https://www.beyondallreason.info/replays?gameId=093db165e426abc6881f99a9e09e41b3
Check around 5:30 min mark Godzilla play. I can't place walls like this, its a bit of exploit. Sadly i have no idea how this can happen.
Seems op. Check picture.
#Placing walls on lab bug/exploit.
1 messages · Page 1 of 1 (latest)
Oh, I think I actually know how to reproduce it...
Okay, I don't actually know how to cover the full thing
But I happen to know who does! @sick scaffold, how do you actually do this? It should probably be fixed
is feature
so teach me master
lmao what the hell?!
cancelling the produced unit messes with what's buildable on it?!
unit need space to place so it will open a couple secs for u
yeah, I get that
but i only need that couple secs so
still... lmao
i cancle it
u can do this when ur building the last t2 con
then eat it immediately
@raven pier this sounds right up your alley, and if not, you'd probably know whose alley it is

its one of the things im very aware of
so a thing about factories
the logic they use is good enough for gates
and that is what you are seeing at play
This also has another symptom: you can use this to make two gantries face each other, then the units made in both gantries will just happily walk through red quads of the nano turrets to safety. Reproducer replay on the latest engine test version. I was going to make another thread, but balked on coming up with a title for this silliness
I get that they probably shouldn't start in the red quads in the first place, so I would say we only need to fix the actual placement-on-gantry logic.
cc @half pulsar
Yes. Also Armada (maybe Cortex) Vehicle Lab has vehicles starting on a red quad. The factories have not been setup correctly and should be fixed. The engine has an emergency fall back, where a unit trapped in something, like a wreck (or a factory in this case) is allowed to escape.
@gusty moth @raven pier the fixes for both gantry and vehicle labs should be done gameside.
its very known to me
in terms of the issue
but its a much larger issue to resolve
and to make sure the buildings that are accfidently built can be relcaim
it invovles jank for the colvols that i wanted to avoid
its pretty fun to build with this trick
its a mess with footprints
Shame I haven't got around to implementing YARDMAP_WALKABLE (walkable, not buildable)
it would help a lot
because otherwise i would have to make sure that the core bot factory could only push units out in one direction
I think there were issues with trying to implement it due to how the engine works.
If we're talking about spawning units on red quads, you fix that by either moving the spawn spot or widening the the open area of the yardmap.
YARDMAP_WALKABLE would be a step to dealing with buildings being placed inside factories - so the other issue.
thats more to ensure that someone can reclaim the offending building after wards
which creates jank of the colvol
as its used to determine how reclaim orders work
For the gantry you have to either widen the yardmap's open/close area, or use a small movedef for the units. Vehicle lab, you can move the spawn spot further forward by 1 elmo.
That will allow units to escape normally - except if a building has been built there.
the movedeff isnt really a solution for the units as its already extremely small on the large t3
and that comes with some rather big consiquences currently
in fact during the movedeff merger
the maurader had its merger done due to a bug report about how its stacking too closely
Might be time to reconsider turning the T3 Gantry into a T3 Combat Engineer, then? Behemoths already don't fit in their gantry, right?
it actually resolves a lot of issues
Then expand the factory's build area in the yardmap.
on the movedeff and footprint side it fits
on the model size it doesnt fit
I thought the issue was that it is starting in a red quad?
The movedef and yardmap are the two things that determine that.
If the unit is spawning in a red quad, then it doesn't fit.
so t3 labs have multiple issues with our largest units
this is a side issue but not relevant to the bug report itself
ill check the movedeffs and footprints in a second
Vehicle labs also need fixing.
I'm pretty sure I've also seen people mess up their shipyards, maybe even airlabs, by accidentally making nanos within them, this bug/exploit being the likely cause.
its all lab s
its doable with all of them
and thats a small part of the pancake issue
@gusty moth its a number of problems at the same time
the first issue is that we actually need to make the larger t3 movedeffs larger due to a few edge cases known to me
plus it looks really bad when there is a large amount of unit clipping (there is another method i think that i can use here that doesnt involve movedeffs but that is somehting i dont want to do)
we have hte issue of people building inside of their labs which has its own set of requirements to make work
a lot of the non logic solutions ive seen either introduce jank or have some massive tradoff consiquence for other situations
its not that i dont want to fix this issue
its just that the non logic solutions dont work
define "non logic solutions"?