Editing Despawning and Respawning Glitch
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TODO: write something here. :clapping: and get a better title | |||
== Vanished state == | |||
Objects in a vanished state will be intangible and invisible to the level until they attempt to move. They will also persist across ''all'' level changes and resets while vanished. | |||
== | == Vanishing objects == | ||
=== Via spring mining === | === Via spring mining === | ||
All methods of [[spring mining]] can cause | All methods of [[spring mining]] can cause vanishing if [[turtle]]s are involved or if the tile being mined switches to an orientation that would not allow a block to be pushed on it. | ||
[[File:SpringMineVanish1.gif]] | [[File:SpringMineVanish1.gif]] | ||
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[[File:SpringMineVanish2.gif]] | [[File:SpringMineVanish2.gif]] | ||
Note that non-block entities, curiously, only vanish when spring mining a turtle, and not spring mining any other tile: | |||
[[File:SpringMineVanish3.gif]] | [[File:SpringMineVanish3.gif]] | ||
Note that dying and | Note that dying and vanishing are different. If an entity that spring mines a turtle does not have flippers, they will simply die rather than vanish. | ||
=== Via failed | === Via failed vanishes === | ||
If you do something that should cause a | If you do something that should cause a vanish but the vanish is interrupted by a level change or reset, any entity that was on the tile where the vanish took place will be vanished on level load. | ||
[[File:PostresetVanish1.gif]] | [[File:PostresetVanish1.gif]] | ||
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[[File:PostresetVanish2.gif]] | [[File:PostresetVanish2.gif]] | ||
(Note again that entities will un-vanish as soon as they attempt to move, which is why the glider in the above gif had to be enclosed in toggle doors in order for the vanishing not to be immediately undone.) | |||
=== Via swapping with a | === Via swapping with a vanished object === | ||
If a | If a vanished object generates on a tile that already has an object on it, the vanished object "swaps places" with the present object, causing it to vanish. | ||
[[File:GenerateVanishSwap.gif]] | [[File:GenerateVanishSwap.gif]] | ||
== | == Generating objects == | ||
Vanished objects will generate in the same spot they were before once the next level begins. They will only become tangible and visible once they attempt to move. | |||
[[File:GenerationAbuse.gif]] | [[File:GenerationAbuse.gif]] | ||
Objects can | Objects can generate on top of other objects. Suppose you were to reset an additional time after the glider-in-toggle-doors test: | ||
[[File:DuplicateGliders.gif]] | [[File:DuplicateGliders.gif]] | ||
Sometimes, upon a level change, vanished player entities will be unable to move and thus unable to generate. Level resets seem to work fine. | |||
key word SOMETIMES. i cant tell why that happens when it happens and why it doesn't happen when it doesn't happen | |||
[[File:Waterbirth.gif]] | [[File:Waterbirth.gif]] | ||
Because multiple | Because multiple vanished entities can have the same position, the above process can be repeated many times to spawn many players: | ||
[[File:RedundantWaterbirth.gif]] | [[File:RedundantWaterbirth.gif]] | ||
However, if there is not already more than one player to start with, the extra player will be unusable since player switching is not enabled in levels with only one player. (Also note that character switching is disabled once only one player needs to exit.) | However, if there is not already more than one player to start with, the extra player will be unusable since player switching is not enabled in levels with only one player. (Also note that character switching is disabled once only one player needs to exit.) | ||
== Unsafe | == Unsafe vanishing == | ||
When [[NOT gate]]s are introduced into a [[wire]]d [[blue teleport]] system, they cause the resulting teleportation to be one-way. If the NOT gate leads to a wire that terminates without reaching a teleport, the object that entered the teleport will vanish. However, the game will then crash upon the next restart or level change, presumably because the vanished object now occupies an invalid position. | |||
When [[NOT gate]]s are introduced into a [[wire]]d [[blue teleport]] system, they cause the resulting teleportation to be one-way. If the NOT gate leads to a wire that terminates without reaching a teleport, | |||
[[File:NOTGateVanishCrash.gif]] | [[File:NOTGateVanishCrash.gif]] | ||
{{stub}} | {{stub}} | ||
[[Category:Glitches]] | [[Category:Glitches]] |