Hbm's Nuclear Tech Mod

Hbm's Nuclear Tech Mod

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MK5 algorithm oddities

70000hp opened this issue ยท 1 comments

commented

If you've seen the bug report I made, skip this whole bit
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Whenever MK5 is called somewhere completly encased by blastproof blocks, such as concrete and etc, it errors badly and deletes everything in a circular radius. The picture above shows a comparison between a little boy, greg nuclear shells (both of which spawn their explosion above the concrete) , and a nuclear missile (spawned the blast within the concrete)

If I were to hazard a guess, the issue would be at the processing, since I checked ray hits using a debugger and they seemed to hit about where they meant to
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Specifically the inChunk check, since the only chunk that errors is the chunk where mk5 was actually called at.
Here's a glitched chunk, made by completly encasing a nuclear charge in concrete
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Another reason why its probably the inChunk check, is because when I removed it entirely for testing, the blast had the exact same shape, except it was all the chunks it affected
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A temporary fix for the missiles would be to simply offset where the explosion is called up, proportional to how big the blast is, I found that 6 blocks up works for a 100 radius missile.

commented

grafik

this guy goes into the negatives when processing the center chunk, causing the explosion rays to extend in the opposite direction