User:Niightblade/sandbox
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Draft Specification: Tiles Of Interest
- Feedback needed!
- The main motivation behind this is to show the tile locations of various buildings' interaction points, especially where they are not obvious or are in a different location than expected from the game's animations.
Tile coordinates
This draft uses the following rules for specifying TOI tile locations, which I propose should be the standard if found to be acceptable:
- Use numbers, not text. This is for clarity and consistency, and for template/module coding ease.
- Point-of-origin (x1, y1) is the bottom-left tile. This is where the TOI is for most buildings, and is more or less consistent with left-to-right reading/numbering for most English-speaking locales.
- Specifying the y axis (row) is optional if the TOI is on the first (bottom) row. This will be the location for most buildings.
- If a building has multiple TOI and they are all at the same location, a single "catch-all" TOI may be specified. (not 100% sure about this, might complicate coding?)
Example #1, grid (with explicit numbering):
1,4 | 2,4 | 3,4 | 4,4 |
1,3 | 2,3 | 3,3 | 4,3 |
1,2 | 2,2 | 3,2 | 4,2 |
1,1 | 2,1 | 3,1 | 4,1 |
Based on the above rules, most buildings will have their TOI at tile coodinate 1.
Example #2, from an image:
In this case the Dupe TOI is 2. This image is also a good example of a misleading animation.
(more examples here)
Statistical summary
From this reddit post :
There are:
- 8 one-tile-wide buildings with a TOI at position 1 that serves one or more functions
- 16 two-tile-wide buildings with a TOI at position 1 that serves one or more functions
- 5 three-tile-wide buildings with a TOI at position 2 that serves one or more functions
- 9 four-tile-wide buildings with a TOI at position 2 that serves one or more functions
- 3 buildings have multiple Dupe TOI.
- 13 buildings do not fit into any of the categories above
- 34 buildings have no data as yet
- Most, but not all, TOI are rotated/flipped with their building as expected.
TOI types / functions
Preliminary type names & type ID numbers.
ID | Name | Description | Remarks |
---|---|---|---|
1 | Dupe | Duplicant operation / interaction | The tile that dupes need to access to make the building work. Also important for positioning pressure plates and lighting. The in-game animations are inaccurate for at least four buildings. |
2 | Input | Delivery point | The tile that must be accessible by dupes/auto-loaders to supply the building with any needed resources. |
3 | Output | Material output | Where the building drops any generated resources and/or by-products. |
Annotations
(Not yet finalized)
- Squares coloured by TOI type?
- Just text maybe? Could use first character of each type name (D/I/O). An asterisk could mean "all types".
- Probably helpful to superimpose a grid.
(mock-up some examples here)
Template/module considerations
- Multiple superimposition layers.
- Image, layer, and annotation scaling.
- Handle tile-based coordinates.
- Existing building images (from the GUI) are not scaled consistently.
- Multiple, potentially overlapping, TOI annotations.
- Some buildings can be flipped/rotated.
- Some buildings are slightly bigger than their tile size would indicate.
Specific building Remarks
- If the Polymer Press is flipped, its TOI does not mirror its position as expected, and is also outside the building's 3-tile footprint (TOI 1 becomes 4!). (needs verification in-game)
- The Printing Pod's output TOI is between its middle two tiles (2 and 3). Probably best to handle it as a one-off? Should note that pressure plates won't trigger. (needs verification in-game)
Test cases
(WIP)
Building Name |
Building Size |
Dupe | Input | Output | Remarks |
---|---|---|---|---|---|
Storage Bin | 1x2 | 1 | 1 | ||
Ration Box | 2x1 | 1 | 1 | ||
... | ... | ... | ... | ... |