Modding API FindFreePlace() bug.
While modding the game I came across an API bug that I feel like you should address. It is explained here by ChatGpt:
"
An important problem with Keen's public FindFreePlace() APIThere are actually two relevant implementations in the 1.210 source.
Keen's pirate antenna code calls the internal MyEntities.FindFreePlace() implementation. Orchestrator, as a session mod, has access to:
MyAPIGateway.Entities.FindFreePlace( candidatePosition, requiredClearanceRadius);
I verified that this API is exposed through VRage.ModAPI.IMyEntities.
However, the public API routes to Keen's older implementation, which is explicitly marked [Obsolete] internally.
Keen's source comments identify several problems, including an overlap test that can return a position colliding with a voxel map.
I confirmed the relevant case:
if(overlappingWithSphere == null) { return position; } if(overlappingWithSphere is MyPlanet) { // Correct planet spawn location. } return basePos;
For a non-planet voxel overlap, that final statement can return the original position despite the overlap.
That means simply calling MyAPIGateway.Entities.FindFreePlace() is not sufficient to guarantee we won't spawn ships inside asteroids."
I have the same bug
Replies have been locked on this page!