Summary: I cannot place blocks under the ground while clipped into the ground in Debug mode, unlike in previous versions of 7DTD
Game Version: V1.0 b309
OS/Version: Windows 10
CPU Model: Intel i9-9900K
System Memory: 32GB
GPU Model and VRAM: NVidia 3080Ti
Screen Resolution: 1920x1080
Video Settings: Ultra
Game mode: MP host
Did you wipe old saves? No
Did you start a new game? Yes
Did you validate your files? Yes
Are you using any mods? Yes
EAC on or off? Off
Status: NEW
Bug Description: In A21 and versions prior, it was possible to use debug mode to float under the ground and place blocks. 1.0 doesn't permit this. I'm also unable to place bigger blocks to delete invisible colliders (child meshes) left behind from bugged block assets. Whatever was changed since A21 has also left me with placement spaces I can no longer use that are occupied by phantom meshes (the issue was caused by me changing the MultiBlockDim parameter, which shrank the placement grid on the object) but I could remove those meshes by placing a bigger block (e.g., the 3x3 floorboards or a car) to clip into the phantom mesh.
Detailed steps to reproduce the bug:
1) Have a modded asset placed in the world and then edit the XML for its MultiBlockDim to change its placement grid OR have a leftover frame damage state on an object, similar to what happened in this A21 bug report
2) Try to place any object in the grid after removing the updated object
3) Note that you are firmly restricted from clipping anything else into the occupied voxel; and that this is also the case when trying to place blocks underground in dm mode with noclip enabled.
Actual result: Some change made to the game's parameters governing whether a new object placed into a voxel removes whatever was occupying that voxel (invisible or not) has made it impossible to delete blocks by placing new ones over them; and the same issue seems to also be restricting placement of blocks under the ground in dm noclip mode.
Expected result: In versions prior to A21, it was possible to fly under the ground and place blocks such that it would delete the ground blocks. In A21, blocks placed in noclip would still occupy the voxel, but so would the ground mesh - creating some issues where breaking the block was required to remove the placed block and the ground mesh. The use of mods augments this issue because I ran across it while performing QA and hotfixing one of my custom block assets, but as shown in the A21 bug report linked above (and the video linked below) this new issue is affecting even the base game, as it's now impossible to build underground structures in dm mode for creative purposes (without tunneling everything out first) and any potential vanilla issue with residual meshes that are invisible renders an occupied voxel essentially invincible.
Here's a brief video showing the issue and how it was different in A21:
https://youtu.be/XE12BFbGQWQ?si=wsx8R2IN3v-3yumO
Link to Pastebin Output Log: N/A
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