Square metal extractor areas? - Page 3

Square metal extractor areas?

Requests for features in the spring code.

Moderator: Moderators

User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Square metal extractor areas?

Post by Neddie »

el_matarife wrote:
neddiedrow wrote:As long as it doesn't override circles by default, run with it. I'd like triangular mex extraction as well.
This is an interesting idea, what would triangles do?
Triangles allow a different approach. If we add some new shapes, why not take it a bit further. Triangles make as little sense as squares, but offer a different appearance, though orientation would matter for overlap.
Cripes
Posts: 1
Joined: 03 Aug 2008, 02:53

Re: Square metal extractor areas?

Post by Cripes »

Kloot wrote:I won't speak to the merits or demerits of this feature, the people who bandy words like "waste" around are always louder anyway. As for what is useful though, arguing over it for three full days when the actual act of implementation took 30 or so minutes doesn't qualify.
The thread probably should have stopped here.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Square metal extractor areas?

Post by Snipawolf »

omfg

sqaucre exxtactor radiuas...

wat are we gonna doo?!1!/!!

You'll stop whining and bitching and realize that just because something is implemented, it's also optional. It's a feature.

It's a fucking FEATURE.

You do NOT HAVE TO USE IT.

The developer didn't waste ANY time AT ALL. It is what he wanted to do. If you people want the engine to stalemate, fine, go ahead. Keep bitching about every damn thing that gets implemented.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Square metal extractor areas?

Post by Pressure Line »

NECRO!

I was just having an outburst of raeg. I already explained that, it wasn't directed at anyone, it just happened to happen in this thread.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Square metal extractor areas?

Post by Snipawolf »

Actually, the guy above me necroed it...
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Square metal extractor areas?

Post by Hoi »

I prefer F.A.R.K. 's :|
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Square metal extractor areas?

Post by Pressure Line »

Snipawolf wrote:Actually, the guy above me necroed it...
im aware of that, and my previous post refers to both of you :P
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Square metal extractor areas?

Post by REVENGE »

This entire discussion is retarded.

Why not have the engine automatically adjust extractor radii to not overlap? For example, when two extractor radiis begin to intersect, the engine automatically cuts off the new extractor's radii at the boundary of the old extractor.

Then you could draw your own extractor radii for all I care, and you would still get tip top efficiency during extraction. You'll be obligated to space your mexes properly so as to not waste resources building extra mexes, but at least they'll be as efficient as possible after being built.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Square metal extractor areas?

Post by lurker »

Pressure Line wrote:
Snipawolf wrote:Actually, the guy above me necroed it...
im aware of that, and my previous post refers to both of you :P
But not to your third post too? You have some seriously screwed up standards.

REVENGE wrote:This entire discussion is retarded.

Why not have the engine automatically adjust extractor radii to not overlap? For example, when two extractor radiis begin to intersect, the engine automatically cuts off the new extractor's radii at the boundary of the old extractor.

Then you could draw your own extractor radii for all I care, and you would still get tip top efficiency during extraction. You'll be obligated to space your mexes properly so as to not waste resources building extra mexes, but at least they'll be as efficient as possible after being built.
That doesn't make any sense to me. Having the radius at anything less than its maximum is wasteful.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Square metal extractor areas?

Post by Pressure Line »

lurker wrote:
Pressure Line wrote:
Snipawolf wrote:Actually, the guy above me necroed it...
im aware of that, and my previous post refers to both of you :P
But not to your third post too? You have some seriously screwed up standards.
My "previous post" being:
I was just having an outburst of raeg. I already explained that, it wasn't directed at anyone, it just happened to happen in this thread.
as a reply to Snipawolf:
You'll stop whining and bitching and realize that just because something is implemented, it's also optional. It's a feature.

It's a fucking FEATURE.

You do NOT HAVE TO USE IT.
and Cripes:
The thread probably should have stopped here.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Square metal extractor areas?

Post by REVENGE »

Sorry Lurker, I don't even think my post makes it clear.

What I mean is, if you curtail the radii of a mex, then you decrease its energy usage proportionally as well. At the same time, you give visual indication of this by SHOWING THE MEX RADIUS AT ALL TIMES even after the mex is built.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Square metal extractor areas?

Post by Peet »

Why not simply make the energy usage proportional to the amount of metal it can extract? Easily implemented with lua without modifying the engine...
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Square metal extractor areas?

Post by lurker »

Pressure Line: I wasn't even responding to that part of your post. My point was that if you consider Snipa's post part of the necro you must also consider yours.

REVENGE: Could work, but it would require a large E cost increase in most games.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Square metal extractor areas?

Post by YokoZar »

REVENGE wrote:Sorry Lurker, I don't even think my post makes it clear.

What I mean is, if you curtail the radii of a mex, then you decrease its energy usage proportionally as well. At the same time, you give visual indication of this by SHOWING THE MEX RADIUS AT ALL TIMES even after the mex is built.
Your idea still creates waste. Imagine an extractor that gets metal at the left and right ends of its circle. Then you build another extractor right above it, reducing the original's circle and thus no longer including the metal at the ends. That metal is now wasted, since neither of the extractors get it.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Square metal extractor areas?

Post by REVENGE »

In that case, just scale the energy usage proportionally with metal extraction.
Post Reply

Return to “Feature Requests”