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[2.0.49] Cliff Explosives estimate when deconstructing is wrong

Posted: Wed May 14, 2025 7:49 am
by md204
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
Scherm­afbeelding 2025-05-14 om 09.46.54.png
Scherm­afbeelding 2025-05-14 om 09.46.54.png (596.09 KiB) Viewed 286 times
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Scherm­afbeelding 2025-05-14 om 09.47.16.png (433.18 KiB) Viewed 286 times

Re: [2.0.49] Cliff Explosives estimate when deconstructing is wrong

Posted: Wed May 14, 2025 8:18 am
by Kyralessa
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.

Re: [2.0.49] Cliff Explosives estimate when deconstructing is wrong

Posted: Wed May 14, 2025 12:07 pm
by Rseding91
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.

Re: [2.0.49] Cliff Explosives estimate when deconstructing is wrong

Posted: Wed May 14, 2025 12:18 pm
by pioruns
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?