I made red minerals, but they don't grid snap like the yellow and normal minerals do in the editor.
Also there are certain areas where I can place the yellow minerals but not my red minerals like on cliff edges.
What should I do to make my red minerals grid snap and work like the other minerals?
Yes, if you assign them the footprint "Footprint Mineral Fields Rounded", they should behave exactly the same as regular ones. At least in terms of placement.
If you want to also make them harvestable, you need to do two things. First, adjust the two following fields for the Unit like so:
The first one tells worker units that yes, they can harvest resources from this unit right away, instead of, say, having to build a Refinery or Extractor on top of it. The second one tells them what kind of resource they'll get out of it.
Second, go up a bit to the "Behavior - Behaviors +" field and give the unit either the "Minerals (Mineral Field)" or "Minerals (High Yield)" behaviors. This will determine how many minerals are stored in the field, how many a worker unit will gather in a single trip, and how long he sits there mining from them. If you want those values to be different from either the normal or high yield minerals, duplicate either of those Behaviors and adjust the "State - Amount", "State - Capacity", "State - Harvest Amount" or "State - Harvest Time" fields in the new one, and give it to the mineral field unit.
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I made red minerals, but they don't grid snap like the yellow and normal minerals do in the editor. Also there are certain areas where I can place the yellow minerals but not my red minerals like on cliff edges. What should I do to make my red minerals grid snap and work like the other minerals?
Give them the same footprint maybe?
Yes, if you assign them the footprint "Footprint Mineral Fields Rounded", they should behave exactly the same as regular ones. At least in terms of placement.
If you want to also make them harvestable, you need to do two things. First, adjust the two following fields for the Unit like so:
Behavior - Resource State: Harvestable Behavior - Resource Type: Minerals
The first one tells worker units that yes, they can harvest resources from this unit right away, instead of, say, having to build a Refinery or Extractor on top of it. The second one tells them what kind of resource they'll get out of it.
Second, go up a bit to the "Behavior - Behaviors +" field and give the unit either the "Minerals (Mineral Field)" or "Minerals (High Yield)" behaviors. This will determine how many minerals are stored in the field, how many a worker unit will gather in a single trip, and how long he sits there mining from them. If you want those values to be different from either the normal or high yield minerals, duplicate either of those Behaviors and adjust the "State - Amount", "State - Capacity", "State - Harvest Amount" or "State - Harvest Time" fields in the new one, and give it to the mineral field unit.