Ability to remove decorations (trees/plants/doodads)

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OPG Godsend
Posts: 3
Joined: Thu Dec 01, 2016 12:12 am

Sat Jan 09, 2021 5:45 am

No clue what Kenshi 2's map will look like but Kenshi (1)'s has so many great base locations that are just ruined by everything I listed in the title. If in the sequel we could destroy or otherwise remove doodads (terraforming too, please, dear god please terraforming) it would allow for all the doodad density in the world with the possibility of the land STILL being usable.

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Shidan
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Posts: 1234
Joined: Mon Oct 22, 2012 1:41 pm

Sat Jan 09, 2021 6:51 pm

The vast majority of said trees/plants/etc. can be removed in K1 by just building a base there. On reload it will automatically clear foliage out from nearby your base.

Though I would love to be able to destroy the foliage manually, so that I can choose what gets removed and where.

OPG Godsend
Posts: 3
Joined: Thu Dec 01, 2016 12:12 am

Mon Jan 11, 2021 2:32 am

Shidan wrote:
Sat Jan 09, 2021 6:51 pm
The vast majority of said trees/plants/etc. can be removed in K1 by just building a base there. On reload it will automatically clear foliage out from nearby your base.

Though I would love to be able to destroy the foliage manually, so that I can choose what gets removed and where.
To your first line, I'm in the East slightly mid-north section of the map with the islands the Crabs inhabit, I wanted to build a base way out there and put buildings directly on top of trees to try and remove them and even after saving/loading they still remain... maybe those specific ones just don't despawn?

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