Hi, so here is an interesting scenario - we have a cave and what to make a fancy entrance into it. To do that, we want to build a wall with a door:
Problem is that if you build scaffoldings inside - then you can’t reach for upper part of the new wall and heathlings won’t build:
There is a way to “manually” scaffold it right - see those two ladders? Hearthlings will ignore scaffoldings and climb those ladders to reach for upper parts. Proper solution though would be to scaffold on the outter side - that way everything would be reachable normally
really there isnt an “inside” to a stand-alone wall, the scaffolding just gets placed on one side or the other depending upon which way you “extend” the wall out. though i dont know the “correct” direction.
What I meant with “inside” is particulat situation on screenshot - when yes you have a standalone wall, but on one side it is blocked, more to that it’s not completely blocked on one side, so decision to build scaffolding on that “internal/blocked/unaccessible” side is setting up for a fail
well, the way it works is that the hearthlings cant “choose” which side to build it on, its already set which side. so in some ways i was wrong with my last statement, they still build it on the “outside”.
Hm, not really. Or maybe I am missing something. Lets say we have a mountain and we want to build a wall next to it - this way our wall has only one side where scaffoldings can be built right? Now this would be true for both sides locked - so scaffoldings can be built on both sides of the wall. Why hearthlings decide to build scaffoldings on one of the sides of the wall? Because the other side is blocked so scaffoldings just can’t be built there. Right? Let me try to explain with this picture:
Does this help?
Mmm… Ok sorry didn’t really mean to confuse you and not sure what is confusing about the picture.
Can you try to build the following plan in game? Make sure that caves are built first and then show me what result you will be getting?
I believe what he means is that hearthlings should make sure they can reach the top of the wall with scaffolding before they choose a side to build scaffolding on. Most likely the reason they chose the “inside” for your build, @VeryColdWinter was because the resources were closest there. Next time you build a wall next to a cave, I suggest having all resources that can possibly be used on the wall and scaffolding on the “outside”
i built these to walls, the first one (finished) i placed the pillars left to right, the second one (unfinished) i placed the pilars left to right, as the arrows in the pic show. every wall has an “outside” that they build the scaffolding on. in order to get the scaffolding on the outside of a wall in front of a cave entrance you must place the first pillar on the left, and then the second on the right.
make sense?
also @Dracorexion its not due to “closeness” of material, as shown
oh wow, ok, thanks this explains it, but isn’t it em… a bug? Should heathlings be smart enough to figure this part out themselves rather than doing special magic of wall placing?
well… its not really a bug, due to the fact an “auto-walled” buildings they always make the scaffolding on the outside, which is what they’re doing here even though technically there isnt an “outside” or “inside”.
Not technically a bug but definitely having some kind of “smart-scaffolding” system would be a very nice design feature. It would eliminate having to place a wall a certain way. Not being a coder, I have zero idea how hard that kind of system is to design but I wouldn’t be surprised it if arrived down the road sometime.
The easiest way to see which side of your placed wall is “outside”, is to change the building vision.
One mode takes only these walls down, where the “outside” faces your point of view.
This works not only for buildings, but for standalone walls as well.
ah yes, @Yncensus that is correct, the “inside” of a wall is never “invisible” and the scaffolding is always on the outside, so that is the easiest way to currently tell where the scaffolding will be built.