This is a repost of the following report:
The altar's submersible component checks nearby tiles in order to ensure that the underwater salvageable can be retrieved. Crab King's rework added an ice floor which temporarily blocks the area and causes the checks to fail, which makes the altar teleport to various places, including nearby land shores, nearby ocean spots, or the spawn portal.
To fix this, components/submersible.lua could potentially be changed to consider WORLD_TILES.OCEAN_ICE tiles as an ocean tile for the purposes of its check, since it will melt into ice a few seconds later and does not serve as an actual blocker for retrieval. Here is my proposed (untested) patch:
--- a/components/submersible.lua +++ b/components/submersible.lua @@ -28,7 +28,7 @@ local check_x = x + v.x local check_z = z + v.z - if TheWorld.Map:IsOceanTileAtPoint(check_x, 0, check_z) then + if TheWorld.Map:IsOceanTileAtPoint(check_x, 0, check_z) or TheWorld.Map:IsOceanIceAtPoint(check_x, 0, check_z) then table.insert(waterpoints, { x = check_x, z = check_z }) else table.insert(landpoints, { x = check_x, z = check_z })
Previous reports (the first contains a video clip):
1. Go to crab king.
2. Insert a pearl along with other gems.
3. Kill crab king while on the ice floor.
4. Note that the altar teleports around due to the breaking tiles. If you're unlucky, it might spawn somewhere very far away.
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