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Mineral gathering rate (boosted) for each patch - Page 2

Forum Index > BW General
Post a Reply
Prev 1 2 All
SunnySports
Profile Joined May 2026
China11 Posts
13 hours ago
#21
On October 20 2026 14:20 iopq wrote:
Left side zerg 8 can be boosted, but written as 175

end of the video

https://youtube.com/shorts/1RArp7s9S44


Amazing! A little bit difficult, but I did it after some practice. Must click on mineral #9 at the exact timing.
SunnySports
Profile Joined May 2026
China11 Posts
Last Edited: 2026-10-20 10:06:31
13 hours ago
#22
On October 20 2026 06:48 FlaShFTW wrote:
Did you do this or have any assist? And can you share the boosting timings? I know patches 1/3/4 on left side have the cargo/acceleration boost but didn't know it existed for other patches. What did you do?

Generally I typically hit 1:36 on right side with just patch 1/3 boosting and 1:37 on left side with 3/4 boosting (maybe I should add 1 boosting too back into my early game)


I did this by manually controlling every SCV, but with a very slow game speed, slower than "slowest" in game settings.
Kraekkling
Profile Blog Joined June 2007
767 Posts
12 hours ago
#23




I'll do a proper write up at some point, but I'm both super busy rn and I didn't want to sit on it without sharing

short: I used a decompiled version of scmdraft to add a bunch of stuff. The last update of scmdraft is like 7 years ago - I hope the original author is fine with what's happening here. no commercial interest, giving back to the community, yada yada yada


- diagonal symmetry like Eclipse
- custom mirror symmetry (e.g. placing "water" and creating e.g. a "raised jungle" mirror, instead of "water")
- rectangle terrain select -> right click -> create mirrored copy (for left-right tile symmetry; we index and mirror every single tile)
- unit -> unit sprite cast
- unit / buildings hit boxes


And at some point Testbug noted that we could try to solve the mining problem, i.e. determine what the pathfinding behaviour looks like for any expansion. So this was done next; and last we added search algorithms for the boosting techniques. I hope the video explains most of it. Try it out!

I'm not 100% that everything works, but we do seem to find all (?) known boosts, and some more. Anyways, the search algorithms and everything else (apart from scmdraft) is open source and can be adjusted/improved.
(*^^)(^*)
Kraekkling
Profile Blog Joined June 2007
767 Posts
12 hours ago
#24
forgot the repo: https://github.com/RustyNovoBland77464/scmdraft-fan-addon

to run, you'll need an installed version of scmdraft. then run the provided installer, as described in the repo

optionally you can also point it to your sc:r installation to get HD graphics

no guarantees or tech support offered, if your PC breaks its all on you
(*^^)(^*)
SunnySports
Profile Joined May 2026
China11 Posts
10 hours ago
#25
On October 20 2026 20:02 Kraekkling wrote:
https://www.youtube.com/watch?v=h-raqRluvWs



I'll do a proper write up at some point, but I'm both super busy rn and I didn't want to sit on it without sharing

short: I used a decompiled version of scmdraft to add a bunch of stuff. The last update of scmdraft is like 7 years ago - I hope the original author is fine with what's happening here. no commercial interest, giving back to the community, yada yada yada


- diagonal symmetry like Eclipse
- custom mirror symmetry (e.g. placing "water" and creating e.g. a "raised jungle" mirror, instead of "water")
- rectangle terrain select -> right click -> create mirrored copy (for left-right tile symmetry; we index and mirror every single tile)
- unit -> unit sprite cast
- unit / buildings hit boxes


And at some point Testbug noted that we could try to solve the mining problem, i.e. determine what the pathfinding behaviour looks like for any expansion. So this was done next; and last we added search algorithms for the boosting techniques. I hope the video explains most of it. Try it out!

I'm not 100% that everything works, but we do seem to find all (?) known boosts, and some more. Anyways, the search algorithms and everything else (apart from scmdraft) is open source and can be adjusted/improved.


Seems very powerful tool, but I failed to run mining test.
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines1036 Posts
9 hours ago
#26
wow, carbot scmdraft
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
Kraekkling
Profile Blog Joined June 2007
767 Posts
7 hours ago
#27
On October 20 2026 21:18 SunnySports wrote:
Show nested quote +
On October 20 2026 20:02 Kraekkling wrote:
https://www.youtube.com/watch?v=h-raqRluvWs



I'll do a proper write up at some point, but I'm both super busy rn and I didn't want to sit on it without sharing

short: I used a decompiled version of scmdraft to add a bunch of stuff. The last update of scmdraft is like 7 years ago - I hope the original author is fine with what's happening here. no commercial interest, giving back to the community, yada yada yada


- diagonal symmetry like Eclipse
- custom mirror symmetry (e.g. placing "water" and creating e.g. a "raised jungle" mirror, instead of "water")
- rectangle terrain select -> right click -> create mirrored copy (for left-right tile symmetry; we index and mirror every single tile)
- unit -> unit sprite cast
- unit / buildings hit boxes


And at some point Testbug noted that we could try to solve the mining problem, i.e. determine what the pathfinding behaviour looks like for any expansion. So this was done next; and last we added search algorithms for the boosting techniques. I hope the video explains most of it. Try it out!

I'm not 100% that everything works, but we do seem to find all (?) known boosts, and some more. Anyways, the search algorithms and everything else (apart from scmdraft) is open source and can be adjusted/improved.


Seems very powerful tool, but I failed to run mining test.


try again, I pushed a fix and updated the installer
(*^^)(^*)
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