Walls & Fences, Placegrid zero ?

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Walls & Fences, Placegrid zero ?

Postby mvgulik » Wed Feb 03, 2021 11:06 am

What's the deal with walls and fences not using the user-set placegrid setting ?

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Last edited by mvgulik on Wed Feb 03, 2021 7:47 pm, edited 1 time in total.
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Re: Walls & Fences, Placegrid zero ?

Postby Fostik » Wed Feb 03, 2021 4:29 pm

Most likely it is made as prevention of many problems, what can appear after cusom placing of a wall.
There may be an issue, if you will build two cornerposts 10 tiles from each other to build a wall between them, one in certer of tile, but other is 1 px closer to other cornerposts from center of it's tile, and start to build a wall between them, you will be unable to place a last segment to close a hole, hitbox of one palisade will overlap other one.
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Re: Walls & Fences, Placegrid zero ?

Postby mvgulik » Wed Feb 03, 2021 7:45 pm

The reason for those wall type objects not using the user-set placegrid value could be a bit more mundane.

Walls are, if I'm correct, the only object type that don't allow for any rotation (makes sens if one thinks about it).

And I figure that the related user-placegrid code/option probably is tied to the rotating support code/option.
Ergo: No rotation => not using user-placegrid. (ie: defaulting to using placegrid zero)

The fact that building none tile-centered wall is generally not advised or done (*), might also play a part in why this is working as it is now (ie: changing/updating potentially seen/classified as a low priority).
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*) Due to the problem you pointed out.
It seem to me that the locked placegrid zero behavior in this cases actually makes none-tile-center walls even more troublesome/trickier, than with active placegrid support.
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