Longhouse

Vaettir · 1.5.3 · Fixed

The post could not see the chests in a real base. CollectChests searched with a fixed Collider[256] and a single Physics.OverlapSphereNonAlloc call, with no layer mask. That is a silent truncation: the method fills the buffer you hand it, returns how many it wrote, and never reports that there were more. Every wall, beam, floor, roof tile and terrain collider within range competed for those 256 slots.

In a test world that is a handful of objects and the chests are always found. Measured in a real base: over 1,024 colliders within 12m of one post, and all 24 of its chests invisible. The post reported "0 usable chest(s)" with a configured chest two metres away.

It fails exactly where the mod is used and passes exactly where it is tested, which is why it survived three releases and four reports from the same player. The buffer doubles until the result fits now, so nothing can be missed, and it says so when it grows.

Not fixed with a layer mask, though that would be faster: a mask hardcodes an assumption about which layers a container may sit on - chests, ships, carts, anything another mod adds - and a wrong mask fails the same silent way this did.

Discussion

Nothing said yet.

Sign in or make an account to join in.