Open grappigegovert opened 1 month ago
I have had two testers test this code on Forge, and I will now be linking this PR to them to explained their experience
copy pasted "diary" of experiments and tests. video with time stamps in processing. trimmed video. please wait for processing if trimmed sections are still present. can't use chapter system on my YT account apparently. https://youtu.be/OBxENiLwqn8
tardis root growth on VS ship. check.
shear roots off shell on VS ship. nope
shell orientation changes when terraforming. exclusive to VS entity state?
Astral manipulator crafting works on VS entity, but bounding box is misaligned
GPS correctly identifies entity location instead of shipyard location
exiting TARDIS may cause player to fall off ship (VS2 issue with loading lag?). workarounds may be required.
coordinates correctly update as ship moves.
distance calculation uses correct ship position, not shipyard
summon TARDIS seems to target shipyard location? long flight time for summon? nope. resets location to world origin overworld.
demat anim not working anymore (was working at the start)
landing pad logic being stubborn and forcing landing on ocean surface.
control entities do not maintain relative offset to shipified console nor are deleted correctly when shipified console entity is removed. self remove after takeoff.
can not change console during flight after deleted console results in flight softlock (forced crash landing).
entering the TARDIS with a shipified door causes positional offset into block, trapping player.
shipified airlock gets... interesting. also, breaks airlock itself due to barrier blocks not removing and door not being respawned.
grav shaft straight up doesn't work when shipified.
EoH works as normal when shipified XD
i blew up the EoH "ship"...
Thanks for the extensive notes, I'll take a look at the issues
While the last PR to fix the crash issue when both Valkyrien Skies and Tardis Refined are loaded was nice, the mods couldn't really interact in any way. This PR changes a bunch of things to improve that. It is now possible to:
There are also some other small changes/fixes in seperate commits, such as re-enabling integration with the Create mod. (was this removed by accident?)