It's a tricky situation. You have to try and work out what the actual intended game mechanic is.
My fundamental issue with the old legacy system was that you had to go to ridiculous lengths to A) prevent griefing and B) to stop people easily building a staircase to access your highest floors. Spending time surrounding my building with a wall of pillars was dumb and ugly.
So the toolcupboard method actually solves both these issue easily. Great! But now, it is too easy to protect yourself by destroying your stairs each night, for example.
So some sort of middle ground would make sense. For example, perhaps make the 'destroy' function only applicable for 1 minute after placing a block, to allow adjustments but only initially.
But how to prevent easy griefing without stopping raiders from using building blocks to raid?? I just don't know.
Some people will have no issue with the ability to build stairs to raid, but for me it just seems to be poor game design to make it so easy to get into a tall building when height is really your only way of putting a decent number of doors between your loot room and the entrance.
I don't envy Garry his task...
I wrote about this back before cupboards came out.
Garry has stated the desired outcome of the cupboard system:
"...it's to prevent a very specific thing, players building ladders/stairs on your house to gain access."
Because we are looking at a very specific and limited scoped issue.
- Players can add foundations, and therefore stairs, to existing structures.
- Players can build on unsecured foundations of existing structures.
Here is the markers (I believe) need to be hit:
- Prevent griefing: Stop stairs/ladders from being built onto the existing house.
- Prevent griefing: Stop things from being built in front of doors.
- Allow for players to upgrade/make additions to existing structures.
Although the cupboard system meets these markers, there are blatant logistical issues that will arise, and need to be addressed.
The addition of the stability system has made a window of opportunity to combat an unraidable base, but I wholly disagree that bringing down an entire base is the proper countermeasure to an issue created solely by poor planning of a feature.
The fact of the matter is, the raiding tactics used from legacy and being carried forward are largely odd in the grand scheme of things.
The idea of using a breach tactic on a wall is not really realistic.
Carrying around enough materials to build a 6 story scaffolding is not realistic.
When fencing/walls, traps, spikes, barbed/razor wire, ect... are available to protect the area you are building, raiding will become very difficult. Coupling these home protection features with adding weight limits to players, limit the ability of building stairs outside of houses, hopefully will eliminate the usefulness of the cupboards.