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Carts go through solid materials #3
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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. |
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 ;-) |
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. |
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 :^) |
and the place is not forceloaded |
Indeed, you can forceload blocks but one of my primary objectives was to avoid that necessity |
Apparently it's fixed now. Thanks stu, great mod btw, and nice new textures too. |
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. |
You can make the cart pass through solid blocks making something similar to this:
Or like this:
Etc.
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