Found a Statera bug

Discussion in 'Mod Discussions' started by killerkiwijuice, November 1, 2014.

  1. killerkiwijuice

    killerkiwijuice Post Master General

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    I'm almost certain you guys already know this exists, but this can be very rage-inducing for randoms like I played today. This was also my first game of Statera.

    [​IMG]

    As you can see, the factories get lined up in such a way that makes building the an unconscious decision, but then makes trying to build stuff in the impossible. Only the end factories build stuff.

    I had 2 players leave because of it :cool:

    Anyway with my little game of Statera i had fun and think it is also better than vanilla. Here's a pic of my final base:
    [​IMG]
  2. stuart98

    stuart98 Post Master General

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    Known bug. Bug @cola_colin about making a script to rotate models 90 degrees so that we can fix it. :D

    I'm surprised that those striders were built at all. Normally nothing can be built from those facs.
    killerkiwijuice likes this.
  3. killerkiwijuice

    killerkiwijuice Post Master General

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    Is there a Statera thread? I was going to post this on there but i couldn't find one. Maybe the search is just terrible :confused:
  4. cola_colin

    cola_colin Moderator Alumni

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    What has rotation of the model to do with it? That's a wrong definition of the "placement_size" for those buildings.
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  5. zgrssd

    zgrssd Active Member

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  6. stuart98

    stuart98 Post Master General

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    The Statera thread is in REL.

    I'd prefer to not make factories nonsensically block metal spots.

    If they were rotated they would area build correctly.
  7. squishypon3

    squishypon3 Post Master General

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    It's an old model, and the old factory models were rotated in a different direction, now that'd be fine except it means when line built they are facing into each other.
  8. stuart98

    stuart98 Post Master General

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  9. cola_colin

    cola_colin Moderator Alumni

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    The model doesn't matter at all for that. You can fix it by adjusting the placement_size.
  10. stuart98

    stuart98 Post Master General

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    We can't stop it from area building in that direction without rotating the model.
  11. cola_colin

    cola_colin Moderator Alumni

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    So what happens if you fix the placement size for it to not be a square like that?
  12. stuart98

    stuart98 Post Master General

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    Then they block metal spots when the model isn't visibly touching them.
  13. cola_colin

    cola_colin Moderator Alumni

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    Not once the building has been build I think? If you rotate the whole thing you will have the exact same issue?
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  14. stuart98

    stuart98 Post Master General

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    If I rotate it by 90 degrees then it won't area build with the exits pointed towards each other.
  15. cola_colin

    cola_colin Moderator Alumni

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    Why not? You need some extra area in the placement_size or you will be able to do so in one or the other direction.
  16. stuart98

    stuart98 Post Master General

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    Yes, but area build is always one direction. For the vanilla facs it's the sides of the facs facing each other, for these veh facs it's the front and back facing each other. We need to rotate the model by 90 degrees to make it so that the sides face each other.
  17. cola_colin

    cola_colin Moderator Alumni

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    Hmm I was under the impression it works more dynamic than that, but I may be wrong.
    So if you increase the placement_size you would just get spaces between the factories at least? I don't think having a placement size without a buffer for the role off zone is a good idea. The vanilla factories have that buffer as well.
    Anyway you sure could rewrite ReScalePA to rotate the vertices as well.

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