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Ability to remove decorations (trees/plants/doodads)

Posted: Sat Jan 09, 2021 5:45 am
by OPG Godsend
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.

Re: Ability to remove decorations (trees/plants/doodads)

Posted: Sat Jan 09, 2021 6:51 pm
by Shidan
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.

Re: Ability to remove decorations (trees/plants/doodads)

Posted: Mon Jan 11, 2021 2:32 am
by OPG Godsend
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?