Works as intended Snap Points in Mega Mall Skin

Discussion in 'Bug Reports' started by slink_v_0000, Nov 9, 2019.

  1. slink_v_0000

    slink_v_0000 Member

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    Do I not understand how to use the new skin, or is it not working? There was a wire mesh walkway on the second story, but nothing snapped to it. The first story had two shack floors that extended out of the back of the building. Everything that did snap seemed to snap below floor level. Actually, it does seem to do that even without the new skin, but it shows up more clearly now.
     
  2. Irealys

    Irealys Active Member Community Rockstar

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    2nd floor appears only at level 2 and above. The mall doesn’t have a second story before that.

    As for the floors, I’ll go and check again but I’m pretty sure they now snap properly on the mall helper skin; levelled with the floor instead of on top of it
     
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  3. RobotsSmell

    RobotsSmell RS Buildings Staff Member Verified Builder

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    As @Irealys says, the second floor snap points only appear at level 2 and 3.
    They do snap below floor level to ensure the interior plots are correctly at floor level. If I lift the snaps up, most interior plots I tried out, always appear to be too high. Some results will I think depend on where the floor is actually located on interior plots. I tried my own plots and many of WV plots, and the "carpets" are at the wrong height if I move the floor snaps.
     
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  4. RobotsSmell

    RobotsSmell RS Buildings Staff Member Verified Builder

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    There are invisible snap floors spawned in the standard Mall. These were in place before the skin was made. I left them in in case some users managed to get the desired snaps and layout without using the helper and didn't care if the added plots were a bit "Out Of Position".
    I recommend using the helper skin in order to get everything "Just Right"
     
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  5. RobotsSmell

    RobotsSmell RS Buildings Staff Member Verified Builder

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    Skin snaps moved to suit a clearer layout. (Well, one moved). Floor indicator blocks added to show the intended position of ASAM fuse box. But, as always, the user can put the plots in whatever position or orientation they so choose.
     
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  6. slink_v_0000

    slink_v_0000 Member

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    Sorry it took me so long to respond. I should have realized that it would mess things up to install interior rooms on a second story that did not yet exist, but the staircase invited me upwards, so ... Anyway, the issue of the sticking-out floor bits became clear when I looked more closely at the building in normal skin mode. The plot is not 3 x 2 as described but rather 3 x 2.25. This only matters if you set your foundation too close to another building for the rear-most 0.25 of a normal exterior plot. Screenshot demonstrates. I removed all but the front-central foundation, and moved that forward before moving the mall plot. And yes, I need the front-central foundation in order to attach stairs up to the mall. All is good now. Thanks for the mod. :bye
     

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  7. RobotsSmell

    RobotsSmell RS Buildings Staff Member Verified Builder

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    Thank you for the reply. A suggestion for you is:-
    Build the mall with no foundation placed by yourself. Then add a foundation via the ASAM sensor options. Then attach your stairs, then remove the foundation via the ASAM. The Malls build in foundation will remain.
    The stairs are only there in the skin, so I can get away with using only one extra static model. (To try and keep file size down)
     
  8. slink_v_0000

    slink_v_0000 Member

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    Oh, and by the way, if one keeps switching back and forth between skins, the electrical connectors duplicate and one must scrap them one by one until a connector appears that will accept a wire. Not a big deal once I figured that out. :smile
     
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  9. RobotsSmell

    RobotsSmell RS Buildings Staff Member Verified Builder

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    Oh! That's a new one on me. They shouldn't do that. Bugger. Will have to look into that.
    When you select the skin, do your connectors disappear? (Just leaving the wires hanging by magic?)

    Edit. I cannot replicate this. Always only ever have 1 connector. Select the skin, the connector goes away. Remove the skin, connector returns. Stumped!
     
    Last edited: Nov 12, 2019 at 1:41 PM
  10. slink_v_0000

    slink_v_0000 Member

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    They did the first time, but after I scrapped the first mega mall plot I did not connect any wires until I was done. With the second mega mall plot, the connectors disappeared and reappeared as before but when I was all done they would not accept a wire. I decided to see if I could remove the "defective" connector and discovered another under it. The odd thing is that when I left the first connector hanging in the air, and selected the second connector, the first connector moved along with the second connector. It was as if I had group selected them. I scrapped the one hanging in the air and tried connecting a wire to the second one. That worked. So I visited all of the connectors and scrapped them until a wire would attach to the one that was left. Sometimes that was just one scrap operation, but once it was more than one (two or three, I forget which).
     

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