But the problem with highlighting "empty floor" spots where something is removed is that it gives you no information about how to "correct" that to make the change highlight go away. Like, you remove a concrete wall, so there's a green-highlighted empty floor there now... and then later, you're trying to put it back the way that it was... so you have to remember what was there anyway!
The same is true of the other highlights (like, if you replace wood with concrete, there's a highlight there, and it doesn't tell you how to revert it). But since highlights only symbolize "money spent" and not necessarily "all changes", you can easily "fix" that highlight by simply removing the concrete (and thus not spending that money).
So, there is a certain logic to the way that it works. It also symbolizes exactly how the server is going to bill you for what it bills you for (it computes the exact same "new placements" diff and bills you just for that).
So... a suggestion for you: why not put an innocuous place-holder object (like... maybe indicator lights) in the place of the stuff that you remove, to remind yourself where you need to put a wall (or door) back later?
It will be diff-highlighted for you, to remind you to put the real object back later. And you have two different colors of lights to work with (for two different "notes to self" that you might leave... like, orange to make holes in walls, and green to temporarily remove doors).
I'm sure you're already doing this with chihuahuas as placeholders for pitbulls when testing....
]]>Removing stuff is free, so it's not factored into how much you are spending.
So, let's say you're making changes, and your $25 over... those change highlights will help you figure out how to trim $25 from you changes (by removing something that you built that cost money).
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