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Spread: better handling for large objects and piles of objects #44508

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LyleSY opened this issue Sep 29, 2020 · 4 comments
Open

Spread: better handling for large objects and piles of objects #44508

LyleSY opened this issue Sep 29, 2020 · 4 comments
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[C++] Changes (can be) made in C++. Previously named `Code` (P4 - Low) Low priority issues: things which are e.g exotic, minor and/or hard to encounter <Suggestion / Discussion> Talk it out before implementing

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@LyleSY
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LyleSY commented Sep 29, 2020

Is your feature request related to a problem? Please describe.

Currently bodies larger than 1000 L/kg are not handled well. If they're too large, they disappear entirely. If they're too heavy, when they are harvested all leather, bones, and meat disappears, leaving only scraps of meat and organ to stay under the 1000L tile cap.

Describe the solution you'd like

Large objects can exist, but cover adjacent tiles. High piles of objects spread out to adjacent tiles instead of disappearing.

Describe alternatives you've considered

For now, DinoMod is capping monsters at 1000L/1000kg as a hack

Additional context

Inspired by a bunch of hungry players

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stale bot commented Oct 30, 2020

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Oct 30, 2020
@anothersimulacrum anothersimulacrum added the <Suggestion / Discussion> Talk it out before implementing label Nov 8, 2020
@stale stale bot removed the stale Closed for lack of activity, but still valid. label Nov 8, 2020
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stale bot commented Dec 9, 2020

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Dec 9, 2020
@actual-nh
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Status?

@stale stale bot removed the stale Closed for lack of activity, but still valid. label Jan 25, 2021
@anothersimulacrum anothersimulacrum added (P4 - Low) Low priority issues: things which are e.g exotic, minor and/or hard to encounter [C++] Changes (can be) made in C++. Previously named `Code` labels Jan 25, 2021
@jackledead
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man this sucks

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Labels
[C++] Changes (can be) made in C++. Previously named `Code` (P4 - Low) Low priority issues: things which are e.g exotic, minor and/or hard to encounter <Suggestion / Discussion> Talk it out before implementing
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