All buildings with decor, positive or negative, will have that decor spread X tiles away from every tile the building occupies.
For example, the pixel pack occupies 4 tiles in a line, and has a decor radius of 4, so the decor will spread 4 tiles away from one edge, and 4 tiles away from the other edge, for a total area of 12 x 9 tiles.
The problem comes from the fact that rotating the building does not update where its decor should spread.
Three of the pixel packs have been rotated, and yet they keep the same decor spread of the top left, which is the only one that has the proper shape. All the others appear off-centered.
This issue applies to every building that can be rotated and have decor.
Here are some water sieves. Decor of -15, radius of 3. Left is original, right is rotated. For clarity, Drywall has been added where the decor reaches.
The left one has a decor radius of 3 on one side...
... and 3 on the other.
Meanwhile, the right one, the rotated one, has a radius of 2 on one side...
... and 4 on the other!
It would appear that rather than calculating the decor spreading for all tiles of the building, it just has a custom decor "box" with a special sizing made to fit the building, which is then stuck onto the building's origin (where the mouse cursor is when placing one). But because the building's tiles change relative to the origin when rotated, the system falls apart.
The custom decor box is also probably why the decor blocking is different between the two. I placed a bunch of tropical pacu down in the spaces where I thought the origin was, and it gave pretty much the same blocking pattern.
Props to Klei, this would be a very good workaround to calculating the decor radius in real time if this bug wasn't present. Just add a separate decor box for each rotation and the problem is solved.
Place a building that takes up more than 1 tile, has decor, and can be rotated. Then place the same building and rotate it. The decor spread will be wrong.
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A developer has marked this issue as fixed. This means that the issue has been addressed in the current development build and will likely be in the next update.
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