Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Some grids I see that they are created on purpose so that if they do not fall perfectly on the voxel, then the design allows you to hide the features of the relief in several blocks. Something like elongated stairs and the entrance is higher.
Vanilla pirates that I've met appear relatively normally. But I don't see them often. Usually 3rd party MES mods have a higher spawn rate.
The Antenna prefab will probably always be problematic. It's a very high station. For me, she spawned exactly in the middle in the voxel.
I also noticed that in mods where a group of objects spawns, the grid spawn height is slightly different. Some are higher, some are lower. Perhaps there is an error in the calculations as Viper wrote.
All mods have different calculation errors. There are ideal mods with an error of +5/-5 meters, there are mods with an error of +20/-20 meters. In this mod, I saw grids +50/-50 meters.
Some authors ask us to specify grids, which are often located in the air or under the voxel, and they correct them.
Minecraft has a similar problem with things like entities and dropped items. It's a common gameworld design limitation.
It has nothing to do with any specific mod. Place a planet 10,000km from center, and compare with Earthlike at 0, 0, 0. You'll find everything is spawning correctly on Earthlike and completely wack on the far away planet.
2. A similar problem exists with some mods. These mods have also been removed. Abandoned Settlements [v2] and there are some issues with some installations in other mods.
There are no issues with ACS Assertive Bunkers, Vanilla Planet Crashed Ground Encounters, Imber Corporation (Formerly Air Traffic), Independent Contractors (Formerly Reddit Custom Encounters), Parallax Concepts (Formerly Surface Occupation) mods.
1. Does this issue happens on any vanilla planet with normal size?
2. Does this issue not happen on your planet with some other MES mod, that spawns planetary installations?
<SurfaceDetail>
<Texture>Data/PlanetDataFiles/Extra/material_detail_4</Texture>
<Size>128</Size>
<Scale>1</Scale>
<Slope Min="45" Max="80" />
<Transition>5</Transition>
</SurfaceDetail>
<HillParams Min="0" Max="0.09"/>
Perhaps the height of the grids probably makes sense to adjust on a flat planet. I don't know how you do it.
We have an EarthLike planet with a 500 km aligned voxel, and the problems with the grids are very visible. For example:
Valley Bunker hangs in the air 50 meters.
Antenna is halfway through the voxel.
Klang Cola Company in the air 10 meters.
PV-4-SV3 is completely under the 10m voxel.
Distances are not accurate.
- LCE bunker encounters added
- Rusted Lost Colony buildings now spawn on sand and Mars soil terrain.
- Cars added to Frostbite buildings
- Frostbite Old Mining Base added
- Drones added to Frostbite mining base
- LCE cars reworked to be drivable and more random
- Removed GPS coords in datapads that leads to nowhere
- Other small changes/bug fixes
- Frostbite scenario buildings now spawns in Snow terrain.
- Fixed broken spawns where grids would spawn too high or too low.
- Sunset Valley reworked into several smaller towns, for better performance and spawn opportunities.
- GPS coordinate notifications added.
Noticed on 03/10/2022
https://i.ibb.co/vq4FKPF/20220205071112-1.jpg
https://i.ibb.co/2v4pPfP/20220205070112-1.jpg
I already noticed that happening before the latest SE update, so i guess this bug is present for a while now.