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The one thing to note about my mod, though, is that every piece is designed to be as few mesh triangles as possible with textures of a similar size as those found on vanilla pieces. When your hardware renders a castle wall its worrying about 12 triangles. If you covered a similar space with vanilla stone walls the hardware would be dealing with 35,200 triangles. With that in mind, have you tried moving my mod up the load order as far as you can? What its rendering is at a minimum compared to anything else so maybe having a ton of other mods load before it could be pushing the pieces so far down the pipeline that gravity is already pulling the dinos down before it gets to my mod.
Thank you, I love the mod. LOVE IT! Was flustered only because I have no intentions of ever disabling it but want the dinos safe. The oddball thing is: It seems to only affect specific dinos: The allosaurus for example and all the birds smaller then a quetz. The birds actually seem to get moved forward closer and closer each time towards the wall before long, their heads are sticking out of the walls. Weird but if they aren't falling through the floor, Im ok!
No It;'s not your Mod Hogs, game did this long before your mod arrived. I have been playing sense day one and you will always lose the smaller verity of dinos to the hungry map, it's just the way it is.
From what I can tell this problem has to do with how player structures are loaded/unloaded last. And can even happen while playing if parts are unloaded during game play.
What I can tell you about the current limits of this problem right now is this:
If the dino passes through the floor/ceiling and makes contact (feet) with another object or the ground the code that is design to 'reset' them to their proper position fails as it now thinks they are in the right position.
To avoid this problem (most of the time) have any floor/ceilings that the dino's stand on be high enough that they are unable to touch the next structure/ground before their capsule (the spot that has active collision) makes contact with the floor/ceiling they are supposed to be standing on.
In some rare cases it can look like that's not enough to resolve the issue (they fall all the way down to the next level) In this case the game still thinks they are up top even though the corrective code has them below. Whistling to have them follow will make them pop back up to the correct floor.