Jump to content

Sail offset is still calculated for arcing projectiles on stationary boats


Sofy Happy
  • Pending

All projectiles launched from a boat with an unfurled sail are applied a sail correction vector to eliminate landing deviation caused by boat movement. For instance, if the sail faces west, projectiles will land slightly west of the targeted position.


This mechanic is meant to simulate inertia and maintain a fixed relative position between the boat and projectile impact point, which works as intended for moving vessels.


Nevertheless, when a boat with an unfurled sail remains fully stationary — trapped against the shoreline for example — the sail offset is still calculated, leading to incorrect projectile landing positions.


Affected projectiles include snowballs from the Ice Flingomatic, catapult cannonballs, player-thrown items such as Brightshade Bombs, water balloons, Skeeter Bombs and Napsacks, as well as projectile attacks from creatures like squids and Misshapen Birds.


This unintended quirk is commonly exploited to build permanent freezing contraptions. The Ice Flingomatic will keep launching snowballs endlessly if its tasks (fire suppression, crop watering) cannot be finished. The sail offset skews its snowball trajectory, preventing task completion and triggering continuous fire. The non-stop high-frequency snowballs can permanently freeze any frostable items, creatures and bosses.

 


Steps to Reproduce
  1. Equip a sail on a boat, then navigate the boat to a spot where the shoreline blocks movement in a specific direction.
  2. Unfurl the sail and turn it toward the blocked shoreline, leaving the boat immobile even with the sail active.
  3. Throw or launch an arcing projectile at a designated target.
  4. Check and compare the aimed position with the actual impact point to confirm the offset error.
     



User Feedback


that thing is used to create farms for bq and other bosses. dont make it patch it. everyone will be angry at you

 

Share this comment


Link to comment
Share on other sites

52 minutes ago, ADN69 said:

that thing is used to create farms for bq and other bosses. dont make it patch it. everyone will be angry at you

 

I don’t agree with the idea of treating beneficial bugs as some kind of “player property” and hiding them from developers.
This mechanic is fundamentally unreasonable. Why should inertia still apply on a completely stationary boat?
Inertia should be determined by actual boat movement speed, not simply whether a sail is deployed.
I don’t mind if some players disagree with this change. Every balance fix inevitably affects certain player builds or playstyles, and I have no stake in this community — no one knows me, so I only focus on whether the logic of the bug itself is reasonable.

After the fix for the void creature duplication glitch, it became clear to me that quite a number of bugs are simply unknown to the developers, not intended features that are meant to exist. For this reason, I am bringing up this long-standing old issue.

Edited by Sofy Happy
  • Like 1

Share this comment


Link to comment
Share on other sites

3 hours ago, Sofy Happy said:

I don’t agree with the idea of treating beneficial bugs as some kind of “player property” and hiding them from developers.
This mechanic is fundamentally unreasonable. Why should inertia still apply on a completely stationary boat?
Inertia should be determined by actual boat movement speed, not simply whether a sail is deployed.
I don’t mind if some players disagree with this change. Every balance fix inevitably affects certain player builds or playstyles, and I have no stake in this community — no one knows me, so I only focus on whether the logic of the bug itself is reasonable.

After the fix for the void creature duplication glitch, it became clear to me that quite a number of bugs are simply unknown to the developers, not intended features that are meant to exist. For this reason, I am bringing up this long-standing old issue.

This bug is more like. 

Creativity of the player finding unintended features and using them well. 

You should not punish creativity in this regard. Unless you give something else equaly as good but legit. 

That's why the Bridges in caves are useless cuz you can't use them to get to fuelweaver arena.  And they are temporary

Share this comment


Link to comment
Share on other sites

15 minutes ago, ADN69 said:

You should not punish creativity in this regard. Unless you give something else equaly as good but legit.

The developers have always kept this in mind, though compensatory content may not be added right away.
The lureplant trapping exploit was patched, and Dreadstone Pillars turned out to be an even better alternative.
The mimic worm Construction Amulet duplication was fixed, but we were given Boulderbough in return.
Of course, not every bug fix comes with additional alternatives. However, this is clearly an unintended bug, so it is completely reasonable to patch it without extra compensation.

Share this comment


Link to comment
Share on other sites

2 hours ago, ADN69 said:

That's why the Bridges in caves are useless cuz you can't use them to get to fuelweaver arena.  And they are temporary

I don’t think cave bridges are useless at all. I use them frequently in the late game.
As compensation for patching the void walking bug, the developers also made the entrance to the Atrium spawn far more consistently and visibly.
Official alternatives will never be as efficient or easily abused as old glitches, which prevents them from breaking game balance and ruining the overall gameplay ecosystem.

Share this comment


Link to comment
Share on other sites

48 minutes ago, Sofy Happy said:

I don’t think cave bridges are useless at all. I use them frequently in the late game.
As compensation for patching the void walking bug, the developers also made the entrance to the Atrium spawn far more consistently and visibly.
Official alternatives will never be as efficient or easily abused as old glitches, which prevents them from breaking game balance and ruining the overall gameplay ecosystem.

They are not good for several reasons. 

Because they are temporary meaning at some point they will destroy themselves and the cost is way too high for such a temporary solution. 

And the tentacle pillars are such a hasle it reminds us why going through the Atrium labyrinth is hasle

And the clock works and nature of the atrium labyrinth means you should interact as little as possible while getting to your destination. 

Is not the travel that is hard. Is that long term worlds need more endgame gear and reset ruins for green gems . And having to go through same labyrinth several times while having to avoid enemies is very annoying. 

Is like you're saying making they should made the task harder just for the sake of it. 

And void bridges fail at that hard. Is not even worth making them because they are not a solution long term. 

Like are like a band aid problem applied to broken arm. 

Share this comment


Link to comment
Share on other sites

1 hour ago, ADN69 said:

Because they are temporary meaning at some point they will destroy themselves and the cost is way too high for such a temporary solution. 

First, let me correct one point: cave bridges will not decay or break when protected by pillars.
If you are unaware of this basic fact, there is little point in further discussion.

1 hour ago, ADN69 said:

And the tentacle pillars are such a hasle it reminds us why going through the Atrium labyrinth is hasle

And the clock works and nature of the atrium labyrinth means you should interact as little as possible while getting to your destination. 

Is not the travel that is hard. Is that long term worlds need more endgame gear and reset ruins for green gems . And having to go through same labyrinth several times while having to avoid enemies is very annoying. 

Is like you're saying making they should made the task harder just for the sake of it. 

And void bridges fail at that hard. Is not even worth making them because they are not a solution long term. 

The Atrium labyrinth is indeed tedious to traverse, but if the void walking glitch were left unfixed to let players skip it entirely, there would be no point in designing this entire area in the first place.
I’ll stick to my previous point:
Official alternatives will never be as efficient or easily abused as old glitches, which prevents them from breaking game balance and ruining the overall gameplay ecosystem.
If you are unsatisfied with the current quality-of-life changes for Atrium traversal, you should suggest improvements to repeated runs through the labyrinth.
The developers likely intend for players to experience the Atrium naturally at least once, with reasonable quality-of-life options for subsequent visits.
The proper approach is to ask for better quality-of-life adjustments, rather than demanding the broken void walking glitch remain unpatched.

Share this comment


Link to comment
Share on other sites

21 minutes ago, Sofy Happy said:

First, let me correct one point: cave bridges will not decay or break when protected by pillars.
If you are unaware of this basic fact, there is little point in further discussion.

The Atrium labyrinth is indeed tedious to traverse, but if the void walking glitch were left unfixed to let players skip it entirely, there would be no point in designing this entire area in the first place.
I’ll stick to my previous point:
Official alternatives will never be as efficient or easily abused as old glitches, which prevents them from breaking game balance and ruining the overall gameplay ecosystem.
If you are unsatisfied with the current quality-of-life changes for Atrium traversal, you should suggest improvements to repeated runs through the labyrinth.
The developers likely intend for players to experience the Atrium naturally at least once, with reasonable quality-of-life options for subsequent visits.
The proper approach is to ask for better quality-of-life adjustments, rather than demanding the broken void walking glitch remain unpatched.

We didn't get anything meaningful in return for the patched glitched. 

What they gave up is Something disappointing. 

And didn't even bother to make it at least decent. soo we don't have to voidwalk. 

Because repeated actions are always annoying. And should be at least some point after repeated action Manageable. 

And new players will not even know about the glitch to begging with. 

My point is if the content they released was good, people would not void walk to beggin with. 

Share this comment


Link to comment
Share on other sites

39 minutes ago, ADN69 said:

We didn't get anything meaningful in return for the patched glitched. 

What they gave up is Something disappointing. 

And didn't even bother to make it at least decent. soo we don't have to voidwalk. 

Because repeated actions are always annoying. And should be at least some point after repeated action Manageable. 

And new players will not even know about the glitch to begging with. 

My point is if the content they released was good, people would not void walk to beggin with. 

Then you can suggest the developers improve that part properly.
Asking to leave bugs unpatched makes it seem like you treat beneficial glitches as exclusive player property, and expect everyone else to cover them up and hide them from the devs.

Share this comment


Link to comment
Share on other sites



Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
  • Create New...