Does a thermal borehole cancel out a nutrient resource?

jez9999

Chieftain
Joined
Apr 27, 2021
Messages
18
In my version 4.0 of SMAC, building a thermal borehole seems to cancel nutrients, so the tile will go from something like 2/1/0 (for arid and rolling) to 0/6/6. Is this something they changed in another version? Because from what I can tell, the thinker mod's calculation just adds the nutrient bonus on even when there's a thermal borehole... is this a bug?:

 
This is an intended mechanic since borehole+nutrient bonus yield was changed in Scient's patch so the mod will basically treat this as the "original" behavior. It should be the only instance where Scient's patch directly modifies tile yields unless forgot something. The change is not separately mentioned in the mod sources but it is listed here on Details.md.

16. [BUG] Squares with both a borehole and nutrient bonus don't receive the nutrient bonus. If the "Borehole Square" nutrient value defined in #RESOURCEINFO (alphax.txt) is set to non-zero, a square with borehole will erroneously act as if it has a nutrient bonus. The patch fixes a check whether or not to give a borehole square a nutrient bonus from checking if borehole nutrient value is non-zero to checking if nutrient bonus is actually present in square.
 
How did they know that it wasn't intended behaviour to remove nutrient bonus when a borehole was built?
 
This is relatively easy to check in the original game and the calculation does not make much sense. If boreholes are set to produce 1 nutrient, each of them will yield 3 nutrients in the game because the default value for nutrient bonus seems to be added on the total whether it is present or not.

If the "Borehole Square" nutrient value defined in #RESOURCEINFO (alphax.txt) is set to non-zero, a square with borehole will erroneously act as if it has a nutrient bonus.
 
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