Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix reference to 'blacksmith' building inside of the default culture #15

merged 2 commits into from Jul 14, 2019


None yet
3 participants
Copy link

commented Jul 8, 2019

In the list of available buildings for spawn inside of the default culture, the nonexistant building Testbuilding is listed, and the blacksmith building was not. Replaced these two, so now blacksmith is properly referenced.

Prior to this, the blacksmith buildings seemed to be spawning inside of cities anyways, despite not being in the list of available buildings? The blacksmiths spawned randomly without parcels, and often collided in strange ways, as seen below. May be related to Terasology/DynamicCities#35.

Also, now removes the unused template testTemplate, which I assume is the intended template for Testbuilding.


This comment has been minimized.

Copy link

commented Jul 9, 2019

Nice find!

@Cervator Cervator merged commit d976e23 into Terasology:master Jul 14, 2019

Cervator added a commit that referenced this pull request Jul 14, 2019


This comment has been minimized.

Copy link

commented Jul 14, 2019

Tested out and merged :-)

Oddly the blacksmiths seem very floaty, unless I'm missing some related module updates. A bunch ended up way up in the air, while all the other buildings were grounded. I recall something was fixed there in the past, maybe the blacksmith prefab has something in it that's outdated?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.