A fairly obvious one (you must be aware of). This is essentially another way to achieve the intersecting techs crash described already, back here (which involved in-place snapshot loading - R&D, Creative).
There seems like some resistance to this happening with modest sized techs pushing apart, but a player could quite easily trigger this accidentally by driving their main tech into the middle of where their main base was stored from. (Or trying to cause trouble, for fun.)
(1) Send a large tech into the void.
(2) Drive a second fairly large tech to where the first used to be.
(3) Click Undo.
(4) You have interlocking techs - if dimensions and designs are sufficient. Crash then follows, if there's enough physics engine trauma. The crash, demonstrated below, threw NaN (divide by zero) type error, with fun UI/position screw-ups.
Output log attached. No crash dump generated.
There seems like some resistance to this happening with modest sized techs pushing apart, but a player could quite easily trigger this accidentally by driving their main tech into the middle of where their main base was stored from. (Or trying to cause trouble, for fun.)
(1) Send a large tech into the void.
(2) Drive a second fairly large tech to where the first used to be.
(3) Click Undo.
(4) You have interlocking techs - if dimensions and designs are sufficient. Crash then follows, if there's enough physics engine trauma. The crash, demonstrated below, threw NaN (divide by zero) type error, with fun UI/position screw-ups.
Output log attached. No crash dump generated.
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