Market Stall model 6x4 yet uses 7x4 voxel space

Summary:
I guess it is a visual bug. The market stall seems to be taking more space than it actually should.


As you see in the pic it flushes against the wall, however to either side it takes a small portion of the space of that voxel square. It I believe should only have to take up 1 voxel less space, as right now it doesn’t match some of the other things. Was this intended?

My suggestion would be to move it to the right a little so that it fits into that 6x4 area instead of the current 7x4. could be centered along the 6 length, it just seems off when you want to place something in an area like this where technically the model can fit with a little room.

What I mean by that last sentence is I have made a stoop, short staircase leading up to the door that has railing to either side, which means that voxel to the left and the right of the door is taken and the stall would not fit there due to it acting bigger than it actually is.

Steps to reproduce:

  1. Try to place stall in a 6x4 which is the space I think it should take up, as it can technically fit in that.

Expected Results:
To fit into 6x4 space.
Actual Results:
fits only in 7x4 space.
Notes:

If this was intended, I am just curious as to why. Most other placed items are usually in the space by which they take up as a whole defined by model. As mentioned, it looks like the model can fit that 6x4. I hope I was clear enough to what I mean. :slight_smile:

Version Number and Mods in use:
Alpha 16 (559) The lastest one as of today.

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Indeed, they should be able to fit in 6x4 spaces but currently don’t due to model/region offsets. A fix for this will be included in the next build.
-Linda

2 Likes

thank you very much, was wondering on that. :smiley:

for rc:

scale: 0.23 and

“region_collision_shape”: {
“region”: [
{
“min”: { “x”: -2, “y”: 0, “z”: -1 },
“max”: { “x”: 3, “y”: 5, “z”: 2 }
}
]
},
“destination”: {
“region”: [
{
“min”: { “x”: -2, “y”: 0, “z”: -1 },
“max”: { “x”: 3, “y”: 5, “z”: 2 }
}
]
},

“mob”: {
“model_origin”: { “x”: -0.225, “y”: 0, “z”: -0.12 },
“region_origin”: { “x”: 0.5, “y”: 0, “z”: 0.5 }
}

then it use effectiv 5x3 voxel

ac:

scale: 0.22 and

“region_collision_shape”: {
“region”: [
{
“min”: { “x”: -2, “y”: 0, “z”: -1.3 },
“max”: { “x”: 3, “y”: 5, “z”: 2 }
}
]
},
“destination”: {
“region”: [
{
“min”: { “x”: -2, “y”: 0, “z”: -1.3 },
“max”: { “x”: 3, “y”: 5, “z”: 2 }
}
]
},

“mob”: {
“model_origin”: { “x”: -0.1, “y”: 0, “z”: 0.05 },
“region_origin”: { “x”: 0.5, “y”: 0, “z”: 0.5 }
}

then it use effectiv 5x4 voxel

1 Like

Not exactly. The placement seems to work, however…


Got the first one upon loading my A16 Sorenia. I basically did a few things to test out the stalls new placement. Removed the one stall to save into A17.

Got what you see above upon loading up.

Now to the testing:


Like I said the placement part of it was correct; the little placement guide thing you get during the process. However the ghost did this on a move command. Then when they placed it back down, it went immediately back in the very spot I had placed it originally. So the guiding placement is correct, but does not get actually placed correctly.


Ignore the ghost ladder, I put a remove command on that.
This is the result of just placing one from inventory. What should happen is actually being in that nook you see; however… you get the picture.

I am unsure if it is the 2 stalls I have made that is bugged, and have to make anew; which I will test in a moment after this, but wanted to give a current on this as is.

Also I got coif errors:



I can ignore those right? Since you did mention they were removed.

Going back to see if just making new stalls will be the same problem, going to be a bit, as I need to sell those 2 and make a couple new ones.:slight_smile:

EDIT: Log just in case you need it; it is from when I loaded into A17 for the first time.
stonehearth.log (227.8 KB)

Ok, yes it is solved… But for future note, it has to be made anew. The new ones I have made work just fine. It is the old ones that could not be placed properly. I guess it makes sense due to the changes. Anyway figured I at least point out that old ones will be dysfunctional in placement.

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