[204] Advanced Rotor 3x3 has larger mountpoints - causes surprise disconnects
So first the mountpoints look like this:
Which will allow you to place it mounted only on that outer edge as long as you can aim at a non-mountable block under it.
The "surprise disconnect" problem is any block removal (elsewhere on the grid) will trigger a mountpoint recheck which will disconnect the rotor from the grid.
Now to reproduce, must have creative tools or mode active:
1. Create an exactly 5x5 armor plane of blocks (for instructions simplicity sake)
2. Place an interior light on the very middle (on top, don't remove blocks)
3. Leave 1 block space gap, place an armor block to a side of the light.
4. Equip advanced rotor 3x3 and aim at the light to place it on top, rotate it (yaw) until it allows you to place it (it will have the mountpoint over that armor block to the side).
It should look like this so far:
But we're not done yet!
5. After you've placed the rotor, delete any block on the very edge (except the one poking up, but doesn't really matter, the result is the same)
6. The result is now that you have the rotor on a separate grid, ctrl+X the armor and you'll see the rotor base+top stays behind because it got disconnected.
The fix is straightforward, CubeBlocks_Mechanical.sbc, find 3x3 and at:
<MountPoints> <MountPoint Side="Bottom" StartX="0" StartY="0" EndX="4" EndY="4" Default="true" /> </MountPoints>Change both the "4" to "3".
Hello Digi,
Thank you for reporting this issue. I was able to reproduce the issue and created a ticket which will be forwarded to our dev team for investigation.
We will update the thread once the issue is fixed.
Kind Regards
Keen Software House: QA Department
Hello Digi,
Thank you for reporting this issue. I was able to reproduce the issue and created a ticket which will be forwarded to our dev team for investigation.
We will update the thread once the issue is fixed.
Kind Regards
Keen Software House: QA Department
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