• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:12
CEST 09:12
KST 16:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12Code S RO12 Preview: Cure, sOs, Reynor, Solar15[ASL19] Ro8 Preview: Unyielding3Official Ladder Map Pool Update (April 28, 2025)17[ASL19] Ro8 Preview: Rejuvenation8
Community News
Code S Season 1 - RO12 Group A Results (2025)1$1,250 WardiTV May [May 6th-May 18th]4Clem wins PiG Sty Festival #66Weekly Cups (April 28-May 4): ByuN & Astrea break through1Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game29
StarCraft 2
General
How do I contact Sage support?? {Help™®}} How does the number of casters affect your enjoyment of esports? Code S RO12 Preview: Maru, Trigger, Rogue, NightMare Code S Season 1 - RO12 Group A Results (2025) Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game
Tourneys
INu's Battles#12 < ByuN vs herO > [GSL 2025] Code S:Season 1 - RO12 - Group B GSL 2025 details announced - 2 seasons pre-EWC 2025 GSL Season 2 (Qualifiers) [GSL 2025] Code S:Season 1 - RO12 - Group A
Strategy
[G] PvT Cheese: 13 Gate Proxy Robo Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise Mutation # 469 Frostbite
Brood War
General
Battlenet Game Lobby Simulator Does Sage Have 24 hour Support [G] GenAI subtitles for Korean BW content BGH auto balance -> http://bghmmr.eu/ StarCraft & BroodWar Campaign Speedrun Quest
Tourneys
[ASL19] Ro8 Day 4 Small VOD Thread 2.0 [Megathread] Daily Proleagues [ASL19] Ro8 Day 2
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Nintendo Switch Thread What do you want from future RTS games? Stormgate/Frost Giant Megathread Grand Theft Auto VI Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
UK Politics Mega-thread US Politics Mega-thread Elon Musk's lies, propaganda, etc. Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey Surprisingly good films/Hidden Gems
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard? Logitech mx518 cleaning.
TL Community
BLinD-RawR 50K Post Watch Party The Automated Ban List TL.net Ten Commandments
Blogs
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
What High-Performing Teams (…
TrAiDoS
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
Test Entry for subject
xumakis
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9888 users

[MOD]Economy - Hot Mineral Harvesting - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 3 Next All
Musicus
Profile Joined August 2011
Germany23576 Posts
June 25 2015 19:43 GMT
#21
Looks really good, thanks for all the effort!
Maru and Serral are probably top 5.
Tenks
Profile Joined April 2010
United States3104 Posts
June 25 2015 20:02 GMT
#22
This is pretty cool. What also interests me is if they adopt the idea of "hot" patches they could add new macro mechanics as well. Like for 20 energy you can cool a patch or something to that nature.
Wat
purakushi
Profile Joined August 2012
United States3300 Posts
Last Edited: 2015-06-25 20:10:11
June 25 2015 20:09 GMT
#23
I really hope Blizzard changes the current economy in LotV. This is better than DH.

Curious how this looks in-game. Can someone post a gif or a video?
T P Z sagi
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-06-25 20:12:36
June 25 2015 20:11 GMT
#24
On June 26 2015 05:09 purakushi wrote:
Curious how this looks in-game. Can someone post a gif or a video?

Nothing too spectacular. Hot minerals a little bit more purple. I didn't want to make it distracting.
However, the mod is available for everyone. Why don't you try it yourself?
[MOD]Economy - Hot Mineral Harvesting
Corgi
Profile Joined December 2014
United States408 Posts
June 26 2015 00:39 GMT
#25
You know what I would change? Entire mineral patch is changed so its one single unit/doodad. The size is adjustable. But the speed of mining and variance on travel distance is factored into the time to mine for harvesters.

What this means is that your harvester traveling to the furthest distance starts mining as soon as the minimum travel distance is factored so that travel distance no longer becomes a factor in mining, just mining time and minimum distance. The furthest distance should not be more than 2x the minimum.

Anyways, no more having to deal with mismatched nodes or any complexities in mining. Just straight up 16 harvesters for optimal. Any more and they bring back less minerals because of over-saturation. No more having to check each mineral node for total amounts, etc.

Honestly there is no reason why SC2 needs a complex economy structure around gathering it.
woopr
Profile Joined December 2012
United States110 Posts
June 26 2015 02:54 GMT
#26
thought this was a joke at first tbh

why do you think making "hot" minerals and "cold" minerals is simpler than just changing the mining duration? because of the coding required? who cares about what the code looks like as long as it works fine

i rather have bouncing workers than workers that i get punished for stacking
BlackLilium
Profile Joined April 2011
Poland426 Posts
June 26 2015 04:26 GMT
#27
  • Changing mining duration alone does not solve the problem.
  • Bouncing is not consistent.
[MOD]Economy - Hot Mineral Harvesting
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 26 2015 05:40 GMT
#28
On June 26 2015 13:26 BlackLilium wrote:
  • Changing mining duration alone does not solve the problem.
  • Bouncing is not consistent.

Is this a problem in starbow?
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-06-26 06:10:07
June 26 2015 06:04 GMT
#29
On June 26 2015 14:40 Cascade wrote:
Show nested quote +
On June 26 2015 13:26 BlackLilium wrote:
  • Changing mining duration alone does not solve the problem.
  • Bouncing is not consistent.

Is this a problem in starbow?

Yes. Inconsistent bouncing create variations in income based on random effects.
I should also add, Starbow has high harvesting time (5.58s) and return 8 minerals per trip, and has +15% early game income
With such high harvest time we could make HMH 8-6 without bouncing as well - no problem. But we want to avoid early game income boost and avoid high harvest time.

I think I found a solution to HMH which gives us another variable to play with. This should bring its basic income to 100% of Standard, while dropping to 75% at 16 workers. This however requires a little bit more involved Effects. I will update as soon as I have something!
[MOD]Economy - Hot Mineral Harvesting
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
June 26 2015 06:17 GMT
#30
On June 26 2015 15:04 BlackLilium wrote:
Show nested quote +
On June 26 2015 14:40 Cascade wrote:
On June 26 2015 13:26 BlackLilium wrote:
  • Changing mining duration alone does not solve the problem.
  • Bouncing is not consistent.

Is this a problem in starbow?

Yes. Inconsistent bouncing create variations in income based on random effects.
I should also add, Starbow has high harvesting time (5.58s) and return 8 minerals per trip, and has +15% early game income
With such high harvest time we could make HMH 8-6 without bouncing as well - no problem. But we want to avoid early game income boost and avoid high harvest time.

I think I found a solution to HMH which gives us another variable to play with. This should bring its basic income to 100% of Standard, while dropping to 75% at 16 workers. This however requires a little bit more involved Effects. I will update as soon as I have something!

But I mean, is it actually a problem in practice? Does it ever happen that a game is decided due to bouncing-luck? Or is it difficult or annoying to follow precise build orders due to bouncing-luck? Does it actually affect the player in a way that she notices?

I should mention that I have never played starbow.
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-06-26 07:11:53
June 26 2015 07:11 GMT
#31
I don't think a game can be ever decided by a bouncing-luck, but yes, inconsistent income can affect precise build orders.
This inconsistency can also be affected by the layout of minerals (beyond just travel time differences).
You can also notice that Starbow new worker efficiency "shakes" more in 9-15 range (that was a problem of DH as well)

I could probably make some measurements of inconsistency to back up my claim, but that will take time...

High wait time is also a problem in early game - your bank increases rarely but in high increments.
[MOD]Economy - Hot Mineral Harvesting
Rukis
Profile Joined April 2009
United States252 Posts
June 26 2015 09:26 GMT
#32
So who's up for another round of Harvester Mod tournaments?
Flash was the Genius, Nada was the true god.
BlackLilium
Profile Joined April 2011
Poland426 Posts
June 26 2015 11:32 GMT
#33
The mod, as well as the first post, has been updated!

Many of you raised a concern that the nerf to basic income, together with the efficiency curve, may lead to a game that is too slow. While I am not 100% sold on this, I kept looking for a solution to match the basic income of the Standard. I found it and implemented it in the new HMH version of the mod.

Please have another look
[MOD]Economy - Hot Mineral Harvesting
woopr
Profile Joined December 2012
United States110 Posts
Last Edited: 2015-06-26 14:03:54
June 26 2015 14:03 GMT
#34
On June 26 2015 13:26 BlackLilium wrote:
  • Changing mining duration alone does not solve the problem.
  • Bouncing is not consistent.


However, this model does not rely on unpredictable worker bouncing (Starbow) or harvesting complexity (Double Harvesting)

does DH actually have rng added to worker bouncing or is your argument based against the starbow model?


BlackLilium
Profile Joined April 2011
Poland426 Posts
June 26 2015 15:09 GMT
#35
There is no explicit "rng added". Worker bouncing either happens or not. If it happens, it is random by definition, because you cannot predict to which mineral patch the worker will bounce.

Starbow actually tries to increase the amount of worker bouncing. Double Harvest does not, but because it works as it is, it may happen a little bit more often than in Standard as well. This particular aspect was never measured, and I am not sure how it could be done effectively. No one wants to stare at the monitor for an hour, counting how many workers have bounced
[MOD]Economy - Hot Mineral Harvesting
RFDaemoniac
Profile Joined September 2011
United States544 Posts
June 26 2015 15:45 GMT
#36
Would you be willing to share your method for bringing the the income level back up while keeping a 75% ratio?

It is an rng that the status may give 3 or 4 minerals when hot?
BlackLilium
Profile Joined April 2011
Poland426 Posts
Last Edited: 2015-06-26 15:54:30
June 26 2015 15:54 GMT
#37
On June 27 2015 00:45 RFDaemoniac wrote:
Would you be willing to share your method for bringing the the income level back up while keeping a 75% ratio?

It is an rng that the status may give 3 or 4 minerals when hot?

It's all written in the first post (which was updated). It's achieved by altering the harvesting time of hot minerals only. There is no rng involved.
The mod itself is also available to everyone in every region - you can inspect it
[MOD]Economy - Hot Mineral Harvesting
knyttym
Profile Blog Joined December 2006
United States5797 Posts
June 27 2015 08:31 GMT
#38
I tried out the newest version just now and I've come to a sad realization.

Firstly, I think the current build is extremely close to ideal. The 75% efficiency combined with 5 mineral nodes seems like the 2 golden numbers that make everything in sc2 flow just right. The issue however is that the 5 mineral/75% map would absolutely require an overhaul of the macro or macro mechanics in sc2. It took only one test game to see that and it made me sad because that will never happen. Blizzard won't overhaul both the economy and the macro system. I think we've pretty much found the solution that makes everything tick but that solutions can never be actually implemented. That really bums me out.
BlackLilium
Profile Joined April 2011
Poland426 Posts
June 28 2015 20:06 GMT
#39
On June 27 2015 17:31 knyttym wrote:
Firstly, I think the current build is extremely close to ideal. The 75% efficiency combined with 5 mineral nodes seems like the 2 golden numbers that make everything in sc2 flow just right. The issue however is that the 5 mineral/75% map would absolutely require an overhaul of the macro or macro mechanics in sc2. It took only one test game to see that and it made me sad because that will never happen. Blizzard won't overhaul both the economy and the macro system. I think we've pretty much found the solution that makes everything tick but that solutions can never be actually implemented. That really bums me out.

Let's put Blizzard out of the equation for the moment.
What macro and micro changes do you think HMH needs?
[MOD]Economy - Hot Mineral Harvesting
knyttym
Profile Blog Joined December 2006
United States5797 Posts
June 29 2015 04:05 GMT
#40
On June 29 2015 05:06 BlackLilium wrote:
Show nested quote +
On June 27 2015 17:31 knyttym wrote:
Firstly, I think the current build is extremely close to ideal. The 75% efficiency combined with 5 mineral nodes seems like the 2 golden numbers that make everything in sc2 flow just right. The issue however is that the 5 mineral/75% map would absolutely require an overhaul of the macro or macro mechanics in sc2. It took only one test game to see that and it made me sad because that will never happen. Blizzard won't overhaul both the economy and the macro system. I think we've pretty much found the solution that makes everything tick but that solutions can never be actually implemented. That really bums me out.

Let's put Blizzard out of the equation for the moment.
What macro and micro changes do you think HMH needs?


I have no idea what micro changes would be necessary.

As for macro, it is way too easy to use all your money off of three bases. I'm guessing Starbow already had this issue which is why they already have a solution in place for this exact issue. I would just copy their solution. They retooled macro mechanics and forced players to both look at their base more often and click buildings rapidly/accurately.
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mcanning 160
StarCraft: Brood War
Leta 846
PianO 403
Shine 167
TY 155
Nal_rA 79
sSak 58
Terrorterran 5
Dota 2
XaKoH 362
League of Legends
JimRising 680
Super Smash Bros
Mew2King140
Heroes of the Storm
Khaldor234
Other Games
C9.Mang0395
Happy38
Organizations
Other Games
gamesdonequick843
StarCraft 2
ESL.tv165
Other Games
BasetradeTV20
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• Light_VIP 43
• LUISG 7
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2107
League of Legends
• Stunt562
Other Games
• WagamamaTV198
Upcoming Events
The PondCast
2h 49m
INu's Battles
3h 49m
herO vs ByuN
Online Event
20h 49m
ShoWTimE vs MaxPax
SHIN vs herO
Clem vs Cure
SHIN vs Clem
ShoWTimE vs SHIN
SOOP
1d 1h
DongRaeGu vs sOs
CranKy Ducklings
1d 2h
WardiTV Invitational
1d 3h
SC Evo League
1d 4h
WardiTV Invitational
1d 6h
Chat StarLeague
1d 8h
PassionCraft
1d 9h
[ Show More ]
Circuito Brasileiro de…
1d 10h
Online Event
1d 20h
Matvey vs herO
SHIN vs Cure
Clem vs MaxPax
ShoWTimE vs herO
ShoWTimE vs Clem
Sparkling Tuna Cup
2 days
WardiTV Invitational
2 days
uThermal 2v2 Circuit
2 days
Chat StarLeague
2 days
Circuito Brasileiro de…
2 days
Afreeca Starleague
3 days
BeSt vs Light
Wardi Open
3 days
PiGosaur Monday
3 days
Afreeca Starleague
4 days
Snow vs Soulkey
WardiTV Invitational
4 days
Replay Cast
4 days
GSL Code S
5 days
ByuN vs Rogue
herO vs Cure
Replay Cast
5 days
GSL Code S
6 days
Classic vs Reynor
GuMiho vs Maru
The PondCast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

FGSL Season 1
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

BSL Nation Wars Season 2
StarCastTV Star League 4
JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
2025 GSL S1
Heroes 10 EU
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

CSLPRO Spring 2025
CSLPRO Last Chance 2025
CSLAN 2025
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.