BLACKBERREST3 Posted Friday at 11:48 PM Share Posted Friday at 11:48 PM (edited) [Notice: Read @Tigin's post below for info on door pusher mechanics] All of my tests so far have been with powered mech doors (except in the videos where I shot it all in one take) Vertical [Greater than 50kg Common] 1st - Top Center 2nd - Upper Right 3rd - Upper Left 4th - Top Right Corner and God bless you ✝️ 5th - Lower Right 6th - Top Left Corner 7th - Lower Left 8th - Buried Upper Center of Door 9th - Unburying Objects [Shenanigans!] 20260530-1251-57.2536091.mp4 While testing, towards the end of the video, something peculiar happens. Found the reason as to why this happens. If you pause the game at the right time while unburying debris, they will be pushed as though their offset places the debris 1 tile above. This is because the debris is always teleported to the upper tile of the door when unburying. To clarify bury debris -> open door -> pause game immediately after opening -> debris which is usually teleported to upper tile of door, now has its offsets placed in the tile above the door -> uses the usual trapped debris mechanics to decide what cell it ends up in. I have tested this on <50kg debris and can confirm it happens in that case too. 20260531-0215-22.1693329.mp4 This is so much worse than I originally had thought. With items under 50kg, the timing for pausing is very lax when it comes to placing debris to the Lower Right OR Top Center of the door. I can see why a lot of builds fail now when using debris formation in tiles. I'd say when building something that has debris formation in tiles, you might need to add some sort of buffer or weight plate automation to mitigate this effect. 20260531-0419-53.9179873.mp4 Vertical [Less than 50kg Common & Without Pausing] 1st - Lower Right 2nd - Lower Left 3rd - Upper Right 4th - Bottom Right Corner 5th - Upper Left 6th - Bottom Left Corner 7th - Buried Upper Center of Door 8th - Unburying Objects Video Project 1.mp4 Horizontal doors treat all mass the same and I could not reproduce the pause bug with horizontal doors. Horizontal [Any Mass Common Left Cell] 1st - Top Center Left 2nd - Center Right Cell 3rd - Top Center Right 4th - Right Most Side 5th - Left Most Side 6th - Top Left Corner 7th - Bottom Left Corner 8th - Buried Center Left Cell 9th - Unburied Center Right Cell 10th - 2nd Closing Top Right Corner 11th - 2nd Closing Bottom Right Corner 12th - Loop Detected 1 - Start 2 - After Locking Before Closing 3 - After Closing 4 - After Opening 5 - After Locking Before Closing 6 - After Closing This cycle repeats from the start Horizontal [Any Mass Common Right Cell] 1st - Top Center Right 2nd - Right Most Side 3rd - Center Left Cell 4th - Top Center Left 5th - Top Right Corner 6th - Bottom Right Corner 7th - Buried Center Right Cell 8th - Unburied Center Left Cell 9th - 2nd Closing Left Most Side 10th - 2nd Closing Top Left Corner 11th - 2nd Closing Bottom Left Corner 12th - Loop Detected Same as previous horizontal door loop. [To Do: test <50kg on horizontal doors and whether the pausing bug affects them] All of the pics shown above align with @Tigin's post Edited Sunday at 04:05 PM by BLACKBERREST3 1 Link to comment https://forums.kleientertainment.com/forums/topic/171800-anyone-want-to-help-me-figure-out-a-list-of-items-that-can-be-conveyed-upwards-by-mech-doors-bugfeature-found/ Share on other sites More sharing options...
Senthe_ Posted Saturday at 01:04 AM Share Posted Saturday at 01:04 AM This sounds actually very useful if you could do it for all elements in some methodical way! Are you testing only vertical doors, or horizontal too? I imagine for horizontal ones it would be reasonable to test both tiles? Link to comment https://forums.kleientertainment.com/forums/topic/171800-anyone-want-to-help-me-figure-out-a-list-of-items-that-can-be-conveyed-upwards-by-mech-doors-bugfeature-found/#findComment-1869016 Share on other sites More sharing options...
Tigin Posted Saturday at 02:29 AM Share Posted Saturday at 02:29 AM (edited) I think I tracked down the mechanism, or at least parts of it (There may be more door shenanigans). It's purely based off the collider radius - offset of the pickupable. Large values will be placed in the upper tile of the mechanical door immediately before closing. Otherwise it will remain in the lower tile of the mechanical door. When the door closes, it'll then look in the following order for an open spot to place the debris: (0, 1) UP (0,-1) DOWN (1, 0) RIGHT (-1,0) LEFT (1, 1) UPPER-RIGHT (1,-1) DOWN-RIGHT (-1,1) UPPER-LEFT (-1,-1) DOWN-LEFT So if the pickupable is in the upper tile, then it's easy to see it'll move the item directly above. If the pickupable is in the lower tile, then UP isn't available (the door is in the way) and DOWN probably isn't available (it's the floor) so the next candidate is to the right. For specific items: Eggs are huge (kBoxCollider2D.y = 0.8) but have an equally huge offset (0.36), so they always close to the bottom. Egg shells are deceptively huge (kBoxCollider2D.y = 0.6) and have no offset, so they always close to the top. Normal pickupables like ores scales its size with mass every 50kg. I did not find any difference between refined metal and ore. At >50kg, the pickupables will go to the top tile. At <=50kg it will go to the bottom. https://oxygennotincluded.wiki.gg/zh/wiki/Module:Data/Items contains info about kBoxCollider2D.y, but unfortunately doesn't contain data about its y offsets. You specifically need to look for low values of kBoxCollider2D.y / 2 - offset.y. It seems the only other item besides eggs that really satisfy this are feather fibers though. Edited Saturday at 02:30 AM by Tigin 2 Link to comment https://forums.kleientertainment.com/forums/topic/171800-anyone-want-to-help-me-figure-out-a-list-of-items-that-can-be-conveyed-upwards-by-mech-doors-bugfeature-found/#findComment-1869027 Share on other sites More sharing options...
BLACKBERREST3 Posted Saturday at 03:15 AM Author Share Posted Saturday at 03:15 AM (edited) forgot to put the link for the vid I was talking about. debris forming in mesh tile is also found in the wiki as well. Very similar mechanics it seems. From what you said @Tigin This could explain why sometimes builds break when using this mechanic because items change size and location randomly as they fall causing debris to clip into entirely unexpected positions. (gonna do some tests real quick, I forget what the average deviation is when they fall, I'm pretty sure I've seen them stack midair and fall 1-2 tiles away left or right) edit; okay I was half right, I didn't see them stack midair, but they do fall X amount of tiles away when deconstructing or forming. The distance depends on height of the fall, the higher the drop the further the deviation can occur. This is exactly the mechanics I’ve observed as well. debris gets pushed in a certain order and now I know that it depends on its collision box and offsets. makes sense to me. I think that’s most all of it. I’m just gonna read your post every time I need to know where items will end up. 1 hour ago, Tigin said: https://oxygennotincluded.wiki.gg/zh/wiki/Module:Data/Items contains info about kBoxCollider2D.y, but unfortunately doesn't contain data about its y offsets. You specifically need to look for low values of kBoxCollider2D.y / 2 - offset.y. It seems the only other item besides eggs that really satisfy this are feather fibers though. I never knew about this, there is so much info here 😮. Even oni-db doesn't have all of the stats. What is "SurfaceAreaMultiplier"? it says crushed ice has a gas surface area multiplier of 1000 compared to other elements at just 1. nvm, it's written on the wiki under thermal conductivity. between temperature clamping, microgram clamping, temperature duplication with doors, and other fun mechanics, I usually just try to play the vanilla way with temperature management for this game. Never got into figuring out how exactly temps worked in this game aside from shc, tc, and just stacking every layer of building I could at something. tbf, I did beat the game that way years ago. game is still buggy, but I love it. Edited Saturday at 04:26 AM by BLACKBERREST3 Link to comment https://forums.kleientertainment.com/forums/topic/171800-anyone-want-to-help-me-figure-out-a-list-of-items-that-can-be-conveyed-upwards-by-mech-doors-bugfeature-found/#findComment-1869035 Share on other sites More sharing options...
BLACKBERREST3 Posted Saturday at 03:52 AM Author Share Posted Saturday at 03:52 AM I hear they fixed a lot of issues with micrograms in the patch notes, so that's a plus 👍 Link to comment https://forums.kleientertainment.com/forums/topic/171800-anyone-want-to-help-me-figure-out-a-list-of-items-that-can-be-conveyed-upwards-by-mech-doors-bugfeature-found/#findComment-1869044 Share on other sites More sharing options...
Tigin Posted Saturday at 03:55 AM Share Posted Saturday at 03:55 AM 33 minutes ago, BLACKBERREST3 said: I never knew about this, there is so much info here 😮. Even oni-db doesn't have all of the stats. What is "SurfaceAreaMultiplier"? it says crushed ice has a gas surface area multiplier of 1000 compared to other elements at just 1. This is a data dump the wiki uses from an exporter mod. Surface area multiplier refers to Element <-> Element TC: Generally cells exchange heat each tick via 0.2 x Delta Temperature x Geometric Mean(Cell1, Cell2) x Cell1 Surface Area Multiplier x Cell2 Surface Area Multiplier (This is where the x25 gas multiplier comes from, and the x625 liquid multiplier comes from) and there's a few special cases like snow/thermium as well. 1 Link to comment https://forums.kleientertainment.com/forums/topic/171800-anyone-want-to-help-me-figure-out-a-list-of-items-that-can-be-conveyed-upwards-by-mech-doors-bugfeature-found/#findComment-1869047 Share on other sites More sharing options...
BLACKBERREST3 Posted Saturday at 04:01 AM Author Share Posted Saturday at 04:01 AM (edited) 10 minutes ago, Tigin said: This is a data dump the wiki uses from an exporter mod. Surface area multiplier refers to Element <-> Element TC: Generally cells exchange heat each tick via 0.2 x Delta Temperature x Geometric Mean(Cell1, Cell2) x Cell1 Surface Area Multiplier x Cell2 Surface Area Multiplier (This is where the x25 gas multiplier comes from, and the x625 liquid multiplier comes from) and there's a few special cases like snow/thermium as well. I remember where I read that from now. I think I remember mathmanican writing a piece on that at one time. I was never smart enough back then to follow his posts 100% of the time. it was more like I grasped 20% of it and then I would play around with waterfalls XD I'll probably use all of that at some point to create a massive boiler room and 02 chiller. I got by years ago with a much smaller design, but I think I'll go bigger this time and see how much material I can boil at once. One of the reasons I like to have an open base design is because it's easy to just dump pools of water to somewhere below instantly cooling whatever I need to. Getting it back up is the problem though. Edited Saturday at 04:07 AM by BLACKBERREST3 Link to comment https://forums.kleientertainment.com/forums/topic/171800-anyone-want-to-help-me-figure-out-a-list-of-items-that-can-be-conveyed-upwards-by-mech-doors-bugfeature-found/#findComment-1869048 Share on other sites More sharing options...
BLACKBERREST3 Posted Saturday at 04:38 AM Author Share Posted Saturday at 04:38 AM I’ll share a few pics later just to add some graphics on pushing items. it’s late. I’ll do it tomorrow. 2 hours ago, Tigin said: (There may be more door shenanigans) I’ll see if I can find any, but I am pretty happy with that answer. Link to comment https://forums.kleientertainment.com/forums/topic/171800-anyone-want-to-help-me-figure-out-a-list-of-items-that-can-be-conveyed-upwards-by-mech-doors-bugfeature-found/#findComment-1869056 Share on other sites More sharing options...
BLACKBERREST3 Posted Sunday at 02:25 AM Author Share Posted Sunday at 02:25 AM I've updated the op...SHENANIGANS! I don't know if this is crossing bug territory or not. It is documented and repeatable now, but I don't like the fact that it's tied to pausing the game. Link to comment https://forums.kleientertainment.com/forums/topic/171800-anyone-want-to-help-me-figure-out-a-list-of-items-that-can-be-conveyed-upwards-by-mech-doors-bugfeature-found/#findComment-1869236 Share on other sites More sharing options...
BLACKBERREST3 Posted Sunday at 04:03 PM Author Share Posted Sunday at 04:03 PM update; horizontal doors treat all mass the same and I could not reproduce the pause bug with horizontal doors. Link to comment https://forums.kleientertainment.com/forums/topic/171800-anyone-want-to-help-me-figure-out-a-list-of-items-that-can-be-conveyed-upwards-by-mech-doors-bugfeature-found/#findComment-1869325 Share on other sites More sharing options...
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