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Αναφορά προβλήματος μετάφρασης








2. nope
3. I imagined them to be used for the virtual scaffolding, but i guess you're right.
4. i will reasonably reconfigure that
5. I thought so too. we'll see... as you can snap ramps it should not be needed anymore.
6. only scale sideways? well, why not. and lighter, yes they will be a bit lighter!
7. complicated, see 6.
8. you can snap pillars in all 4 corners for now. the no ramp versions have no default supports...
9. there is a switch to short bridge.
Snapping and Collision overall is beeing worked on.
8. I'd like pillars in the middle though, not the corners, but I guess thats complicated so meh.
9. I mean add an actual item, short brdge. So you can save on half the material cost of building the bridge.
I stopped using this though because these bridges defy physics, floating there in mid air. On top of that, they require a shroom to build for no reason whatsoever, can be resized, etc. I don't like that they can be resized at all. They should be static on size and obey physics and equire support.
There are mods out there that can detect how many materials you need before you can complete a structure too, so you can do a "how far to the ground" detection thing like this one laddar mod did. Or you can require the user to brng along 10x ceiling in order to extend the length of the bridge by 10. Someone once also mentioned about adding physics to things where if it requires support and doesn't have it, it only breaks if you try to walk on it, so yo ucan place stuff without it erroring and saying you need a support beam, but if you try to walk on it, it will fall. There's something to consider as well.
https://www.youtube.com/watch?v=DSgu-eXdudo
Such a system might let construction costs scale with the intended span (the base could act as a workbench that crafts the appropriate bridge)
Suggested tech tiers - wood/rope and metal/cable.
We liked the mod as it was, most disturbing thing is that all structures around bridges snap totally in a wrong place.