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building hit boxes


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I have recently gotten into building, and it has been fun for the most part. FOR THE MOST PART. but like, the amount of space a structure takes compared to the hit box of it is really annoying when i try to fit structures into things where it should clearly fit but it doesn't. My main example being bee boxes. Even before building i've had to deal with this annoying mess. Another example being scaled furnaces/chests which i have an image for (see image below) a scaled furnace should fit there and when trying to place it down you can see it should fit but it doesn't. Whether in the next qol or the one after that i'd like less intrusive buildings please

Screenshot 2022-03-18 205749.png

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8 hours ago, IIHexxyII said:

just place big hitboxes before small ones then

 

It is true that you can do this as a workaround to the issue, but the issue still remains. What if you don't have the materials for the big hitbox structure yet? What if you change your plans later? What if the big hitbox structure becomes destroyed, such as from fire? What if you're ignorant to the fact that placement detection works in this really unintuitive and strange way?

It would be a massive qol change to make the hitboxes consistent. Instead of needing to place things in a certain arbitrary order because they overlap in weird ways you should be able to place them in any order you want.

17 hours ago, IIHexxyII said:

just place big hitboxes before small ones then

 

this works but why does it have to be this way?

it makes building a base a huge pain in ass as youre forced to build the big things first before youre allowed to place iceboxes and chests

16 hours ago, Dr.Medic said:

yes, thats just 1 thing that makes no sense even, like, you can place furnace then walls, but you cant place walls then furnace at the exact same place, like why? its just so stupid nonsentical nonsense

This

I feel the problem with why this happens is that building structures doesn't follow their collision boxes, but rather a set radius which determines the minimum distance something can be placed to something else.
This approach works perfectly fine when using structures with similar or the same minimum build distance, but problems come in when you try placing a larger structure next to a smaller one.

To an extent this makes a lot of sense since you'd want your players not to get themselves stuck on accident using collisions of structures that can only be broken by hammers and you don't want to get things like chests stuck in another structure's collision. Problems just arrise because when building the game doesn't check for each individual structure's block radius. It instead checks for the structure's build radius you are about to place.

So for example let's say you want to make a build which puts an alchemy engine on the center of one turf, shadow manipulator on the center of the neighbouring one and a chest inbetween the two. The space should always be enough to allow the placement of all 3 structures without issues, but because of how the game handles said space when building, you can only place the chest as the last structure because its build radius is smaller than the other two's and thus the chest would suddenly take up "more" space if you try placing any of the others last.

I personally always found that to be pretty annoying when building and I kinda wish it wasn't like this, but at the very least this isn't as big of a deal breaker for building as a lot of other things can be. Still annoying though.

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