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he has the right of it, has this been talked about by the devs at all? is it an engine limitation and unavoidable?
It's been a while. I think that they would like to, but I can't recall if it was an engine limitation, or a performance limitation for why it doesn't snap atm.
But it means you can't make terrain blocks and building blocks mate up seamlessly. Some PoIs have it where they do, but you can only do it by setting a special flag when creating a PoI and we don't have access to that AFAIK.
Ladders in 1 tile wide holes will forever drive me nuts.
Best option I have found is to just cover over the gap. Make a "Fence", go into its advanced option, select of the the solid square options and place it flat on the ground over the gap.
Out of sight, out of mind.
that being said, im sure most peoples complaint is getting bikes and cycles stuck in the cracks while in city, least thats what mine is.
regardless, thank you all for your replies, have a good day
It’s a clunky system. But I don’t see a reason, other than higher priorities, why this feature couldn’t be applied in survival mode. For instance, it could be a radial menu alternate mode for the shovel.
While the blocks are on a 3D cubic grid, the voxel terrain is on a 3D grid of 0D points with the "size" of each point stored.
The cubic grid lines up with the voxel grid, just offset slightly, which causes what I'm about to explain.
To simplify (This is not perfectly accurate, but should explain it well enough):
When you see a single full-size voxel on it's own, it is a distinct diamond shape that gets smaller as it's "health" decreases, completely disappearing when it is destroyed.
A full-size voxel will have the corners reaching halfway to the adjacent voxel grid position.
This is where the "triangle" space between voxels and cubes come from.
When two full-size voxels are next to each other, they appear to fill in the space between the corners of the diamonds.
If one of the two is smaller, the space in between is still filled, but since the corners of one is closer to the voxel's grid point, it makes a sloped shape.
This is how the terrain is made so smooth, while also being destructible.
Compare and contrast Planet Explorers, another game that does this. Unlike in 7D2D, the voxel size in that game's equipment editor ranges from 100 to -99, with -100 being the equivalent of no voxel.
Space Engineers is another comparison to look at, as it also uses a similar Cube & Voxel system.