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Bozdogan123
- Posts: 63
- Joined: Sat Mar 02, 2019 4:26 pm
Milestones shouldnt decay
Title. It adds tedious maintenance
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Audiosmurf
- Posts: 2944
- Joined: Fri Jul 02, 2010 9:00 pm
- Location: Ice Hell
Re: Milestones shouldnt decay
Nothing, or at least nothing easily produced, should be immune to decay.
Big -1
Big -1
jorb wrote:Audiosmurf isisis a fantastic poster/geniusracist and hisa meat/intellect is hugehomosexual
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Lyrroth
- Posts: 428
- Joined: Mon Apr 24, 2017 1:35 am
Re: Milestones shouldnt decay
you have no idea whats tedious if this is tedious for you
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MrBunzy
- Posts: 363
- Joined: Tue Nov 30, 2010 11:48 pm
Re: Milestones shouldnt decay
I don't believe milestones do decay, as long as there is an active claim on the roads endpoint. The bigger problem is the unclaimed paved tiles beneath milestones decaying with vines. This limits the use of roads to completely claimed areas or underground tunnels. I'd really like it if mine supports did not decay however, because at the moment you need to plant a shitton of a tower caps to make underground road/tunnels, and that truly is tedious.
Last edited by MrBunzy on Wed Mar 24, 2021 7:43 am, edited 1 time in total.
(once and futue king btw)
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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Milestones shouldnt decay
milestone decayed to 75% in less than 3 hours when built hMMMMMM


see homo sexuality trending,. do not do that.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Milestones shouldnt decay
I argued quite often that actually using a road should removs the vines growing on it (thus protecting the pavement, as the road users passing by stomp them into oblivion). A similar argument could be made that milestones could benefit for the road being in active use too.
But they absolutely need to decay, derelict structures need to be culled with time or the world will look like an active landfill quite quickly.
But they absolutely need to decay, derelict structures need to be culled with time or the world will look like an active landfill quite quickly.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Milestones shouldnt decay
This is correct. Only one end needs to be claimed.MrBunzy wrote:I don't believe milestones do decay, as long as there is an active claim on the roads endpoint.
I've not built a very big mine network. Is this actually a problem, or is it more that people aren't repairing supports when they damage them? I know over time it becomes an issue, but at 1/10 the normal decay rate, I've not even seen one of my supports take damage (and I haven't seen my mushroom farm regrow once....)MrBunzy wrote:I'd really like it if mine supports did not decay however, because at the moment you need to plant a shitton of a tower caps to make underground road/tunnels, and that truly is tedious.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Bozdogan123
- Posts: 63
- Joined: Sat Mar 02, 2019 4:26 pm
Re: Milestones shouldnt decay
This is correct. Only one end needs to be claimed.MagicManICT wrote:MrBunzy wrote:I don't believe milestones do decay, as long as there is an active claim on the roads endpoint.
oooooh i didnt know that, ok then disregard the thread
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Milestones shouldnt decay
I agree that milestone decay is potentially annoying, but in principle everything should decay. Not sure if decay could be prevented on active roads in some better way. Also, don't they only decay from endpoints now?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Agrik
- Posts: 269
- Joined: Wed Jan 27, 2016 4:41 pm
Re: Milestones shouldnt decay
Stone constructions may decay very slowly in comparison to other types. Probably, decay very rarely, but still in significant hits.