Ark of Charon

Ark of Charon

Blue Phoenix Sep 26, 2024 @ 8:49pm
Who has cracked the code with BEARING STRENGTH?!
No matter what I do or which material I use, I can have all green/slight yellow except for one stupid half side then I start taking damage when I move. It doesn't matter if I'm using tiles or pillars, replacing them out makes no difference. Is this a bug or can someone actually explain how to build properly so you actually can get green bearing strength? I've tried buildings on top of each other, offset on top of each other, pillars and tiles instead of actual houses and there is no stupid combination that works, or if it does work your whole build is green and then you have ONE red side (and if it's a prefab building you can do nothing about it) , then the damage starts once you move. Is there a developer here that can explain this or fix this somehow?????
< >
Showing 1-6 of 6 comments
DLC Sep 27, 2024 @ 5:13am 
i build isolated myself, lemme see if i can do a screenshot from my old non roguelike-mode.
DLC Sep 27, 2024 @ 5:18am 
Last edited by DLC; Sep 27, 2024 @ 5:20am
Blue Phoenix Sep 28, 2024 @ 4:05am 
Thanks DLC, I'll try and give that a shot.
Alocart Sep 28, 2024 @ 5:19am 
Different material types have different weights and bearing str, wood is useless and stone is heavy you cant really build higher till you get to steel/metal buildings. Concrete isn't bad either. I usually build concrete early for height then swap to titanium stuff. I can post some examples if i can figure out how to upload some screen shots.

https://steamcommunity.com/sharedfiles/filedetails/?id=3339257313
This shows how pillars help.

https://steamcommunity.com/sharedfiles/filedetails/?id=3339257779
This shows pillars in different styles and places still help.

https://steamcommunity.com/sharedfiles/filedetails/?id=3339262431
This shows how wood cant handle higher structures even with a pillar.

https://steamcommunity.com/sharedfiles/filedetails/?id=3339262682
Demonstrates that joining buildings together shifts where a structure is weakest.
Last edited by Alocart; Sep 28, 2024 @ 5:43am
Nepenthe Sep 28, 2024 @ 9:54pm 
From what I can tell, it is a really simplistic system; take the weight of everything above each tile/pillar, divide it even between all tiles/pillars on a horizontal row, compare to bearing strength,


This has some very odd conseque3nces; if you build two separate towers then the weight is still distributed across both. If you have a nice string concrete room at the bottom of your base and you build a wooden "shelf" inside the room it will immediate go red because it is getting a share of the weight held up by all the concrete. If you have a wooden room that can't support weight building concrete pillars outside is of limited help - they will divide the weight between more horizontal tiles but don't take a bigger share of the load.


I'm hoping this gets tweaked in a future update - even something as simple as "divide weight proportionally by bearing strength instead of evenly between all tiles" would be better and allow for more mixed materials to be used.
Last edited by Nepenthe; Sep 28, 2024 @ 9:57pm
You can ignore this part. This is just a normal post

Bearing weight is definitely weird.

I want to make a bear shaped base and name my golems all things like "unbearable", "bearable", "bearing", etc.

Maybe we could just say that we are bearing with bearishly odd bearing strength. If we could lay bear the actual calculations, it might just give us paws with how grizzly the effect of a slightly odd formula can be. We could just bear with it, but we are in a beary strange system where the bearden seems to be in the wrong direction. If we could just change how the tiles bear weight, then we could bearly recognize the system. Okay, I'm going to stop there before someone tries to defenestrate me because I'm too unbearable.

It feels like the weight is calculated by row/connection instead of by weight distribution.

This is just me doing some examples of what should be and what it seems to be doing and why it matters

Weight distribution, you calculate by what should be logical progression.

For example of what I mean:
If we have weights in a 5x5 area like so:
1 0 1 0 1 1 0 1 0 1 1 0 1 0 1 1 1 1 1 1 1 0 1 0 1

Doing downward force should give you something like:
0 0 0 0 0 (Or 1 0 1 0 1 if we include own weight) 1 0 1 0 1 2 0 2 0 2 3 0 3 0 3 (or 4 0 3 0 4 if passing sideways (or 3.5 0 3.5 0 3.5 or even 2.2 split)) 5 0 4 0 4 ( or 4.5 0 4.5 0 4.5 if we are using floats/doubles) ground: 13
(Note: The game DOES pass weight sideways to some degree and objects DO bear their own weight (so a 240 wood is actually 230 because wood weights 10 and 240-10 = 230), but I'm not going to calculate it that way here).

When you calculate by row with connections, you get:

0 0 0 0 0 1 0 1 0 1 2 0 2 0 2 3 2 2 3 1 5 0 5 0 3 Ground: 13

This becomes more apparent when you say, don't have that middle column and you have a tile in the middle of a room that is overburdened for some odd reason.

So you have say...

1 0 0 0 1 1 0 0 0 1 1 0 1 0 1 1 1 1 1 1 1 0 1 0 1

If you calculate by logical distribution (downwards effect), should be something similar to:

0 0 0 0 0 1 0 0 0 1 2 0 0 0 2 3 0 1 0 3 5 0 3 0 4 ground: 12

instead, you get something like:
0 0 0 0 0 1 0 0 0 1 2 0 1 0 1 2 1 1 2 1 5 0 4 0 3 ground: 12

Might not seem like much of a difference, but you have that middle tile, which shouldn't be receiving any weight, receiving weight from the higher tiles due to being connected.

(I also suspect that they are doing ints for weight instead of floats, which would make the calculations even stranger, as can be seen above where I note when weight is calculated as a float).

What happened with weight calculation and why is it weird?
Basically:
Weight seems to be calculated as an int. This means no decimals. (This is important).
Weight is calculated top to down, left to right.
This means that weight sharing, when calculating downwards for a split, will favor the left side because that is calculated first.

When attached, unless attached to a wall, weight is distributed sideways. (If attached to a wall, calculation gets weird).
This means that if you have two pillars with a top tile each and a tile between them, the weight is shared between the left two tiles ROUNDED UP, not the right tile, in the case of a tie. This is important due to weight being an int calculation.
(so if you have 10 10 10, it is shared as a 11 11 10, NOT as a 10 10 10)

When you have a Y split (ie. 3 tiles to 2 pillars), the weight is again split, but with calculations prioritizing the left side for weight.
So 10 10 10 + 10 0 10 then becomes: 27 0 24 (should be 25 0 25 or at least 26 0 24). 11 + 6 + 10 = 27, 0, 4 + 10 + 10 = 24

Now, if you have a pillar that is NOT connected in any way, it will only bear weight for itself. If you connect it, that is when the weird weight distribution starts to happen. (Ladders do not count as connections, btw. (This may be important in a future episode unless someone reveals what I am talking about beforehand)).

Concluding section: Why weird weight calculation matters

So, as can be seen, as you start adding connections, you end up with extra weight. First you get a small +1. Not too bad, but start adding connections, suddenly your stone goes from 15 weight to 16 weight to suddenly each stone weights 25 weight if you are high enough with enough sideways splits. And if each tile is up to 10 weight heavier...

Combine this with how the game calculates a row's weight....

(Note: I am not going to fully break down the calculations since I do hope they fix it, but I suspect this is related to the other bug I found with floating buildings).
Last edited by AI Sin || SinNoAria; Sep 29, 2024 @ 6:20am
< >
Showing 1-6 of 6 comments
Per page: 1530 50