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[2.0.60] Spidertron renders behind Cargo Landing Pad

Posted: Mon Jul 21, 2025 3:47 pm
by Falsesummer
All parts of a Spidertron except for the rotating turret head render behind the landing-hatch on a Cargo Landing Pad.
This effect does not happen on small cargo bay hatches.

The easiest way to replicate is to drive the Spidertron into position by hand - I found it hard to get the positioning right using a remote.

I was able to get it to render like this reliably on both Nauvis and Fulgora, but did not have spiders on any other planet to check further consistency.
07-21-2025, 16-44-16.png
07-21-2025, 16-44-16.png (616.77 KiB) Viewed 108 times

Re: [2.0.60] Spidertron renders behind Cargo Landing Pad

Posted: Mon Jul 21, 2025 4:27 pm
by Rseding91
Thanks for the report however we aren't likely to do anything about this. The entire game fakes 3D using 2D sprites, and with a fixed number of render layers we end up with issues like this where "part of entity A is supposed to be above X, Y, Z" while also having "part of entity B is supposed to be above A, and X, Y Z" but there's no room and something ends up under something it wasn't supposed to.

Every time we've poked at these things in the past it just moves the issue somewhere else and eventually we decided we simply leave things alone.

Re: [2.0.60] Spidertron renders behind Cargo Landing Pad

Posted: Mon Jul 21, 2025 4:44 pm
by Falsesummer
That's fair enough - I can appreciate the problems it causes when you're working with a finite layer count.

Thanks for taking the time to review, though!