The 'Black Line' Tile Problem.
by tais
So whilst I was busy and away building a phase all fine and all, spending hours on constructing, a server restart had happened. This'd be completely fine if I didn't come back to find black lines between most (but not all) of my tiles. At first, I was confused though I wanted to fix it since it was so aesthetically displeasing. Anyway.. to the report...
The image above is my aforementioned problem. Small black lines between tiles that are all too visible.
Though, after some time testing (and waiting for server restarts) I've found the cause and decided to make this report. The problem stems in the server rounding the positions of the tiles, and due to the nature of characters placing objects in random spots that would most likely be a number that the server will round up/down to. My first thought was to simply use the .worldport command to round the tiles myself though once I had '.go copy for 4' the second object would be a strange float number.
Thinking of how the world behaves on its xyz, I came to conclude that it all comes down to the orientation of the tiles you put down. This is most noticeable in Light's Harbour where Kitty placed every one of the tiles at the 0.00000 orientation which will not round whatsoever and look flawless after a restart.
The image below shows how the xyz is changed by copying the tile by 4. The underlined red is why angled tiles do not work.
Now, you might just say: 'Hey! Why don't just just always orientate the tiles to the north facing direction all the time?' but that'd be completely impractical since that limits the designs and creativity you can put into your builds. There are so many applications that these tiles have; all in which involve angled and precise measurements. I'm not sure how/if this could be fixed, though I could only suggest that the degree in which the server rounds up is greatly increased for this not to happen. Just a note to mention, this problem doesn't seem to exist in other similar servers, at least not at this degree of problem.
Thanks,