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Despawning and Respawning Glitch: Difference between revisions
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=== Via spring mining a turtle === | === Via spring mining a turtle === | ||
[[File:Lvlinit4.gif | [[File:Lvlinit4.gif]] | ||
Note that dying and vanishing are different. If the entity that ends up on water does not have flippers, they will simply die rather than vanish. | Note that dying and vanishing are different. If the entity that ends up on water does not have flippers, they will simply die rather than vanish. | ||
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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. | 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:Waterb2.gif| | [[File:Waterb2.gif|Waterb2.gif]] | ||
[[File:Waterb3.gif | [[File:Waterb3.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.) | (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.) | ||
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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. | 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:Thelp.gif | [[File:Thelp.gif]] | ||
Objects can generate on top of other objects. Suppose you were to reset an additional time after the glider-in-toggle-doors test: | Objects can generate on top of other objects. Suppose you were to reset an additional time after the glider-in-toggle-doors test: | ||
[[File:Sex2.gif | [[File:Sex2.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. | Sometimes, upon a level change, vanished player entities will be unable to move and thus unable to generate. Level resets seem to work fine. |
Revision as of 02:43, 9 April 2020
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 a turtle
Note that dying and vanishing are different. If the entity that ends up on water does not have flippers, they will simply die rather than vanish.
Via failed vanishes
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.
(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.)
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.
Objects can generate on top of other objects. Suppose you were to reset an additional time after the glider-in-toggle-doors test:
Sometimes, upon a level change, vanished player entities will be unable to move and thus unable to generate. Level resets seem to work fine.