Things I've tried, disabled all mods except creative mode, mined the silo and started again, use a new silo, manually launched it, manually inserted satellite and launched it.
Completely lost what's going on here.
Quick reference SS
![Image](https://puu.sh/xhdH5/ee54a1143d.jpg)
The void removes the satellite from the ROCKET, not the silo, as the rocket flies past the void. It only occurs on the right one because that is the only silo that's flight path takes it over the void's "destroying" area.impetus maximus wrote:wow, all the time i spent with Creative Mode mod i never knew voids worked that far away.
the 'input' wasn't even facing the silo.
Best add it to your black magic list.Mooncat wrote:Didn't expect LuaSurface.find_entities_filtered works on the rocket too.
Added.BenSeidel wrote:Best add it to your black magic list.Mooncat wrote:Didn't expect LuaSurface.find_entities_filtered works on the rocket too.
As the name would suggest: find_entities_filtered finds all entities that match the given filterBenSeidel wrote:Best add it to your black magic list.Mooncat wrote:Didn't expect LuaSurface.find_entities_filtered works on the rocket too.
There's even a defines.inventory.rocket_silo_rocketBenSeidel wrote:I suppose it's more that we didn't expect the rocket to contain an inventory, not that it would be found by the find_entity function.
If it didn't physically move on the map, rendering would not work correctly. You wouldn't be able to see the rocket if its rocket silo would be out of sight. For that reason, rocket shadow is also separate entity that moves on X axis.Mooncat wrote:What I didn't expect is that the rocket was inside that area. It really surprised me that the rocket decreases its position.y to simulate the effect of flying upward, rather than having another internal number for that.
Yeah, I took that to mean that the rocket silo had an inventory slot for a rocket, not that the rocket had the inventory slot.Rseding91 wrote:There's even a defines.inventory.rocket_silo_rocket