#re attach storage container
1 messages · Page 1 of 1 (latest)
Yeah best we can do is recycle them rebuild easy enough but agree it would be nice to snap to wall
I would add that copying customizations from/to containers would be great too. I've got 3 copper containers and I want them to look exactly the same. ya know?
I feel that a lot, I’m color blind so everyone of my color coded containers are different cause I can’t visualize the same color of we could use a color code on the wheel or anything would be amazing
I'm curious about this as well mainly because I wonder if them sticking to the walls was intended in the first place. 🤔
sticking work becouse it have magnets and when you build it ... you can place it on floor or wall and it remain on wall becouse the magnets for this we only need to add second axys rotation, one we have it to rotate left right now we need up and down
I agree four directional rotation (left, right, up, down) even if it was a cycle like spin all 4 sides then rotate all 4 would be better than nothing. But I was looking for a way to reattach items to the walls when they fall off due to overlap issues, small glitches, etc. Might even consider instead of the current "Press F to rotate" do like the arrow keys since you have it grabbed, but also then on controller the directional buttons on the D-Pad for rotation. If you didn't want to do like a free rotate method so even angles, etc. And then like V to attach possibly?
Its funny the thing about accidentaly detaching a container, once i move it instead of openning one, and cause a domino effect, the ceiling was full of chest, then they where all on the floor
There's currently an issue where bumping things can make magneted-down things let go.
Also a forklift problem.
Yeah that is what happened to me, all nice and organized....now it's all just sitting on the floor.
There are only 3 most important functions (for the convenience of the player)
1.) 3 axes of rotation of the object
2.) Ability to weld items by key. (welding machine is a new tool)
3.) Coop
1: small but functionally important tweak
2: small but functionally important tweak
3: DOMAIN EXPANSION!!!
Joking aside, co-op does require more than just representing the model of another player and letting them push buttons in your world. There's a lot that has to work under the hood for that.
The devs have said they're aware of the ask, but they're going to focus on completing the single player experience they intended, first.