#Semi-off placed mexes don't grant full metal income

1 messages · Page 1 of 1 (latest)

umbral carbon
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all mexes you are able to build should grant full metal value, either tighten the snapping or remove the metal proration

topaz carbon
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that sounds really…odd to me. like i’m pretty sure that’s not how the game is coded at all. my guess for better explanations:

  • you were in an estall which sort of fixed itself briefly due to your lab turning off briefly while your incisor rolls off in this screenshot. this results in reduced income mexes even without the energy stall icon
  • you just built this mex. it seems mex UI takes a second to spin up to full income?

if i had to guess, the former

chrome kestrel
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Yeah. I always build my Mex offset. Never saw this...behavior. Must be a bug

umbral carbon
topaz carbon
umbral carbon
faint cradle
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Iirc the threshold for mex placement is made bigger for snap to always find a spot on a 16x16 grid, while manual mexes are placed on a 8x8 grid.
The threshold is too big and allows placement with an additional 8-offset in one or two direction which excludes multiple squares from the metal extractor range.

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Iirc when mex snap is used, this does not happen.
But some cases of mexsnap not finding a spot and manual targetting being able to place with an 8 offset happen from times to times

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If you can confirm this always happens 1/ with mex snap entirely disabled or 2/ in a situation where mex snap does not find a valid spot (no line showing that the building is displaced to the build pos) despite the mex being buildable

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Then that would confirm previous findings on that

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One of the fix is reducing the threshold. ^^

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Reason i haven't pr-ed a bandaid fix is I havent tested enough to be sure it doesnt create any new issue.

topaz carbon
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i stand corrected. apparently the game is coded like that 😅

next turtle
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I vaguely remember a reason for this could be that metal spots are defined on a separate texture for the engine. Imagine an image in black and white. A full white pixel will give full metal income for that grid box. However its possible that a few maps have metal spots where this texture is not fully "sharp", meaning that the edges for (some of) the spots are "grey" instead of black or white. This causes the engine to grant partial income for the metal extractor.

faint cradle
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Iirc it does not really matter. As long as the extractor radius covers a whole spot, the spotsize is post processed in lua to include the whole spot and not just the full white areas.
I don't think there is a minimal metal squarr value beyond just > 0.

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So these squares should be included when performing placement checks.

umbral carbon
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exhibit B

faint cradle
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Also there's this iirc

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The grid is 16x16 and shows metal squares

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the circle is an extractor radius of 16

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green areas are "cells" considered within radius

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based on wether cell center is within radius

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so same radius, different number of cells

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we need extraction radii that don't have such variations in amount of seen metal squares

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globally bigger radii are ok, but small ones aren't

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Forcing to place on 16x16 grid would work but i think people would be pissed not being able to place

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and chrono, yeah that's what i seen

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that second placed mex

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bypassed mexsnap i think

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because there's already a mex on the spot

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so you manually placed it

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the metal spot finder api still validated something that isn't actually within range

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because of that threshold

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it's 8-elmos ofset in probably both directions

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(you can compare its placement vs the being built one)

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so it has suboptimal radius placement

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it does not see the furthest metal squares

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try disabling mex snap altogether, and you should be able to reproduce without having that other mex on it

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but with mex snap, that should never happen in the spot is entirely free

umbral carbon
fallen sierra
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There may be some specific broken mex spots on specific maps.

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Basically in the underlying metal map you're supposed to make metal spots like this:

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But sometimes if you use a rendered metal map rather than handcrafted one they end up something like this:

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And then the mex will snap widget will threat the orphan dot in the metal map as a separate mex spot.

glad crag
fallen sierra
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Unplayable pepeomg

faint cradle
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We should prolly align metal extractors on the metal map grid tbh
Always fall into case 1 of my image so the underlying pattern is predictable and extractorRadius directly maps to the number of seen squares

umbral carbon
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you can generally tell whether something is gonna give reduced metal it's quite far off

next turtle
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-# why do we even allow extractors to be build so far out

fallen sierra
wide totem
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Can we bandaid fix this with a gadget that just always gives full metal even if it shouldn’t according to the engine?

nova mango
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needs to be fixed

elder thicket
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We were over designing metal spots when we came up with that though

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Into metal spots, metal clouds, and metal maps