Topic: Terraforming how is it and how should it be
I have some trouble with the actual teraforming on testserver.
I like to know if the terraforming implemented on testserver is how the Devs like to have it, or if there are several bugs still waiting for fix, therefore some questions that might sound ridiculous but are meant serious.
Is it intended that plants prevent terraforming to a certain degree (unless terraforming is able to do enough damage to them, they prevent the terrain partly from moving.)
Is it intended, that you need to constant change between rise/lower and smooth in order to get best results?
Is it intended, that your not allowed to terraform with "purpose" a tile beeing that steep that bots could not cross, but that you get this sometimes by "accident"? Meaning it is possible, just not easy to achieve
Is it intended, that your not allowed to be above/below certain high difference between your bot and tile, but have no tool to measure it so you always need to check, what terraforming can be done from what point when building ramps?
Is it intendet, that if you pick highest point on the cliff and select lower it has no effect, but smooth would reduce the high?
In my opinion, terraforming should be far more intuitive than it is now, the beacon terraforming was that easy, as I would like to have terraforming now, but I guess it is not easy to implement beacon based terraforming in a way, that intermediate steps are always conform to new rule so we have to live with new system.
For QoL I would like to have the possibility to set beside size also a switch for rise and smooth every 5th cycle, as I think best effort atm is reached by having two agents on same tile, with one of both smoothing 1 cycle and the other rising 5 cycles, which is nasty wehn you like to the same task solo.
And to be honest I still like to be able to terraform steeper than today. The today solution will lead to flatten islands in my opinion I like to still have some hills around.