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The Flydo and flying creatures can get stuck because of the liquid.


Sanchozz
  • Branch: Live Branch Version: Linux Pending

[mods disabled]

I've seen reports from some people about missing Flydos, and I wanted to do some research.
So:
a) The Flydo can deliver for underwater targets, for example for construction.
b) The Flydo can immerse itself in liquid without harm to itself if the liquid is less than 35% of the max mass.
c) However, if the amount of liquid has increased and exceeded 35% while the Flydo was in transit, then the Flydo will get stuck and lose the ability to move.

I've set up  an experiment in the sandbox that reliably reproduces Flydo getting stuck. During the second delivery, the amount of water will increase and the Flydo will get stuck.

It also seems that all flying creatures are affected by the same problem.
a) Creatures can move in a liquid if the liquid is less than 35% of the max mass.
b) Creatures that spawn underwater (hatched from an egg or through a sandbox spawner) can leave the liquid without problems.
c) However, if the amount of liquid has increased and exceeded 35% while the creature was in transit, then the creature will get stuck and lose the ability to move. It takes a little time to get stuck, about a second.

In the video below, I make the creatures move with debugging commands. When the amount of water increased, two Puffs managed to pop out, the others got stuck.
In comparison, the land creatures are not stuck. (Dreko isn't stuck either, it's just slow and got into the cycle of reaching the target cell - escaping from underwater)

I assume that the root of the problem is the fact that when the type of liquid in the cell has not changed, only the mass has changed, and the 35% limit of max mass has crossed, the World.Instance.OnLiquidChanged is not triggered.

Test Fludo Stuk.sav


Steps to Reproduce

Load the attached file and watch as the Flydo gets stuck.




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