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Posted: 14 Nov 2007, 11:46
by Pressure Line
Saktoth wrote:Some problems with the gadget, in CA.

It reclaims, even when your storage is full. This does terrible things like waste the metal from corpses or sit reclaiming trees when you want it to help build. It should only reclaim when you are stalling or close to stalling. You could turn reclaim off but its better if this is managed more sensibly.
or have a user/modder definable (in the config file) threshold, so that behaviour like:

1) reclaiming metal sources while e-stalling
2) reclaiming energy sources while m-stalling
3) reclaiming while storage is full

doesnt happen

perhaps setting an upper and lower limit, like say 10% and 50%. it will (for example) switch to reclaiming metal if your current amount drops to below 10% of total, while also not starting any new metal reclaims if the current amount is over 50% of storage.

Posted: 14 Nov 2007, 13:33
by Saktoth
They also repair things you are trying to reclaim (which immobilebuilders does too, but its best if it didnt).

Posted: 15 Nov 2007, 01:59
by Licho
Another proble is that turrets often try to repair fast unit (aircraft) and if it gets out of range they become stuck and stop assisting factory. (Sending it stop command usually fixes this).

Sometimes they even become completely frozen and even stop wont help - you can only destroy them.

Posted: 18 Nov 2007, 09:24
by BigHead
Another proble is that turrets often try to repair fast unit (aircraft) and if it gets out of range they become stuck and stop assisting factory.
I quite doubt that's causing the problem as there's a piece of code that checks if a unit gets out of range. Last time I saw this bug it was caused by a nano trying to reclaim a geothermal spot (which is a feature just like a tank corpse). I fixed that. Send me a replay + name of the player and time when this happens. I should be able to fix it if I see it happening.
It reclaims, even when your storage is full.
I first thought that this should be done by player manualy ... but I guess the idea of Spring is to focus on macro not micro so ok, I'll add this feature.
They also repair things you are trying to reclaim (which immobilebuilders does too, but its best if it didnt).
There was a discussion about this and the problem is that this would drag too much cpu power becouse there's no native support from Spring to see if a unit is being reclaimed by another unit. However I thought about it and came with a solution.
Now the only thing I need is time and will to do it :-)

Posted: 23 Nov 2007, 07:24
by BlueTemplar
So you can't activate this widget if it's not included in a mod?

Posted: 23 Nov 2007, 16:21
by AF
Its not a widget, its a gadget, a set of game rules.

Posted: 30 Nov 2007, 11:36
by Totbuae
Do you need anything else besides CA to have this functionality? I have CA r1005 at the moment and my nanotowers have the standard set of orders, not the improved ones from the gadget.

Posted: 30 Nov 2007, 11:41
by quantum
We're waiting for the next version of the gadget.

Posted: 30 Nov 2007, 11:46
by Totbuae
Whoa, now that's what I call quick response time. Thanks for the info, quantum.

Posted: 30 Nov 2007, 12:27
by quantum
#news for the win :-)

Posted: 01 Dec 2007, 08:38
by BigHead
... and I'm waiting for the replay as I lack the time to play Spring and find out myself.
I quite doubt that's causing the problem as there's a piece of code that checks if a unit gets out of range. Last time I saw this bug it was caused by a nano trying to reclaim a geothermal spot (which is a feature just like a tank corpse). I fixed that. Send me a replay + name of the player and time when this happens. I should be able to fix it if I see it happening.
Btw the version on my disk reclaims only if there is enough free storage and no longer repairs things you are trying to reclaim ..