AFAIK no... something like that, I believe, is up to map-makers. They can determine how much metal is outputted over "normal" ground (as opposed to on actual metal patches). I may be wrong, though. Can anyone else stipulate?
Joined: 01 Jun 2006, 12:15 Location: Banned user for reason “Do not post pictures of people fucking cars”
I have a different idea. You could use a huge extraction radius (visually) and then check inside of that radius by script if there's another extractor. If there is none, then the building activates and produces resources. It's independent from mex spots though and probably doesn't work quite out on smaller maps.
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