Log stuck in a wall

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Log stuck in a wall

Postby Arkadion » Wed Oct 29, 2014 12:46 pm

I cut a tree that was 3-4 tiles away from a stone fence and it fell IN the fence. Now I have a log across the wall and no way of taking it form there, because my character can't reach the middle of the log, which is in the wall. Indeed, I was facing the wall when I cut it. I think timber should either destroy anything that it falls over or place the log somewhere it fits. In this case, I can try destroying the wall (if I can reach it). I also had a situation where the timber fell below a ridge and I couldn't take it.

I think the contact between objects and buildings needs a few touches. For building vs building, I think now it's ok with the 1 tile minimum gap, but object vs object and object (lift-able) vs building (non-liftable object) has some issues. I saw some problems with overlapping gardening pots (for some, this might be an advantage) and pots inside the walls.

I don't know how the system calculates the space between items, but for logs and pots it seams to use just one point, the middle of the base area, which isn't realistic. It should use the entire surface. Usually, in code, objects are viewed as parallelepipedic shapes or regular geometric shapes (simplest way). Is the code for logs and pots different than for other items?

Also, I think this is related: you can't interact with objects (coop, compost) on the entire surface of them, just some points or small area. Is this intended?
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Re: Log stuck in a wall

Postby Kandarim » Wed Oct 29, 2014 2:06 pm

Logs will fall in the direction you are facing while you are chopping the tree down. Consider that a lesson learned ;)
There is no real issue with liftables as far as I am aware of, except:
- dropping sleds/canoes may behave erratically and cause them to be stuck in the void of a house (black space)
- you can create unbreakable walls with them (easiest is the log/frontier sled combo, although it also works with lime boulders I assume). They are unbreakable in as far as you need a custom client radar to get through them. Lime boulders may be more interesting because of this because probably noone has them on the radar.

Also, I'm not sure you what you mean by this:
Arkadion wrote:Also, I think this is related: you can't interact with objects (coop, compost) on the entire surface of them, just some points or small area. Is this intended?
I have neither the crayons nor the time to explain it to you.
JC wrote:I'm not fully committed to being wrong on that yet.
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Re: Log stuck in a wall

Postby summertime » Wed Oct 29, 2014 2:13 pm

yeah you are right, it sucks right now, instead next time both the wall and the tree should be damaged just like in real life.
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Re: Log stuck in a wall

Postby Arkadion » Wed Oct 29, 2014 5:23 pm

Kandarim wrote:Logs will fall in the direction you are facing while you are chopping the tree down. Consider that a lesson learned ;)
There is no real issue with liftables as far as I am aware of, except:
- dropping sleds/canoes may behave erratically and cause them to be stuck in the void of a house (black space)
- you can create unbreakable walls with them (easiest is the log/frontier sled combo, although it also works with lime boulders I assume). They are unbreakable in as far as you need a custom client radar to get through them. Lime boulders may be more interesting because of this because probably noone has them on the radar.

Also, I'm not sure you what you mean by this:
Arkadion wrote:Also, I think this is related: you can't interact with objects (coop, compost) on the entire surface of them, just some points or small area. Is this intended?


Yes, I learned my lesson.:) About the liftables, I meant the gardening pots and logs, but I think there are other things that can overlap. I managed to place 3-4 pots in one single tile and some pots half hidden in a wall....
And if I try to feed the turkeys, I have to click multiple times, different places of the coop, until it actually works. I expected it to work on every part of it. Same with the compost.
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