Heinermann

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About Heinermann

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  1. Context Making a mod that causes items to float in liquid. Just thought you could use a heads up on this logic error. Note: Just want to be extra clear that this is a bug with the vanilla game, not a mod. Bug It's very minor but potentially difficult to find. The issue is with Grid.IsVisiblyInLiquid - at least in the disassembly, we have this snippet if the cell above is not a liquid: float num2 = Mass[num]; float num3 = (float)(int)pos.y - pos.y; if (num2 / 1000f <= num3) { return true; } The problem is when taking the precision out of pos, we're left with a negative number, so this condition becomes impossible to fulfill. I think the purpose of this was to check how much of a fraction the mass of the tile was liquid, and return true if it is below that fraction. Illustration: pos.y = 58.918 (float)(int)pos.y - pos.y = (float)(int)58.918 - 58.918 = 58 - 58.918 = -0.918 Sample values logged through a copy of this function in gravity simulation: y: 178.823, num3: -0.823 y: 173.825, num3: -0.825 y: 173.930, num3: -0.930 y: 173.884, num3: -0.884 y: 173.885, num3: -0.885 y: 230.935, num3: -0.935 y: 173.824, num3: -0.824 y: 58.918, num3: -0.918 Fix I believe the ideal logic would be float num3 = pos.y - Mathf.Floor(pos.y); EDIT: After testing, the comparison should be negated, it should be greater than, not less than or equals, since we want to see if the quantity of water is greater than the position we're checking.
  2. If you're using my Blood mod as a base, I used the empty bottle because I couldn't figure out how to tint the frozen blood red at the time. The anim I'm passing in this file is the water kanim so it drops a bottle. If you want to change it to something else you need to change water.anim.
  3. Worldgen, and its quirks...

    You can create specific geysers in a new template by appending "GeyserGeneric" with "_<geyser type>", any of the following should be valid, I've used filthy_water for a themed biome myself: GeyserGeneric GeyserGeneric_steam GeyserGeneric_hot_steam GeyserGeneric_hot_water GeyserGeneric_slush_water GeyserGeneric_filthy_water GeyserGeneric_small_volcano GeyserGeneric_big_volcano GeyserGeneric_liquid_co2 GeyserGeneric_hot_co2 GeyserGeneric_hot_hydrogen GeyserGeneric_hot_po2 GeyserGeneric_slimy_po2 GeyserGeneric_chlorine_gas GeyserGeneric_methane GeyserGeneric_molten_copper GeyserGeneric_molten_iron GeyserGeneric_molten_gold GeyserGeneric_oil_drip It's also worth noting that you can use any entity id as a mob in mobs.yaml, for example (also in my themed biome): Plastic: location: Floor prefabName: Polypropylene selectMethod: Centroid density: min: 0.1 max: 0.2 width: 1 height: 1 Using many player-built structures as a mob will crash the game (at least the ones I've tried).
  4. QoL3 string issues

    In that context it looks like the word should have been "nasty", not "nest".
  5. There's an issue where not all data files under the worldgen directory are supported. I'm able to load mobs.yaml and worlds, but not the custom subworlds, noise, biomes, poi, or features. It all works fine when I paste it in StreamingAssets (where I was developing it originally). The directory structure in the mods folder is: ├───local │ └───ExtendedWorld │ │ mod.yaml │ │ │ ├───templates │ │ ├───features │ │ │ feature_dump_battery.yaml │ │ │ feature_dump_compactor.yaml │ │ │ feature_dump_compost.yaml │ │ │ feature_dump_couch.yaml │ │ │ feature_dump_outhouse.yaml │ │ │ feature_dump_petrol_can.yaml │ │ │ feature_dump_plastic_bundle.yaml │ │ │ feature_dump_poisoned_field_ration.yaml │ │ │ feature_dump_poisoned_fruit_cake.yaml │ │ │ feature_dump_water_bottle.yaml │ │ │ │ │ └───poi │ │ poi_dump_filthy_water_geyser.yaml │ │ │ └───worldgen │ │ mobs.yaml │ │ │ ├───biomes │ │ Dump.yaml │ │ Lake.yaml │ │ Structure.yaml │ │ │ ├───noise │ │ DumpWorld.yaml │ │ Lake.yaml │ │ Structure.yaml │ │ │ ├───subworlds │ │ Dump.yaml │ │ Lake.yaml │ │ Structure.yaml │ │ │ └───worlds │ DefaultExtended.yaml
  6. That topic got pushed down quite far, didn't notice, thanks.
  7. Here are the possible packages as of this posting (will probably change in future updates) Cycle 0 - Sandstone, 1000 kg - Dirt, 500 kg - Algae, 500 kg - Oxylite, 100 kg - Water, 2000 kg - Sand, 3000 kg - Coal, 3000 kg - Fertilizer, 3000 kg - Briar Seed, 3 - Mirth Leaf Seed, 3 - Joya Seed, 3 - Fungal Spore, 1 - Blossom Seed, 2 - Nutrient Bar, 5 - Muckroot, 6 - Shine Nymph, 1 - Hatchling, 1 - Puftlet, 1 - Shine Nymph Egg, 3 - Hatchling Egg, 3 - Puftlet Egg, 3 - Vitamin Chews, 3 - Snazzy Suit, 1 Cycle 6 - Omelette, 3 Cycle 12 - Ice, 4000 kg - Copper Ore, 2000 kg, (discovered) - Gold Amalgam, 2000 kg, (discovered) - Bristle Berry, 3 - Larva Egg, 3 Cycle 24 - Copper, 400 kg, (discovered) - Iron, 400 kg, (discovered) - Wort Seed, 1 - Fried Mushroom, 3 - Drecklet, 1 - Pacu, 8 - Shove Vole Egg, 3 - Drecklet Egg, 3 Cycle 48 - Lime, 150 kg, (discovered) - Plastic, 500 kg, (discovered) - Glass, 200 kg, (discovered) - Steel, 100 kg, (discovered) - Barbeque, 3 - Vole Pup, 1 - Slickster Larva, 1
  8. [Game Update] - 265092

    Before this patch I never noticed any invisible dupes, now they are almost always invisible.
  9. In New Beta Have cursor issue

    I also have this issue. Immediately noticeable when I begin the game. Graphics Options: Fullscreen Resolution: 2048 x 1152 @ 59Hz UI Scale: 100% This is on a 4k monitor (Win10_64). I'm not sure if it's using NVidia or Intel for graphics, but let me know if follow-up is needed.
  10. This is unintuitive behaviour and a perceived bug. I hope this issue is revisited.
  11. I lost a Puft to this. I was trying to trap it but still have access to the Slime without having to make a U-bend water tunnel and apparently it can open doors on its own. The door closed on top of it and it died. RIP Jerry. :'(
  12. I have also encountered this bug randomly. See screenshot. I don't think I ever had a bed there though, so I wasn't sure why that animation overlay was in that spot (those things were from early game).
  13. I have a 4k monitor, so the UI appears quite tiny and I scale it to 150%. Everything scales nicely except for the material icons and associated text elements. UI Scaling at 100% UI Scaling at 150%
  14. This could be a mass so small that it shows up as 0, but is not actually absolute 0.