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Carts go through solid materials #3

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Dragonop opened this issue Jan 27, 2016 · 10 comments
Open

Carts go through solid materials #3

Dragonop opened this issue Jan 27, 2016 · 10 comments
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@Dragonop
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You can make the cart pass through solid blocks making something similar to this:
screenshot_20160127_122137

Or like this:
screenshot_20160127_122318
Etc.

@Dragonop Dragonop changed the title Carts go trough solid materials Carts go through solid materials Jan 27, 2016
@stujones11
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For the first case I would say that if you make ambiguous setups like that, then you can expect ambiguous results. The second case, I agree that should not be possible, though I'm not sure how it is best fixed. I seems a shame to reduce performance by constantly checking the node around the cart just to stop people building silly things.

Thank you for reporting, I will leave the issue open for now, I'd be interested to hear any other opinions/ideas.

@HybridDog
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[…] I'm not sure how it is best fixed.

you could detect the rails touching the current one and if one is one node higher and a solid node is one node above the current rail, the current one behaves like it's not a rail

@stujones11
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you could detect the rails touching the current one and if one is one node higher and a solid node is one node above the current rail, the current one behaves like it's not a rail

Not sure that is possible without adding complex code to predict what the 'raillike' drawtype is going to do, I guess I could find that code in the engine and see how it works but again it seems like a lot of work to prevent some quirky situation.

A simple way to deal with this would be to place a transparent node above each rail that can only be removed by digging the rail, that should prevent such nonsense ;-)

@Dragonop
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Ah, more pics then, just showing a little bit more:
screenshot_20160127_121934
screenshot_20160127_121945

@stujones11
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I came up with a cheeky solution using the line_of_sight api method, I use this extensively in my shooter mod and it seems to have negligible impact on performance.

Please let me know if this has fully resolved the issue for you.

@stujones11
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Oh well, maybe a bit too cheeky, of course it does not work in unloaded map-blocks, which means they will still do that but only when no one is looking :^)

@HybridDog
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but only when no one is looking

and the place is not forceloaded

@stujones11
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and the place is not forceloaded

Indeed, you can forceload blocks but one of my primary objectives was to avoid that necessity

@Dragonop
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Apparently it's fixed now. Thanks stu, great mod btw, and nice new textures too.

@stujones11
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I have had to temporarily disable this feature because it very occasionally seems to give a bogus response causing carts to get stuck in the ground.

@stujones11 stujones11 reopened this Feb 5, 2016
@stujones11 stujones11 added the bug label Feb 14, 2016
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