I was hopeful that the changes I made to the BGA last week, namely switching out BGA bunkers, would be the end of the BGA blues. While I did manage to clear up bleed through issue a new problem reared its ugly head. Rather than flatten out against the bunker walls chaff would pyramid inwards towards the centerline of the bunker. The bunker was still fully functional, I could tip chaff and grass, ferment it into silage, clear the silage from the bunker, and there was no bleed though into the adjacent bunkers. Though functional the way that the chaff filled out the bunker was making it an absolute pain in the ass to fill the bunker beyond a certain level.
I decided to roll this release out to our closed beta MP server to see how the others felt about the set up. The general consensus was that while the bunkers were workable filling them beyond a certain level wasn’t much fun. The prefab for the open-ended bunker did not come with interaction / bunkerSiloArea triggers so I used the ones from GCV. By tweaking the scale of the triggers some I was able to get them to match up fairly well with the prefab. I suspect that there is enough of a difference between the shape of the collisions on the prefab and the shape of the collisions from the GCV bunkers (the prefab has a much more pronounced slope) to produce these unexpected results. I tried widening the interaction / bunkerSiloArea triggers some thinking it would pull the chaff out towards the walls but there’s not much room to expand without encroaching into the adjacent bunker.
Before adding this prefab I had done a bit of testing using the GCV bunkers in their entirety as opposed to just the triggers as I had above and believed that the GCV bunkers may be the way to go. The reason I didn’t go with these bunkers in the first place is that I was trying to minimize the use of Giants assets. Now I think Giants did a bang up job with GCV but use too many GCV assets and the map starts looking like GCV. Not a good thing when you’re billing your map as Not Another Gold Crest Edit. My next though was maybe I could tweak the bunkers a bit to give them a slightly different look and found that adding some space between the bunker walls did in fact bring a subtle change to the look of the bunkers. A nice side effect is that it also increases the amount of silage a bunker can produce.
Another issue that cropped up was a tipping mishap at the Compost Master. Backing up the ramp will bring the tipper into the tip trigger allowing material to be dumped into the Compost Master. If you back up too far though the menu changes from Unload to Unload Here. The end result of tipping at this point is that the material spills rather than being accepted by the Compost Mater as an input. The solution is to paint a no tip collision mask under the Compost Master and the surrounding area, this prevents the Unload Here menu option from appearing.
So, while the balance I was trying to achieve in forgoing Giants assets had taken a blow at least everything was now in working order. And what does a fledgling map maker do when earthing is working just right? He finds something new to add to the map. A quick review of the mod hub led to a very welcome surprise. Robbie had released his Slurry Pit Replacement. The detail on the slurry pit is top notch and as soon as I was done with the BGA fix I jumped on (thankfully not jumped in) getting the slurry tank into the map. Robbie includes a very detailed how to read me with the prefab that covers installation. Its fortunate that he did as I blew the instructions off up until I hit the point that I was getting an error about the straw trigger not being a physical object. A quick read through Robbie’s instructions sorted it all out.