table of elevation has chunk based detection
GanerCodes opened this issue · 2 comments
I have the radius set to max and noticed my flight drops out lopsided compared to the table. Turns out this happens at a chunk border. After staring at code for a sec i foujnd the issue
basically you're only checking the border and center, so 32 radius is 2 chubnks away
idk kotlin but the solution is prob would look like
val r = tableOfElevationRadius.toInt();
val j = r / 16 + 1;
for (x in -j..j) {
for (z in -j..j) {
blockToCheck.add(BlockPos(x * r, 0, z * r))
}
}
Is this still being maintained / is this still being worked on as i can see this is an issue present in Prominent 2: RPG