"N.[4,9]99" vs "N.[5,0]" obst value cases.

The worst monsters in the Hearthlands warp the fabric of space and time...

"N.[4,9]99" vs "N.[5,0]" obst value cases.

Postby mvgulik » Sat May 04, 2024 6:58 pm

There is probably a 'very' good underlying (the real bunny I guess) reason for these "N.[4,9]99" vs "N.[5,0]" (rectangular) obst cases.
Code: Select all
Res:gfx/terobjs/arch/brickbiggate, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -1.499), (0.499, -1.499), (0.499, 1.499), (-0.499, 1.499)]
Res:gfx/terobjs/arch/brickwallcp, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.499), (0.499, -0.499), (0.499, 0.499), (-0.499, 0.499)]
Res:gfx/terobjs/arch/brickwallgate, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.999), (0.499, -0.999), (0.499, 0.999), (-0.499, 0.999)]
Res:gfx/terobjs/arch/brickwallseg, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.499), (0.499, -0.499), (0.499, 0.499), (-0.499, 0.499)]
Res:gfx/terobjs/arch/cellardoor, Id:0, Ver:2, Name:<empty>, Count:1.
   0) [(-0.495, -0.495), (0.495, -0.495), (0.495, 0.495), (-0.495, 0.495)]
Res:gfx/terobjs/arch/drystonewallbiggate, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -1.499), (0.499, -1.499), (0.499, 1.499), (-0.499, 1.499)]
Res:gfx/terobjs/arch/drystonewallcp, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.499), (0.499, -0.499), (0.499, 0.499), (-0.499, 0.499)]
Res:gfx/terobjs/arch/drystonewallgate, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.999), (0.499, -0.999), (0.499, 0.999), (-0.499, 0.999)]
Res:gfx/terobjs/arch/drystonewallseg, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.499), (0.499, -0.499), (0.499, 0.499), (-0.499, 0.499)]
Res:gfx/terobjs/arch/greenhouse, Id:0, Ver:2, Name:<empty>, Count:1.
   0) [(-1.999, -1.499), (1.999, -1.499), (1.999, 1.499), (-1.999, 1.499)]
Res:gfx/terobjs/arch/brickbiggate, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -1.499), (0.499, -1.499), (0.499, 1.499), (-0.499, 1.499)]
Res:gfx/terobjs/arch/brickwallcp, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.499), (0.499, -0.499), (0.499, 0.499), (-0.499, 0.499)]
Res:gfx/terobjs/arch/brickwallgate, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.999), (0.499, -0.999), (0.499, 0.999), (-0.499, 0.999)]
Res:gfx/terobjs/arch/brickwallseg, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.499), (0.499, -0.499), (0.499, 0.499), (-0.499, 0.499)]
Res:gfx/terobjs/arch/cellardoor, Id:0, Ver:2, Name:<empty>, Count:1.
   0) [(-0.495, -0.495), (0.495, -0.495), (0.495, 0.495), (-0.495, 0.495)]
Res:gfx/terobjs/arch/drystonewallbiggate, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -1.499), (0.499, -1.499), (0.499, 1.499), (-0.499, 1.499)]
Res:gfx/terobjs/arch/drystonewallcp, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.499), (0.499, -0.499), (0.499, 0.499), (-0.499, 0.499)]
Res:gfx/terobjs/arch/drystonewallgate, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.999), (0.499, -0.999), (0.499, 0.999), (-0.499, 0.999)]
Res:gfx/terobjs/arch/drystonewallseg, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.499), (0.499, -0.499), (0.499, 0.499), (-0.499, 0.499)]
Res:gfx/terobjs/arch/greenhouse, Id:0, Ver:2, Name:<empty>, Count:1.
   0) [(-1.999, -1.499), (1.999, -1.499), (1.999, 1.499), (-1.999, 1.499)]
Res:gfx/terobjs/castingmold-large, Id:0, Ver:2, Name:<empty>, Count:1.
   0) [(-0.899, -0.692), (0.899, -0.692), (0.899, 0.692), (-0.899, 0.692)]
Res:gfx/terobjs/embankmentscaffold, Id:1, Ver:2, Name:build, Count:1.
   0) [(-0.425, -0.25), (0.499, -0.5), (0.499, 0.5), (-0.425, 0.5)]
Res:gfx/terobjs/iceblock, Id:0, Ver:1, Name:<empty>, Count:1.
   0) [(-0.499, -0.499), (0.499, -0.499), (0.499, 0.499), (-0.499, 0.499)]


So ... what about these cases. Should these not also get the same honorary treatment.
(Randomness might by nice. But unpredictability, where it makes no sense at all, not so much.)
Code: Select all
Res:gfx/terobjs/arch/primitivetent-f, Id:0, Ver:2, Name:<empty>, Count:1.
   0) [(-0.5, -0.136), (0.5, -0.136), (0.5, 0.136), (-0.5, 0.136)]
Res:gfx/terobjs/embankmentscaffold, Id:0, Ver:2, Name:<empty>, Count:1.
   0) [(-0.425, -0.25), (0.876, -0.5), (0.876, 0.5), (-0.425, 0.5)]
Res:gfx/terobjs/embankmentscaffold, Id:1, Ver:2, Name:build, Count:1.
   0) [(-0.425, -0.25), (0.499, -0.5), (0.499, 0.5), (-0.425, 0.5)]
Res:gfx/terobjs/minevator-mid, Id:0, Ver:2, Name:<empty>, Count:1.
   0) [(-0.5, -0.5), (0.5, -0.5), (0.5, 0.5), (-0.5, 0.5)]
Res:gfx/terobjs/minevator-top, Id:0, Ver:2, Name:<empty>, Count:1.
   0) [(-0.5, -0.5), (0.5, -0.5), (0.5, 0.5), (-0.5, 0.5)]
Res:gfx/terobjs/trees/driftwood1, Id:0, Ver:2, Name:<empty>, Count:1. (Yea, yea. That's a Trapezoid/Trapezium.)
   0) [(-1.565, 0.148), (0.922, -0.5), (0.922, 0.5), (-1.565, 0.434)]


And ... The Oscar for the most peculiar (non symmetrical) behavior goes to ...
Code: Select all
Res:gfx/terobjs/stockpile-cattailpart, Id:0, Ver:2, Name:<empty>, Count:1.
   0) [(-0.25, -0.25), (0.25, -0.25), (0.25, 0.25), (-0.25, 0.25)]


... "That's all folks" ...
mvgulik
 
Posts: 3753
Joined: Fri May 21, 2010 2:29 am

Re: "N.[4,9]99" vs "N.[5,0]" obst value cases.

Postby mvgulik » Sat Jun 15, 2024 10:56 am

Now that cupboard where up(down)-graded from "neg" to "obst" it now also exhibits the fun placement inconsistencies of the cattail stockpile.

What works in one corner of the house will not work in an other corner. And snugly placing cupboards side by side now also has a tendency to fail.

Jortar: "Enjoy. Hehehe."

... At least picking a obst float value that is at least less, and not greater, compared to the intended neg value probably just to hard or trivial for these two to do consistently. ...
mvgulik
 
Posts: 3753
Joined: Fri May 21, 2010 2:29 am


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