcheung Admin"Passage permitting only robots or only beaver" (suggested by <Hidden> on 2024-02-19), including upvotes (1) and comments (0), was merged into this suggestion.
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20 Feb
Esteban Egred MergedWe can make an entrance or door or fence door to the paths so we can allow and close the doors so the beaver can pass or not to that path, will help when the water is contaminated so we can block that path and make the beavers be health and dont go inside the water to build or recolect or something
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23 Feb
Gin Fuyou Admin"Bad Water Beaver Logic Pathing Options" (suggested by <Hidden> on 2024-02-18), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Feb
Gin Fuyou Admin"Doors or entrance to the path" (suggested by <Hidden> on 2024-02-20), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Mar
Octavi MergedThere should be something that forbids beavers to go automatically to the badwater. For example, when you want to build using robots because there is badwater on the area, you should be able to point or decide to the construction what are you going to use, or beavers o robots.
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04 Mar
LemLems MergedIt would be handy if we could add and remove 'no entry' signs on pathways. My beavers were working in the area where i divert the bad water tide to when it happens. When i knew the bad tide was coming i set all the tasks in that area to the lowest priority to try to encourage the beavers to leave the area but some still persisted with working in that area and got contaminated. It would be nice to have a way to temporarily evacuate the area, or at least stop new beavers from going into it for a while.
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05 Mar
Gin Fuyou Admin Mergedwhat of you need them to go into badwater? To complete a critical building for example. Merging with more specific topic
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05 Mar
Gin Fuyou Admin"Beavers cant be that stupid of just swim in badwater." (suggested by <Hidden> on 2024-03-03), including upvotes (1) and comments (1), was merged into this suggestion.
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06 Mar
Gin Fuyou Admin"Ability to temporarily set 'No Entry' signs on pathways" (suggested by <Hidden> on 2024-03-04), including upvotes (1) and comments (0), was merged into this suggestion.