[2.0.15] Inconsistent character's reach range when flying in mech armor
Posted: Sun Nov 17, 2024 10:06 pm
What did you do?
Noticed gaps when landfilling a lake by hand.
What happened?
When placing tiles, the maximum range is anchored to the character's sprite, not its actual (?) top-down position. As such, it keeps bobbing up and down. It also moves ~1 tile up when entering flight mode.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
I expected all building actions to behave the same, regardless of whether I'm flying or not. This could cause inconsistent tile placement when I'm for example paving ground and have to fly over obstacles, e.g. rocks, trees.
Does it happen always, once, or sometimes?
Happens consistently, easy to replicate. Might need to tap W/S a couple of times to get into the sweet spot range on the Y axis.
In addition to tile placement, it seems like other actions are also affected, such as deconstruction, entity access and attacks.
I believe that character's range should be decoupled from its sprite/flying state and stay the same when flying or walking.
Noticed gaps when landfilling a lake by hand.
What happened?
When placing tiles, the maximum range is anchored to the character's sprite, not its actual (?) top-down position. As such, it keeps bobbing up and down. It also moves ~1 tile up when entering flight mode.
What did you expect to happen instead? It might be obvious to you, but do it anyway!
I expected all building actions to behave the same, regardless of whether I'm flying or not. This could cause inconsistent tile placement when I'm for example paving ground and have to fly over obstacles, e.g. rocks, trees.
Does it happen always, once, or sometimes?
Happens consistently, easy to replicate. Might need to tap W/S a couple of times to get into the sweet spot range on the Y axis.
In addition to tile placement, it seems like other actions are also affected, such as deconstruction, entity access and attacks.
I believe that character's range should be decoupled from its sprite/flying state and stay the same when flying or walking.