Move Altar After Placing
Hi,
Would appreciate if there was a chance after you placed your altar to offset it within your set building radius now. So for example if i placed the altar down to have my area set, then i could move it within the now fixed building area...
So the building area stays the same but i can have the altar off centered.
think it would be great for creative possibilities
Comments: 61
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30 May, '24
lil gremlinHighlighted comment
I would so love this because then i can move it to better situate in the arewa iset it in originally. without having to make a new one. -
24 Jan, '24
anerysYes, very important, especially for the players who love to build... so for many many players. At the beginning we don't know exactly how we will build and it could be that we have to change the place of the flame altar.
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26 Jan, '24
Shumle MergedWould be nice to have the option to move the flame altar, within the build area after it has been placed. Having to extinguish it and place a different one is quite the hassle, especially if you've already built a lot and decide you don't like its placing after the fact.
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26 Jan, '24
Tigerlilium System"Move flame altar" (suggested by <Hidden> on 2024-01-26), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Jan, '24
TanaActually come here to suggest this found a place I wanted to build but didn't want half my area taken up by the shroud lol
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27 Jan, '24
Zack MergedAs simple as it sounds, Make the first Flame altar determine the radius of your building area but then allow for the flame altar itself to be moved without destroying or building a new one
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27 Jan, '24
Tigerlilium System"Add ability to move Flame altar in existing base radius" (suggested by <Hidden> on 2024-01-27), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jan, '24
GobbleHawk MergedLet us move the Flame Altar after it was originally placed, without having to destroy and rebuild it. So it would be easier to build the base around it in difficult terrain, since now it just stays locked in place.
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28 Jan, '24
Tigerlilium System"Movable Flame Altar" (suggested by <Hidden> on 2024-01-28), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jan, '24
Orval85 MergedWe placed our flame shrine down, and before any of us realized there was an undo button we continued building. Now our flame protected area is locked and we can't move it. We would simply like the ability to pick up and move the shrine so we are not forced to destroy entire buildings we created just to make sure they are in bounds of the flame protected area.
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29 Jan, '24
Aonyx System"Move Flame protected area." (suggested by <Hidden> on 2024-01-28), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Feb, '24
Cheezburger MergedHaving the option to Pickup and move a flame altar instead of just extinguishing them and losing the levels of the altar. Since upgrading my altar to level 4, it is now not in a good spot and would like to move it a little big in my base. I know I can just make a new one and level the one up but that requires more farming to level it up. I just want to move it so its in a better spot for my current base size.
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02 Feb, '24
Tigerlilium System"Pickup And move current Flame Altar" (suggested by <Hidden> on 2024-02-02), including upvotes (1) and comments (0), was merged into this suggestion.
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02 Feb, '24
Elegost MergedIt should be possible to move your upgraded Flame Altar, so like in your first playthrough its likely to missplace it, and it would be a nice QoL improvement to move the altar without extinguishing it and lose the progress you made.
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02 Feb, '24
Aonyx System"Move Upgraded Flame Altar" (suggested by <Hidden> on 2024-02-02), including upvotes (1) and comments (0), was merged into this suggestion.
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03 Feb, '24
Víctor MergedBeing able to move the main flame to another location without losing the flame level
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05 Feb, '24
Tigerlilium System"Be able to move the main flame" (suggested by <Hidden> on 2024-02-03), including upvotes (1) and comments (0), was merged into this suggestion.
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08 Feb, '24
Trapperthis is especialy good idea since when you are placing new altar you only see the buildable area of lvl 1 altar, so if you want to claim large ammount of space and connect 2 altars so they are edge to edge in terms of the buiLdable area its near impossible
i guess being able to craft and place already upgraded altar to be able to see the larger build areas is also an option but new feedback is disabled so ... -
22 Feb, '24
MattAbsolutely in agreement with moving the flame altar without extinguishing and losing altar upgrades. Sometimes a build design doesn't really focus until you're 70% through it and that sucks :)
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23 Feb, '24
MarThis needs more votes, I find the altar being unmoveable and in the center incredibly annoying when building.
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26 Feb, '24
Nahso SquishyI would like to add onto this one, along with being able to move the flame alter. Being able to rotate it other than 90 degrees. I found a really cool cave to build in but the alter only places in such a manner that the corner is facing the cave entrance. I need to be able to rotate 45 degrees but for some reason it's one of the only things you can't rotate with the mouse wheel.
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14 Mar, '24
MonikaYES PLEASE! I also wish that you could dismantle your base and move it elsewhere. I only need one upgraded base, but it would be nice to be able to move it.
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24 Apr, '24
Ericyea being able to pickup altars would make things easier and more logical in my opinion
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01 May, '24
TerraMoonit would be lovely to move them cause u cant see the building radius beforehand on the max level .-. u build the altar then u max it and then its slightly off to teh other altar c,c
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15 Jun, '24
egotistic battlecrymy first alter upgraded is two blocks to close to the stairs with the chest in the fort, cannot build there sadly. now i gotta destroy the whole thing, move all resources to another alter area and replace the alter and renew the lost resources just for a two block placement. Rabbits stuck in the ground too stop building
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09 Jul, '24
TerraMoon MergedIt would be nice if we could move Flamealtars. Especially when u try to connect more then 1 to create a big Area. to Refarm the mats to max upgrade a new Flamealtar is really annoying
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25 Jul, '24
KlutchNcougH MergedAfter placing an alter for building area zones, allow us to reposition the Flame Alter within the build zone without adjusting the build zone itself.
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12 Aug, '24
LuisaIt would be nice to move an existing upgraded alter without losing all the upgrades done to that alter. It's just a pain to have to go and re-gather all the mats to upgrade a second alter, especially if all you really want to do is move the first one.
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01 Sep, '24
Morgani agree with moving the altars should keep the upgrades, and thing a system similar to V-Rising would be cool? so when you move, you get the option of bringing over all the structures etc from your old base (landscape permitting) so you don't need to completely build everything from scratch again.
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31 Oct, '24
Spoder System"Move Flamealtars" (suggested by <Hidden> on 2024-07-09), including upvotes (1) and comments (0), was merged into this suggestion.
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01 Nov, '24
GM Nevermore System"Allow the Flame to be moved within build area." (suggested by <Hidden> on 2024-07-25), including upvotes (1) and comments (0), was merged into this suggestion.
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13 Nov, '24
DammitLalo MergedBe able to Move your flame location.
I want to be able to use the most of space out of it.
i've place a flame near a town i'm rebuilding i would hate to have my hard work and items disappear only because i misjudge the placement or need to move it a little to the left.
It will be helpful to have a setting in the flame(altar) where we're able to move it at least every 15 / 30mints or Hour.. -
16 Nov, '24
TrapperCZEIt needs to be able to change the buildable area, too; otherwise, why bother?
The moving of Altars would be a feature best used in huge multi-Altar bases, where the altars need to be constantly moved to find out the best layout for buildable area coverage.
Here is my example, https://imgur.com/a/zvImjXK (some of the altars are on the top, some are on the inside of the Inner Sanctum). You need to align the altars to cover the upper areas to cover all the space while using a minimal number of Altars. AND you also need to align them height-wise so you can smoothly build from the bottom/inside of the mountain to the top without having gaps in the buildable areas.
If the moving of Altars feature could not move the buildable area with it, then it would be mostly pointless, and we would still need to waste huge amounts of flames just to get this working. -
24 Nov, '24
marcovchbHi, More than being able to move Altars only, I think it is better to think an overall improvement and QoL upgrades to the Altar system, which I find interesting.
I propose for one, that we should have Altar level 5 available with a 200x200x200 capacity once we unlock Flame level 6.
I love building and I need more space. We should be able to craft Altars of our current altar level, so for instance if I already have Altar level 2, then I can craft an Level 2 Altar right away, crafting this secondary altar from that level, should become a resource sink.
Altar 1, 40x40x40, 5 Stone, 0 Shroud Core, 0 Sparks, Flame 1
Altar 2, 80x80x80, 5 Stone, 10 Copper Bars, 1 Shroud Core, 2 Sparks, Flame 1 and Altar 2
Altar 3, 120x120x120, 5 Stone, 10 Bronze Bars, 5 Shroud Core, 4 Sparks, Flame 2 and Altar 3
Altar 4, 160x160x160, 5 Stone, 10 Iron Bars, 10 Shroud Core, 8 Sparks, Flame 3 and Altar 4
Altar 5, 200x200x200, 5 Stone, 10 Steel Bars, 20 Shroud Core, 10 Sparks, Flame 6 and Altar 5 -
24 Nov, '24
marcovchbFollowing on my previous post, sorry idea was bigger than char limit. We should be able to upgrade already placed Altars as we usually do, and Altar level 5 should upgrade from a level 4 with 20-40ish Shroud cores. The other high level crafted Altars can only be created within the boundaries of an Altar and at the workbench table and limited to the that altar's level. If my main base altar is level 4, I can only make level 4 altars there, if a satellite altar has level 3, then it is limited to level 3 and so on.
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25 Nov, '24
CoolUsernameBro System"Moveable Flame ( altar )" (suggested by <Hidden> on 2024-11-13), including upvotes (1) and comments (0), was merged into this suggestion.
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27 Nov, '24
Angel AvalonJust... THIS!!!
This needs to be a thing. I often have to build around my Flame because I cant move it to a more practical or appealing spot! I hate that I cant mke it into a real shrine or spectacle to behold or even it's own room!
I would suggest coding a choice when accessing the flame.
1. Move base area (confines/yellow lines/where you can build. Reposition the build area around where the Flame is placed/within the Flame area, so you can plan your builds around the terrain where you originally placed the Flame... and make up for wasted space like when the yellow line goes off a cliff)
2. Move Flame altar (So you can reposition the Altar ITSELF, but leaving the build area intact and where it was originally.) -
15 Jan, '25
TodurYe please, great topic. I am having the same problems as my fellow players here. Would like to move the altar in the radius of its building area. Would be amazing. Cheers!
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05 Feb, '25
Shoog MergedAllow the flame altar to be freely moved around the build zone after being placed. Via interaction w/ the altar or while using the hammer tool. This would allow precise base border placement while allowing max customization of the area. No more hiding the flame altar in basements or having it in the corner of your yard.
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28 Feb, '25
Toast System"Moveable Flame Altar" (suggested by <Hidden> on 2025-02-05), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Mar, '25
LoganIn the same vein as moving the Flame, maybe options to *downgrade* in case you bit off more than you can chew in an area (or just need a couple Shroud Cores back, scale the percentage in options like scrapping weapons for runes?)
Maybe also options to choose from a couple of dimension presets when you upgrade your build space. Keep the same volume of the space, but instead of just the standard cube, you could pick from options like:
-Sprawling: a wider, shallower space for big settlements that won't be more than a couple stories tall.
-Towering: a narrower build space with a lot of verticality, good for cliff faces, mountainside, Blackmire tree forts, and uh. Towers.
-Long: like Towering, but horizontal. Good for cliffsides, bridges, and permanent shortcuts through pesky mountains. -
18 May, '25
Sympai MergedI understand that upgrading alters is a part of the game, but once I've upgraded one, I feel like we should be able to craft an upgraded version with some more materials than the level one but without having to run through the process of upgrading each additional alter with limited resources (i.e. shroud core). I say this because currently the only way to "move" an alter is by deactivating one, losing the materials to upgrade it, then placing a new one where we want it. This doesn't allow as much freedom in building as some would like. Not to mention, our main base may not need as large of an area as some place we wish to renovate and have as a second home. Either that or reference the other thread: https://enshrouded.featureupvote.com/suggestions/524650/move-altar-after-placing
Being able to "pick up" an already placed alter and move it would make placement easier as we upgrade since it's hard to visualize upgraded space and what will be cut off versus what will be retained. -
23 May, '25
Frog System"Ability to craft upgraded alters or move them" (suggested by <Hidden> on 2025-05-18), including upvotes (1) and comments (0), was merged into this suggestion.
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27 May, '25
sloggoth MergedPlease allow 30 seconds after deactivating and altar for a player to place a new one and RETAIN their build. Very important for people who didn't figure out 160x160x160 right and need to move it 15 feet south. Like I need to do but cannot.
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12 Jun, '25
PaulJWhile I support this, I have an interesting alternative; what if you could "move" the area boundary? I.e. the flame altar stays in place, but you can rightclick or something to adjust the area boundary around it. The only caveat is that the flame altar obviously must remain within the boundary. This lets players put their flame altar in a corner i.e. it doesn't have to be right in the middle of everything.
Pretty sure this will likely be a pain in the ass to code lol but I like the idea of having my altar teleport in one corner of the base, so I can put something more pleasing (to me) in the middle. -
12 Jun, '25
Toast System"Leave short time to replace altar location w/o losing build/repoping" (suggested by <Hidden> on 2025-05-27), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Jun, '25
LarsLike many similar games, this should be movable after placed. Similar games allow you to see the current boundary the alter has created and move the alter anywhere within that existing boundary. A recent example, Moria. Once you place it down again it redraws the new boundary.
Keep note, anything that you built that now falls outside of the new boundary will decay and be gone unless you move it also. I often readjust my Moria "hearth" and then move my stuff back into it's new area. -
27 Jul, '25
Shan+1
I just had a very negative experience: I thought I could move the altar (level 3) by deactivating it and replacing it, it does warn that items placed will be lost so I added a level 1 nearby to counteract that effect. But deactivating an altar makes you lose all the items used to level it up, without warning - unless I understood the message when deactivating it.
It would be also super helpful to have more ways to see what surface area of an altar, especially for those of us wanting to repair/reactivate existing structures/ -
30 Jul, '25
PaulJ@Shan: Why did you think you could move the altar, even after placing another one nearby, when it still displayed the exact same "deactivate" message that's used to remove altars? I don't disagree that the "destroy and replace" method sucks, but you made the assumption yourself that the altar level would be kept, but the game never indicates this at any point. Blame the game for the actual crap it does, not for things you assume it would but doesn't.