[Bug] [Revised] Seamoth takes significant damage from schools of fish [47091]
Sennera
Texas Join Date: 2015-07-07 Member: 206043Members
Edit 2:
I couldn't figure out the collision behavior with the Seamoth, but jumping from Stable to 47091 and above I knew something was wrong because I've been taking significant damage from colliding with various kinds of small fish. In particular Spadefish do the most damage and caused confusion for a bit, as they're historically known for being rough on Seamoths, but I couldn't recall that being remotely an issue in Stable.
Then I collided with the invisible orb at the root of every school of little fish. I don't really know what this implies about collision detection and the Seamoth, but if I can take damage running into something that the normal player wouldn't know exists, then it definitely means something's gone wrong.
As for reproducing the collision, I'm not sure how to do that. Since it's not visible and presumably moves around like a peeper I can't think of any advice to give out aside from 'get super (un)lucky.'
Anyway, perhaps the extra squishiness the Seamoth is suffering from is because of these schools of fish (and the Spadefish jerks), or perhaps there's a bug in collision detection causing Seamoth collision damage from things too small to normally produce collision damage.
Edit 3: I actually managed to run into a school of fish a second time, and took about 10%-ish damage (I oopsied and forgot to repair first). I've discovered one of the reasons I keep taking random damage, it seems!
-- Everything below this is old and probably not worth reading --
Edit: The collision damage system was apparently playing tricks on me, check down below for results from further testing. In the end, all I've discovered is that collision detection can really hate you and your Seamoth sometimes.
Normally the Seamoth doesn't take any damage from running into fish. It's a nice feature (except for the fish, they're dead :< ) since fish can pop in right under your nose with the way the chunk loader works right now.
In the latest experimental build, fish don't cause collision damage if you're zipping along close to max speed, the same as it is in the stable build. However, if you're moving slowly (tapping direction buttons) and bump into a fish, you take about 15% hull damage, which is as much as a bone shark's bite to the Seamoth.
Since you only take hull damage from fish collisions at low speeds, and since the damage is so high for the small bump, I'm pretty sure this is a bug.
Reproduction:
1) 'spawn seamoth'
2) Drive seamoth into fish slowly, observe high amounts of damage
3) Find a bunch of fish grouped together that'll be hard to miss with the seamoth (you'll still miss)
4) Drive into the fish at top speed, observe taking no damage
I couldn't figure out the collision behavior with the Seamoth, but jumping from Stable to 47091 and above I knew something was wrong because I've been taking significant damage from colliding with various kinds of small fish. In particular Spadefish do the most damage and caused confusion for a bit, as they're historically known for being rough on Seamoths, but I couldn't recall that being remotely an issue in Stable.
Then I collided with the invisible orb at the root of every school of little fish. I don't really know what this implies about collision detection and the Seamoth, but if I can take damage running into something that the normal player wouldn't know exists, then it definitely means something's gone wrong.
As for reproducing the collision, I'm not sure how to do that. Since it's not visible and presumably moves around like a peeper I can't think of any advice to give out aside from 'get super (un)lucky.'
Anyway, perhaps the extra squishiness the Seamoth is suffering from is because of these schools of fish (and the Spadefish jerks), or perhaps there's a bug in collision detection causing Seamoth collision damage from things too small to normally produce collision damage.
Edit 3: I actually managed to run into a school of fish a second time, and took about 10%-ish damage (I oopsied and forgot to repair first). I've discovered one of the reasons I keep taking random damage, it seems!
-- Everything below this is old and probably not worth reading --
Edit: The collision damage system was apparently playing tricks on me, check down below for results from further testing. In the end, all I've discovered is that collision detection can really hate you and your Seamoth sometimes.
Normally the Seamoth doesn't take any damage from running into fish. It's a nice feature (except for the fish, they're dead :< ) since fish can pop in right under your nose with the way the chunk loader works right now.
In the latest experimental build, fish don't cause collision damage if you're zipping along close to max speed, the same as it is in the stable build. However, if you're moving slowly (tapping direction buttons) and bump into a fish, you take about 15% hull damage, which is as much as a bone shark's bite to the Seamoth.
Since you only take hull damage from fish collisions at low speeds, and since the damage is so high for the small bump, I'm pretty sure this is a bug.
Reproduction:
1) 'spawn seamoth'
2) Drive seamoth into fish slowly, observe high amounts of damage
3) Find a bunch of fish grouped together that'll be hard to miss with the seamoth (you'll still miss)
4) Drive into the fish at top speed, observe taking no damage
Comments
That's an ooooold thing, depth doesn't mattered for collisions anymore. To answer your question though, I observed this bug in the Safe Shallows, Grassy Plateaus, and the Mushroom Forest.
You also have to keep in mind, it's bad to be taking 15% hull damage from little fish in any situation as bleeders and biters will both swarm the seamoth, and could potentially reduce it to 0% hull in very little time.
I actually wasn't aware that Spadefish in particular could damage the Seamoth, I've run into many of them in the past and never received damage (also there's no description anywhere I could find saying anything noteworthy about Spadefish). To check that again, I launched the game once more and went a little mad running over different types of fish, and a Stalker for comparison.
The Stalkers, of course, did some alright collision damage. Rabbit Rays did similar damage, but of course they're decently sized for 'small fish'. Spadefish just bounced harmlessly (for me. They, on the other hand, died) off my Seamoth no matter how many times I bumped into them, at any speed.
The only notable results I found is that the collision detection and damage system is pretty unreliable. I was reliably reproducing 15% hull damage on small fish in 3 biomes before I posted about it, and now I'm getting 8% hull damage off Stalkers and Rabbit Rays, and only occasionally taking a little bit of damage from small fish (and ironically, none from Spadefish ;P)
Basically my second test's results reflect some things the devs have been stating about the collision system being pretty complex and difficult to predict. Apparently I first discovered it can decide that little fish will hurt a lot to run into at slow speeds. And apparently I next discovered that it won't reliably act that way.
Along with what the OP said, I'm finding the game is registering FAR more collisions than before. What might not have even registered as a collision before now counts as one and does insane damage to the Seamoth.
I was just about to admit I couldn't reproduce my issue well enough after my first bouts of driving around, but the fact that I took damage from the invisible orb at the root of a school of fish shows a little that the Seamoth is quite a bit more squishy with fish collisions than it should be.
Also after sleeping on it, I recalled that Spadefish used to have something about its teeth being really tough, I think? I believe that I am taking the most significant impact damage from them, but it's only if I impact close-ish to their mouth I think.
Edit: Although an invisible, moving orb is tough to aim at, I managed to run into one of them a second time anyway! I took a chunk of collision damage, and I'm sure that a lot of the damage my Seamoth's been taking since I switched to Experimental has been caused by these schools of fish.
Case closed?