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Blow wind will not push items out of Hamlet bound in the BETA BRANCH


KXWl1
  • DLC VERSION - IMPORTANT!: Vanilla - NO DLC, Reign of Giants, Shipwrecked, Hamlet Pending

This is only for beta branch update. As now items collide with world boundary (for all versions, actually I like this change as it reduces our chances of losing things, and also prevents some people from using this technique to quickly throw garbage into the void), items such as Cut Grass and Twigs will not disappear when blown by the wind into the void/clouds. The followings are the beta changes in DLC0003 the about this issue:

function MakeInventoryPhysics(inst)
    inst.entity:AddPhysics()
    inst.Physics:SetSphere(.5)
    inst.Physics:SetMass(1)
    inst.Physics:SetFriction(.1)
    inst.Physics:SetDamping(0)
    inst.Physics:SetRestitution(.5)
    inst.Physics:SetCollisionGroup(COLLISION.ITEMS)
    inst.Physics:ClearCollisionMask()
    inst.Physics:CollidesWith(GetWorldCollision())
    inst.Physics:CollidesWith(COLLISION.OBSTACLES)
    inst.Physics:CollidesWith(COLLISION.INTWALL)
end

Please DO NOT cancel the item ability to collide with world boundary, just make the item disappear-able when it is blow by wind into the area that is near the impassable. The possible solution to this problem is to make the items collide with ground instead of world when the wind start to blow, and then withdraw the collision types when the wind stop blowing.

Another Bug: I find that when a save is compatible with SW only, the item will not collide with world but only ground:

function MakeInventoryPhysics(inst)

    inst.entity:AddPhysics()
    inst.Physics:SetSphere(.5)
    inst.Physics:SetMass(1)
    inst.Physics:SetFriction(.1)
    inst.Physics:SetDamping(0)
    inst.Physics:SetRestitution(.5)
    inst.Physics:SetCollisionGroup(COLLISION.ITEMS)
    inst.Physics:ClearCollisionMask()
    inst.Physics:CollidesWith(COLLISION.GROUND) --inst.Physics:CollidesWith(COLLISION.WORLD) [dg] Trying this
    inst.Physics:CollidesWith(COLLISION.OBSTACLES)

end

Maybe changing into this will solve:

function MakeInventoryPhysics(inst)

    inst.entity:AddPhysics()
    inst.Physics:SetSphere(.5)
    inst.Physics:SetMass(1)
    inst.Physics:SetFriction(.1)
    inst.Physics:SetDamping(0)
    inst.Physics:SetRestitution(.5)
    inst.Physics:SetCollisionGroup(COLLISION.ITEMS)
    inst.Physics:ClearCollisionMask()
    if GetWorld().prefab == "shipwrecked" then
        inst.Physics:CollidesWith(COLLISION.GROUND) 
    else
	    inst.Physics:CollidesWith(COLLISION.WORLD)
	end
    inst.Physics:CollidesWith(COLLISION.OBSTACLES)

end

Bug Three:

Item falling into the Vanilla/RoG world's ocean/void spawns a wrong fx.


Steps to Reproduce

Bug One:

1. Wait for the wind starts (by lush season or sth else)

2. Put items (such as Cut Grass) near the impassable tile.

3. Notice the items will not disappear when in contact with the world boundary.

Please do not cancel the item ability to collide with world boundary, just make the item disappear-able when it is blow by wind into the area that is near the impassable.

Bug Two:

1. Starts a Vanilla/RoG save, choose "compatible with SW".

2. Make your inventory full, and hold a item in your mouse.

3. Go near impassable area. Try to right-click to make the item drop.

4. The item DOES NOT collide with world, which make it sometimes drop into the void.

5. (When the item is in the void, it will not disappear)[This is for all saves that is not compatible with Hamlet], it will keep leaving here and cannot be retrieved.

Bug Three:

1. Starts a Vanilla/RoG save compatible with Hamlet.

2. Try to make the item falling into the void (by loot dropper or else), it will Spawn a splash_clouds_drop fx instead of splash_ocean fx.




User Feedback


Disabling and renabling the collison for wind will cause items on the boundry to teleport out of it, very ugly

 

Edited by HalfEnder776
  • Like 1

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