Oddsparks: An Automation Adventure

Oddsparks: An Automation Adventure

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Ancient Bases/Structures spawning within 2 squares of a cliff are unusable
Because elevators require 2 spaces PLUS path you can't load them

Because the exit requires a path you can't UNLOAD it in any way either

This renders about 10 Bases/Structures on my map 100% completely useless - it's a nasty bug because it's 100% unfixable without changing map seeds so - yeah - more testing...

Note: a POSSIBLE solution would be elevators being able to load directly into Workstations - this looks like it should work but doesn't - can't think why it shouldn't - indeed Workstations could be able to load into other Workstations and cutters and so on

Secondary bug: air vents can block access to things too - they should be removeable or coverable...
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Showing 1-2 of 2 comments
hgpn  [developer] Feb 3 @ 2:08am 
Hey, thanks for reporting that.
We want to improve world generation to prevent situations like that.
Do you have a seed and a screenshot of the position on the map? Then we would have an extra test case we can check after we added more restrictions to the world generation.
Seed is 50841 - these are from the right-side of the map in the mountains around 10pm from the town centre

https://steamcommunity.com/sharedfiles/filedetails/?id=3420649985

This is a messy shot but you should be able to see where the waypoint is you couldn't put a workbench/sparkbench as there's no way to 'feed' or 'collect' from it

Note: if the elevators feed 'straight into the bench' it would solve that...

The air vents below it also block it (and can't be removed?) but that's another issue entirely

This 2nd shot is just SW from the one above and shows the same issue without buildings in the way

https://steamcommunity.com/sharedfiles/filedetails/?id=3420649959

Another solution would be to make bases just '1 square' and require that 1 square to overlap with the thing we're building - a BIT more flexibility, 100% rotatable without ruining existing savegames???
Last edited by shrewdlogarithm; Feb 3 @ 4:13pm
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