Allow to keep buildings by deactivating flames rather deleting them
So if you could deactivate a flame altar the way you could no longer build or teleport to it however it would still keep your builds intact on server restart would be nice.
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08 Feb, '24
DanielHighlighted comment
I had a friend who moved his home flame alter and it removed the upgrade from the alter, of course reducing the build area that was with the upgrade. Next login the game removed all buildings and boxes that were outside the area (because moving the alter removed the building parameters the upgraded alter permitted.) I think moving the alter should not remove upgrades and not remove buildings and storage boxes. Hours of work deleted because he wanted to place the "home" flame alter in a different spot. Not good. -
02 Feb, '24
Cole Youngeri think that might be okay if they limited it to one or two deactivated altars, otherwise someone is gonna build enough altars to fill the entire map and each save game is going to be bigger than the world source data in order to save all the changes made. The limit is made for optimization and space reasons i think, because having a static world outside of the flame altars allows them to keep the save game sizes relatively small compared to if you could change the entire world and keep it that way permanently.
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23 Feb, '24
GregIt would be nice if you could somehow move an altar so you don't lose the upgrades you put into it. The deactivation might allow you to place another altar in a new spot before destroying the old one.
For example I would love to put my altar on a small platform, but since I couldn't build until i placed the altar that was a no go, now if i destroy the altar to raise it up on a platform all the buildings poof. Allowing a height adjustment when placing could help with this too.
You also cannot see the size of the area an altar covers without placing it first which makes it hard to judge what will fall in the area when placing, especially with regards to upgrading the grid size.