[REL] Bulk Create Units 2.1.1 [113044]

Discussion in 'Released Mods' started by wondible, August 1, 2014.

  1. wondible

    wondible Post Master General

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    Provides a keybinding (shift+ctrl+v by default) that paste multiple units using the sandbox mode. It also adds a slider (exponential scale) and input box to the sandbox panel to select how many units to paste.

    Screen Shot 2014-08-01 at 08.07.01 .png

    - https://github.com/JustinLove/bulk_create_units
    - http://wondible.com/pa/bulk_create_units_v2.1.1.zip

    Paste formation is previewed. Preview turns on when changing unit, number, or formation, and turns off after a paste. You can manually toggle the preview if you want the other state (shift+ctrl+z by default).

    Next-formation (shift+ctrl+f by default) to change between grid, area, and parade.

    Parade formation ignores unit/slider and creates one of each unit (don't forget to kill the ragnarok) Parades are in toolbox formation, it was written with Sandbox Unit Organizer in mind, but the stock toolbox will work if it is currently open.

    [​IMG]

    Issues
    - PA Sliders are not bidirectional, so updating the text will not change the slider (69721)
    - The current grid wrapping algorithm breaks down as you wrap around to the other side of the planet.

    Changes

    ## 2.1.1

    - Fix compatibility with sandbox changes circa 113034

    ## 2.1.0

    - Unit paste preview
    - Keybind to toggle preview
    - Keybind to change formations
    - Area formation
    - Parade formation (one of each)
    - Stop using `global_mod_list` for keybinds

    ## 2.0.1

    - Fix for degenerate fixup location for naval units on waterless planet types

    ## 2.0.0

    - Units are distributed in a wrapped grid approximately based on regular placement spacing.
    - Units (e.g. mex) that require features will only be placed on those features
    - Interface with Puppetmaster changed
    - Raycast/fixup/`create_unit` instead of `unit.debug.paste`
    - Using unitInfoParser by `Cola_Colin` to load unit size placement
    - Requirejs for better error messages and modularity
    Last edited: March 11, 2019
    burntcustard, trialq and cwarner7264 like this.
  2. wondible

    wondible Post Master General

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    Bulk Create Units Version 1.0.1

    - Convert text box value to integer before sending out
    - Add Readme
  3. Yuuzhantar

    Yuuzhantar New Member

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    It was working great until the last pa updates.

    and now it seems broken
  4. wondible

    wondible Post Master General

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    Key bindings changed. I've returned to civilization but will be at a conference for two days.
  5. wondible

    wondible Post Master General

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    Bulk Create Units 1.1, Update for change in keybind settings circa 71378
  6. wondible

    wondible Post Master General

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    Bulk Create Units 1.2.0 - Localization changed keyboard groups, move to 'Mods'
  7. wondible

    wondible Post Master General

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    Bulk Create Units 1.2.1 - Bump build number for 86422 (Titans)
  8. wondible

    wondible Post Master General

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    Bulk Create Units 1.3.0 - Highlight currently selected unit
  9. wondible

    wondible Post Master General

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    WIP: I suppose you can all thank @cwarner7264 for putting land mines on the menu

    Screen Shot 2015-09-24 at 11.43.19 .png
  10. Ksgrip

    Ksgrip Active Member

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    Not really sure what is work in progress
    (Not the meaning)
  11. wondible

    wondible Post Master General

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    I did not meticulously place 200 some single laser towers in a perfect (but projected on a sphere) grid by hand.
  12. Ksgrip

    Ksgrip Active Member

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    No, jaja I wasn´t explicit enough. Does this mean we will have a square and a line commando to place them? Both I mean?
  13. wondible

    wondible Post Master General

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    Right now it's just a square, using a spiral traversal to make it the right size for the number of units. I haven't quite figured out Uber's distance calculations, so that is approximate. Doesn't yet account for bad placements or falling off the edge of the planet. I'll see if I can get to a sphere pattern to handle larger numbers.
  14. wondible

    wondible Post Master General

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    Bulk Create Units 2.0.0

    - Units are distributed in a wrapped grid approximately based on regular placement spacing.
    - Units (e.g. mex) that require features will only be placed on those features
    - Interface with Puppetmaster changed
    - Raycast/fixup/`create_unit` instead of `unit.debug.paste`
    - Using unitInfoParser by `Cola_Colin` to load unit size placement
    - Requirejs for better error messages and modularity
  15. wondible

    wondible Post Master General

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    Not sure when I'll be able to get back to expanding this. If somebody wants to solve some linear equations for me, that would help (right side is approximate)

    Code:
    c + 5m + 4p + 0.5s = 5.5 Wall (line)
    c + 4m + 4p + 1s = 14 Mine (sphere)
    c + 6.8m + 6.8p + 18s = 60 Single Laser (line)
    c + 30m + 40p + 2s = 56 Air Factory (line)
    c + 50m + 60p + 2s = 82 Adv Air Factory (line)
    c + 8.58m + 8.58p + 100s = ~215 Radar (sphere)
    
    Best ones I've found so far:

    c =0, m = 0, p = 1.25, s = 3
    c = 10, m = 0, p = 1, s = 2

    I think something different happens with the sphere builds; I was optimizing for the landmines rather than the walls, which don't have a proper formation yet anyway.
  16. DeathByDenim

    DeathByDenim Post Master General

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    Wolfram Alpha knows. So without the sphere equations, you have an exact unique solution of:
    Code:
    c = -1.21529
    m = 0.0604188
    p = 1.23958
    s = 2.90974
    (source)

    With the sphere equations, the closest solution is:
    Code:
    c = 6.64018
    m = 0.245943
    p = 0.977939
    s = 1.99457
    
    (source)

    Not sure if this helps you. :)
    wondible likes this.
  17. wondible

    wondible Post Master General

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    Bulk Create Units 2.0.1 - Fix for degenerate fixup location for naval units on waterless planet types
  18. wondible

    wondible Post Master General

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    Not quite ready to release this - UI still annoys me and a lot of the code may be extracted at some point - but the parade formation (one of each) may be of interest to a handful of people who wouldn't mind grabbing a github branch too much.

    https://github.com/JustinLove/bulk_create_units/tree/spread

    Screen Shot 2015-12-01 at 15.47.18 .png
  19. wondible

    wondible Post Master General

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    Bulk Create Units 2.1.0

    Looks like I never got around to releasing this.

    - Unit paste preview
    - Keybind to toggle preview
    - Keybind to change formations
    - Area formation
    - Parade formation (one of each)
    - Stop using `global_mod_list` for keybinds
    stuart98 likes this.
  20. wondible

    wondible Post Master General

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    Bulk Create Units 2.1.1 - Fix compatibility with sandbox changes circa 113034

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