These lines usually appear on specific zoom and camera offset, which is seemingly random. However I noticed they appear more often on smaller scale zooms.
They are offset from the blending center exactly 1 tile (so they are in the middle of the neighboring tile) and can be both vertical and horizontal.
I'm fairly certain this - while a lot less noticeable - also happens in reverse (with space lines inside the background) and with regular biomes blending as well.
They usually appear flickering while camera is in motion but I was finally lucky enough to get them in a stable configuration.
The bug can be seen in the top-right part of the image (under the improvised stable).
Theorized cause:
The offset being strictly 1 leads me to believe that's an interpolation and/or rounding issue. The way I see it is that the distance given to the shader is slightly larger than 1 (probably caused by antialiasing), resulting in undefined behavior of that shader - which here is saying the pixel belongs to the biome it shouldn't.
Settings that may matter here:
game resolution: 1920x1080
low-res textures: off
UI scaling: 100%
System info
OS graphics environment: Wayland (upstream hyprland)
lspci info: VGA compatible controller: Intel Corporation HD Graphics 620 (rev 07)
Although this instance uses some minor mods, same effect was observed (but not captured) without them. Logs probably don't matter, the glitch happens the same at any point during the game.
While being fairly hard to reproduce, I noticed it happens a lot more frequently in solo rocket nosecones. To notice the flickering, move the camera (doing it with wasd movement may or may not help). Try different zoom levels.

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