I really love the frame work for the new crafting system. No random recipes, and the ability once again to create a true factory chain.
I am a little concerned about one of the new aspects of it though...
I do like the idea of having all the ore inside rocks instead of being random blocks inside planets and asteroids...
So mine rocks -> refine rocks -> get ore -> craft.
But I feel this is going to make delete blocking a planet an even more appealing thing to do, more so then it is now.
I know there will be a system in the future to prevent this... But I feel that we need some sort of bandaid till then.
I would say we either need an item stack limit that can be adjusted via the server config. (Probably the easiest thing to do, but annoying for building)
Or
We need a separate "remove block dimension" in the server config where we can set the max remove area. Similar to the way we can now set the maximum build segments. (Would be harder to implement)
Or
Just make it so any terrain elements deleted with a build block are destroyed rather then placed in your inventory.
None of these fix the issues, but they make it slightly harder to exploit for the time being.
Does anyone else have any concerns based on what they have seen so far?
I am a little concerned about one of the new aspects of it though...
I do like the idea of having all the ore inside rocks instead of being random blocks inside planets and asteroids...
So mine rocks -> refine rocks -> get ore -> craft.
But I feel this is going to make delete blocking a planet an even more appealing thing to do, more so then it is now.
I know there will be a system in the future to prevent this... But I feel that we need some sort of bandaid till then.
I would say we either need an item stack limit that can be adjusted via the server config. (Probably the easiest thing to do, but annoying for building)
Or
We need a separate "remove block dimension" in the server config where we can set the max remove area. Similar to the way we can now set the maximum build segments. (Would be harder to implement)
Or
Just make it so any terrain elements deleted with a build block are destroyed rather then placed in your inventory.
None of these fix the issues, but they make it slightly harder to exploit for the time being.
Does anyone else have any concerns based on what they have seen so far?