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Chunkloaders in Sable subworlds should load both subworld and real-world coordinates. #76

@SabrCat

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@SabrCat

There is an issue with very large airships and other sable vehicles. That is that all real-world chunks the airship occupies must be loaded as well as all sub-world chunks. With the default render distance of 12 and a 14 chunk long ship, the player falls out of the sky if they try to walk to the bow of the airship as the tail drops out of loaded chunks.

A remedy for this would be to load both the sub-world and real-world chunks with chunk loaders in the airship to keep it flying even when a player is unloading parts of the real-world space the ship occupies.

I am running the most recent sable compatibility version of powerloader, and the above does not appear to be possible. Interestingly, after adding chunk loaders to my ship, it did work, it no longer disappeared when moving to the tail or nose. But, after letting the airship move away from the location where the chunk loaders were added, the ship now once again disappears.

I suspect a moving ship is not correctly updating which real-world chunks it should load when in motion, causing the issue to re-emerge once the ship has left its spawn location.

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