Void Block

by S6X

Start with nothing, build everything.

Overhaul
a day ago
2.0
5.25K
Environment

b Landing on other planets

3 months ago

So I was playing with space age and encountered a weird issue on every single other planet I landed on. I don't think it's a mod conflict as there's really not many other mods active, I feel like it's related to the logic that's rewriting chunks. You'd leave the ship, it starts the capsule animation, and right after it makes it through the atmosphere, the animation cancels and it places you on the ground at that spot, roughly 200 units northeast of the intended landing zone. On fulgora, you have to walk a bit to get to the intended spot but the terrain is all traversable so that's okay. On vulcanis, it drops you in the lava which just kills you instantly, but if you hit respawn you respawn in the proper place, so that's workable. On gleba, it doesn't kill you, but there was no possible way to get to the intended starting location where supplies drop so it was a softlock unless you have the mech armor.

I'm guessing this isn't a universal problem as there's no other reports of it so I'm not sure what to make of it.

3 months ago

As of 2.0.12, cargo pods are supposed to always drop players to 0, 0. Given the lack of reports of a problem, this would seem to usually be the case, and I ran a quick test and confirmed that I landed at 0, 0. I'm not sure what I might be doing wrong on my end, so this seems like there may still be a bug in Factorio itself.

For the moment, lacking any other ideas, I added a /vb_stuck console command to teleport you to 0, 0 in case this issue comes up again.

3 months ago

Thank you. I am running the current experimental, 2.0.23 so maybe it's related to that? I guess time will tell if anyone else runs into that or not, or if I just managed to flip some sort of weird bit.

3 months ago

I was able to reproduce this... sort of. I got into a situation where my pods were landing on the wrong spot on Vulcanus, but the animation didn't cancel and I didn't die. The pod just landed on the lava and then I was teleported to the nearest spot on the island.

Anyway, I added a fix for the situation I got into, which I've included as a startup option, in case this helps at all.

3 months ago

It was a bug in Factorio. 2.0.25 includes "Fixed cargo pods with passenger would select landing spots using incorrect bounding box" which addresses this problem. My workaround probably won't be necessary any more.

3 months ago
(updated 3 months ago)

I'm enjoying the mod; thank you for being... and thank you for the work you're doing for our enjoyment.

Planets added by other mods seem to be okay.

Ones added by the base game drop me in the middle of an ocean of whatever is there. Lava, oil, etc. I'm killed. When I respawn I'm a little ways away from my corpse on a tiny island. (On Fulgora the tiles I landed on could be walked on; so, I did not die, but my orbital drops were near by on a little tiny island of more solid land.)

A small island in a world that is nothing else but one type of ocean or another, and the landing zone slightly off from where it should be. Familiar, no?

3 months ago
(updated 3 months ago)

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3 months ago

Learning the interface here - can safely ignore this.

a month ago

I just had this issue arise in the most recent version of Factorio and VoidBlock. Dropped me at around 76, 203 in the middle of lava to an instant death. Even when reloading with the force landing turned on it drops me in the same place.

a month ago

As noted above, this is a bug in Factorio itself. so there ultimately isn't really anything I can do about it. It was supposedly fixed in 2.0.25, but if the bug has returned, it should be reported to the devs, especially if you have a save file that can reproduce the issue.

Was your save made during the drop? Force landing needs to be in effect when the procession starts or it won't do anything, which might explain why the workaround didn't work. As a last resort, there's the /vb_unstuck console command, though I guess dying in the lava and respawning works well enough too, if a bit ugly.

a month ago

I shall report it again to the Factorio devs then. /vb_unstuck didn't do anything (perhaps it wasn't used at the right time) as it did nothing prior to the death screen. Does one know if you land on a planet with the mech armor will you avoid the death animation? If so I can hit up another planet perhaps first to avoid the death screen.

a month ago
(updated a month ago)

I ran a few tests but (un?)fortunately I always came down at 0,0, so there isn't much I can do to help there. However, I did make /vb_stuck work properly if you were inside a pod.

(I just noticed I wrote /vb_unstuck, so if you were doing that it won't work... it's correct in the changelog, at least)

a month ago

I had this happen to me today, both on gleba and on vulcanus. I'm using the latest factorio version, which should be 2.0.32. Glad to know there's the console command.

This is probably something the devs already thought of, but I'm voicing my theory nonetheless:
- when you land on a planet the chunks get generated using the default algorithm
- the game looks for a spot to drop you down, tries (0, 0) and uses other points in case (0, 0) isn't available
- on some maps the game decides to drop you down on (X, Y)
- after the check is done the game runs event handlers for on_chunk_generated
- voidblock replaces the terrain, removing the tiles were the player was supposed to spawn
- the player spawns in a place where the terrain is gone now, prompting the unexpected behavior from the game

a month ago

That's an interesting thought and I agree it could be the cause. If that's the case, only the first landing should be a problem, because, for subsequent landings, the chunk has already been generated and it should be able to safely bring the pod down at 0,0. Is that the case?

a month ago

Yes, that is the case. I just tried it and landed at (0, 0) during the second launch.

Just for completeness sake, this is what I did:
- loaded my save where I was on the way to gleba for the first time
- dropped down to gleba, found myself a lot further up from where I was supposed to be
- used the map editor to teleport my player to nauvis
- move my spaceship back, launch myself up again, travel to gleba and drop down a second time
- this time I landed in the center of the starter island

If my guess is correct you can reproduce this with my map seed: 3241247893 (default settings)

30 days ago

Unsure if I used the same seed (I just copy + pasted and pressed enter, forgetting how touchy the entire menus are) but I was able to replicate this by following Sirac's steps. (Version 2.0.32, Only Default Mods: Base mod, Elevated Rails, Quality, Space Age, Void Block, Voidcraft)

-Generated new default world, no settings changed whatsoever (except seed?) didn't touch the force landings option or anything. (Didn't seem to apply here, it says pod "always misses" island, when the current issue is only the first drop)
-Edited in ship, saved, dropped to Gleba for first time
-Landed inside Jellynut biome
-Editor mode teleported back to Nauvis
-Brought ship back
-Took player in ship back to Gleba for second trip
-Landed fine on small island in middle

So it seems like this does still happen, just only on the first visit to planets, which is definitely not the biggest deal, I mean you deal with it once and its solved for that runs planet forever, (I'll probably just throw add on a teleport mod to solve it personally for now) but I just wanted to confirm if it'd happen to me before being surprised and wanted to share my information.

Anyways, super excited to go do my first VoidBlock run now! I was worried when I first started reading this that I wasn't gonna be able to play this mod up into space, but if its just a one time thing thats very negligible for now. Thanks for creating such a cool mod that I was wanting to go bug test before trying it!

17 days ago

Thank you both for the information and the testing. I am hoping this is fixed in Void Block 1.1.1. I was no longer able to reproduce any problem, anyway.

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