When selecting a cliff for deconstruction, the interface tells you how many cliff explosions you'll need to destroy it. That estimate does not seem to take blast radius into account, resulting in a higher (sometimes almost double) estimate than necessary.
See the example below. The game tells you that you need 10 cliff explosives to remove the cliff, while in reality you only need 5
[2.0.49] Cliff Explosives estimate when deconstructing is wrong
Re: [2.0.49] Cliff Explosives estimate when deconstructing is wrong
Are you thinking it should just show a lower estimate?
Or that it should actually calculate how many will be used?
If the latter, I wonder if it makes a difference what order they're destroyed in.
Certainly it would have a higher UPS cost than just showing the estimate.
Or that it should actually calculate how many will be used?
If the latter, I wonder if it makes a difference what order they're destroyed in.
Certainly it would have a higher UPS cost than just showing the estimate.
Re: [2.0.49] Cliff Explosives estimate when deconstructing is wrong
Thanks for the report however this is working correctly. It shows a 1-1 mapping of cliff to explosive and when dispatching robots it may use less.
If you want to get ahold of me I'm almost always on Discord.
Re: [2.0.49] Cliff Explosives estimate when deconstructing is wrong
It *may* use less? Can't this be done with accurate calculation, so that just enough bots are dispatched to destroy cliffs? Taking blast radius into account?