Proper triangles please!

The wedge pieces are well and good, but they can be aggravating to deal with when trying to connects ends together of something like a wall or building when mixing wedges with squares. We would really love an actual half square triangle piece. Something that would smoothly bridge foundations in an L like shape.

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AHA! I too have complained about the same thing, but a more intelligent Exile than I pointed out that a corner to corner triangle piece is actually LONGER than the actual side of a block, which means they would have to make accompanying longer pieces of all the other building pieces that could attach to that longer side, alas tis a dream that will never become a reality. Still frustrating tho

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This would be awesome really.

Which is why we need many people would like both kinds of triangles, equilateral and right-angle, they each accomplish different goals when building.

Sometimes an equilateral is better, sometimes a right-angle is better.

Oh, haven’t seen this one in a while, time to explain it again :smiley:

I think you missed the most important part of what @NesterT2 explained:

What this means is that they can’t just add the right-angle wedge foundation and the right-angle wedge. No, they would have to add a whole lot of other pieces.

So now you would have to have a wall and a wide wall, a doorframe and a wide doorframe, a window and a wide window, a fence and a wide fence, a crenelation and a wide crenelation, etc.

But wait, that’s not all! What about roofing? What about pieces like “right-sloping inverted wall”? What about attaching stairs and ramps to these pieces?

Think that covers everything? We’re just getting started, because even if they did add all of those pieces – and by the way, that’s a fuсkton of work, because you can’t just stretch existing stuff and call it a day, it’ll look like shіt – it wouldn’t be one whole day before someone said “Why can’t I place an Argossean Vaulted Ceiling Inverted Corner (single) at the corner of a wall and a wide wall?”

Not to mention that, sooner or later, you would get someone complaining about how we need “wide foundations” and “wide ceilings” and “wide wedges” to attach to the wide side of the right-angle foundation, and the whole cycle of fuсkery would start again :stuck_out_tongue:

Long story short, the amount of work involved is crazy and the combinatorial explosion in the number of pieces would make every player’s life hell.

Sometimes learning how to build awesome things with the pieces you have is the real art :wink:

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Yeah, no one is arguing that the pieces would be useful.

The point is that if you use an equilateral triangle (PEB adds them to sandstone and insulated wood), you will not have any walls that are the correct length to actually be able to enclose them. IF Funcom was to spend time developing these, they would also need to make either extra-wide walls/doors/windows/fences, or do the same thing Multigun did and create “spacer” pieces that fit on either side of the pieces that makes it look like an extra-wide piece.

We can’t even get full item building sets anymore when a new set is released in the Bazaar (how many are missing wedges, or fences, or stairs). I doubt they would spend time developing this for existing sets, especially ones that were DLC. If they did, it would probably be a brand new set that works like this just for that set.

Don’t get me wrong, it’d be great if they did. But it’s not just an “add an equilateral triangle foundation/floor” thing.

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We could use a lot of different items tbh.
More rounded items, we could use half walls (walls half their height),taller wall pieces, the ability to make both sides of the walls the same (example: suppose i want both sides of my turanian wall to not have the floral pattern).

Wouldn’t mind being able to stretch building items ei: resize.
Before i get too far off topic lol

Fact!
I won’t lie, when i started the game i had exactly the same thought, but my ancestor Pythagoras ruined my plans :laughing:.

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No, I didn’t miss it, I just thought it was so self-evidently obvious that it didn’t need to be disussed.

Having said that, I’ll cop to the idea that I overstated my case when I said we “need” these pieces. So I’ve edited my previous post to say, “many people would like”.

I dispute that claim. Adding things like ‘long wall’, ‘long doorway’, ‘right-angle roof corner’ are not a “crazy” amount of work. It’s work yes, but assuming the people who are doing this work are good at it then it’s decidedtly not a crazy amount, nor a crazy level of difficulty. Mind you, if FunCom were to assign this work to their least experienced people (which based on some of the recent offerings in the bazaar they seem to be doing) well then it would give the appearance of being crazy, but that’s a management-decision-making problem, not an intrinsic technical problem.

If you don’t agree with that logic then all you have to do is look at the many building mods for a variety of survival games, at which point my counter-argument starts to speak for itself. Look at mods like “Castles, Keeps & Forts” or anything from the “Eco’s Mods” series (both of those are for ARK Survival Evolved) and it should become pretty obvious that one skilled person can accomplish a whole lot with building pieces. If modders can do it in their spare time then certainly a reasonably skilled employee can do it (again, not the newbies, someone reasonably skilled).

I argue that this is a backwards assessment. Adding pieces that are more intuitive to use, rather than forcing people to learn a bunch of janky workarounds for a building system that’s incomplete and wonky, would be reducing the hell that players currently go through when they try to build anything interesting. It’s a whole lot easier to learn the difference between ‘short wall’ and ‘long wall’ than to learn some of the absurd workarounds and snap-point-disco-dancing that are necessary to build using the current system. Adding more pieces to create a more robust buiding set would lower the learning curve, it would lower the skill floor, while still allowing for a high skill ceiling for the people who want to create the most complicated builds. I argue this would be a win-win for (almost) everyone.

You (and others who share your feelings) would always have the option to ignore and avoid building pieces that would ‘make their lives hell’, just like people currently have the option to ignore sorcery, or ignore spears, etc. No one would be forced to make more complicated builds, but it would make building easier for people who don’t like to learn a bunch of workarounds, plus it would create even more interesting options for those people who enjoy building complicated setups.

Mind you, if what you’re trying to say is that you wouldn’t enjoy that system then you certainly have the right to your preferences. I’m not trying to dictate what you enjoy, nor am I trying to suggest that everyone would enjoy the additional options equally, nor that everyone would use them equally, and I’m 100% in favor of people using only the elements in game that they enjoy. But I dispute that a more complete building system would create more hell for players, I argue that it would make building less hellish overall, and especially when attempting to make interesting buildings.

That’s how every sub-system of a game and the game mechanics works. Not everyone uses the dyeing system equally. Not everyone uses sorcery equally. Not everyone uses corrupted stats & perks equally. Heck, not everyone uses even the existing building system equally. Adding options to a game gives it exactly that, more options, that can be used by the people who enjoy them. If you (and people like you) wanted to keep building using only the existing pieces you would have the freedom of choice to ignore the extra pieces. But under the current system there is no freedom of choice for people who would like to use a more complete building system in the vanilla game, they are forced to find a constantly evolving set of workarounds to overcome limitations that could be relirved by a more complete building system.

You could apply that same slippery slope argument to everything that’s ever been added to the game.

Sorcery - “sooner or later, you would get someone complaining about” not having enough spells.
Weapons - “sooner or later, you would get someone complaining about” not having the specific weapons they want to see.
Cosmetics - “sooner or later, you would get someone complaining about” not having the specific culture/items they want to see.
Updates - “sooner or later, you would get someone complaining about” not having classic servers.

All of these complaints have already happened, they are examples of things we’ve seen on these forums. But in none of these cases should that be considered a legitimate argument for cancelling Sorcery, or limiting the game to just a few weapons, or refusing to publish cosmetic DLC’s, or stopping all development on the game.

Everything in the game has the possibility of becoming a slippery slope, but that’s not a valid argument against considering additions and changes. It only seems like a good argument until you realize that it applies equally to every aspect of the game.

Beyond that, if a large enough portion of the player based wanted even more expanded building options, well then yes, FunCom might wasnt to consider more building pieces in the future. That’s something they might want to consider since making the game more enjoyable for the player base is what keeps people playing the game. It might end up being the case that ‘wide foundations’ etc. would be a good addition to the game based if enough players enjoy the additions, or it might end up being the case that they’re not. I won’t pretend to know the answer to that question, but the slippery slope argument doesn’t help answer that question in any way. Just throwing that argument down on the table doesn’t advance the conversation, It’s nothing more than a false obstacle, not a valid point of discussion.

The valid questions to be answered are “what portion of the player base would used the new features?” and “how much would they like it?”.

Speaking of making “every player’s life hell”, forcing players to learn a pile of workarounds because the building system is incomplete and wonky may be an “art”, but it’s an “art” that’s forced on people whether they like it or not. Having a more complete, more robust building system would waste a lot less time for players than the current system of being forced to figure out how to get around limitations in a building system that’s incomplete and wonky.

You can dispute it all you want, but the numbers don’t lie. Take just doorframes and limit the new feature to just the base game pieces and old cultural DLCs. You still have to create 16 new doorframes: sandstone, stonebrick, insulated wood, reinforced stone, black ice, Aquilonian, arena, Argossean, flotsam, Frontier, Khitan, lattice, Nemedian, stormglass, Turanian, and Yamatai.

Now do the similar math for walls, windows, fences, and crenelations at the very minimum. That’s more or less 80 new pieces and literally everyone will complain that they can’t build roof pieces on top. I’ve seen Bazaar packs with fewer pieces than that.

So if you don’t want this to be a half-assed addition, you’re looking at something like 200 new pieces. And we’re still talking about covering only the base game and old DLCs, without any of the Battle Pass and Bazaar stuff.

For comparison, the People of the Dragon DLC added only 41 new building pieces.

If you don’t understand why I said it would make every player’s life “hell”, you could’ve said so instead of guessing.

Back before they introduced the construction hammer, I could ignore any building pieces I wanted to, because they were crafted from my recipe list and the nice thing about that UI is that it has a filter and a search.

Construction hammer, on the other hand, makes you scroll through all the pieces because Funcom’s idea of UI improvement is to (maybe) give you something nice while removing at least one crucial feature.

So no, it’s not about my “preferences” or whether I “wouldn’t enjoy that system” or “making more complicated builds”, it’s about the literal increase in the number of pieces cluttering your UI.

It’s not a slippery slope argument. It’s a geometry argument. The examples you give is about people asking for different features. What I’m pointing out is that people would ask for the same thing again, i.e. to add even more of the same pieces again.

That’s the big difference here: we’re not actually getting anything qualitatively new, we’re just getting the same pieces we already have, but reshaped to fit the new geometry.

Funcom has already been adding new pieces we’ve asked for – like curved walls and L-shaped stairs, for example – and that has been awesome. I’ve got nothing against that.

What I’m against is cluttering our building system with replicas of new pieces adjusted to new proportions.

Incomplete and wonky? Have you played any other games with a building system?

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All i wanna know is why is Funcom not adding wedges ( both foundation and ceiling ) to any of the new build sets (aesir , lost dungeon and pyramid)?

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7 Days to Die uses blocks, and it has Right Angle pieces, and it works out just fine. So does Space Engineers. Pretty sure Ark as well.

They wouldn’t HAVE to implement new items into the menu, it could be a smart system that would automatically adjust the piece depending on being placed on a right angle or a normal piece.

However, I do concede that it would be an undertaking to make it happen. I would be almost as equally happy with round pieces to use in those circumstances.

We are just very frustrated with wanting “smooth” corners instead of always having to have right angle corners when we make things, and when we use wedges, its a royal pain to figure out how to get things to meet properly in the middle. Most of the time we end up just getting as close as we can and calling it quits.

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Sure, but the point of what you quoted wasn’t to say that other games don’t have that piece, it’s that if this building system is “incomplete and wonky”, you should try Fallout or No Man’s Sky or Valheim.

Which would require implementing that smart system. So now on top of adding a ton of new pieces, they would also have to add a whole new system so that the players don’t have to deal with the UI nightmare.

Does that sound like something Funcom would do? :smiley:

There are some. I wish there were more. And I wish even more fervently that they weren’t so fuсking frustrating to use. Placing a rounded Turanian wall is a nightmare.

There are tutorials for that. But even with those tutorials, you won’t be able to build something that is perfectly straight and only has curves where you want it. :man_shrugging:


There is a way forward for the right-angle triangle, though. Someone mentioned earlier in the discussion that one of Multigun’s mods solves this by creating “spacer” pieces.

So I guess Funcom could add the right-angle triangle and spacer pieces in some future BP or BLB content, for a selected style, like they did with Turanian curved pieces or Stormglass L-shaped stairs.

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It’s worth noting, however, that I’ve also seen the volume of complaints Multigun used to receive on steam about not being willing to also create the (almost overwhelming) array of sloped roof options that would be required to allow sloped rooves on right-angled triangle sections. As far as I recall, Multigun handled this by just saying ‘no’ (after a few attempts at explanations failed to sink in), and stuck with flat ceiling option only.

With the flat ceiling and wall ‘spacer’ option, theoretically Funcom could ‘relatively easily’ provide for right-angled corners. But I don’t imagine it would be long before the calls for sloped rooves also began - and then it’s back to the same ‘many piece’ scenario you suggested above, or the perhaps even more complex ‘smart building’ suggestion.

tl:dr 90 degree triangles would be nice, but any implementation beyond the most limited would likely require a major overhaul of the building system (or at least many additions) - and the most limited implementation is unlikely to satisfy many of those who want it.

It’s also worth noting a couple of points about 7d2d - a) it’s a very different build system, where every block ‘occupies’ a full 1m cube, whether or not it appears to, and the entire world is constructed on a pre-existing grid.; and b) building in 7d2d is an absolute horrorshow now, precisely because of the sheer number of block shapes added. Imagine the CE construction hammer, but with perhaps 2-3 times as many tabs, each with 50+ different block shapes as small thumbnails that you need to squint at to even recognise which is which


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I can imagine. That’s why in my replies I kept harping on about roofing. The whole point of these pieces is to allow people make their building have nicer corners and if the roof is missing on the corner, it looks like crap. :smiley:

Yep. Unfortunately, when it comes to roofing, you can’t dodge the complexity by adding a “spacer” roof piece. The nice thing about the wall spacer is that it’s only one piece that you can then use with a bunch of other pieces: walls, windows, doorframes, etc. But for roof, it’s a 1:1 relationship, so you don’t save anything by introducing a spacer.

Still, what they could do is leverage the expectations they’ve set for Bazaar. Back in the DLC days, adding new kinds of pieces could only happen in context of a whole new building set. When it comes to Bazaar, they’ve already done this before, by releasing bundles that extend previous building sets.

So they could release a bundle that adds (for example) a Stormglass right-angle wedge and wedge foundation, a Stormglass spacer, and some Stormglass roof pieces that fit the new geometry.

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