{"action":"created","issue":{"url":"https://api.github.com/repos/feldim2425/MoreOverlays/issues/48","repository_url":"https://api.github.com/repos/feldim2425/MoreOverlays","labels_url":"https://api.github.com/repos/feldim2425/MoreOverlays/issues/48/labels{/name}","comments_url":"https://api.github.com/repos/feldim2425/MoreOverlays/issues/48/comments","events_url":"https://api.github.com/repos/feldim2425/MoreOverlays/issues/48/events","html_url":"https://github.com/feldim2425/MoreOverlays/issues/48","id":343437033,"node_id":"MDU6SXNzdWUzNDM0MzcwMzM=","number":48,"title":"Suggestion - 'Assassins Creed' chunk borders","user":{"login":"generrosity","id":12838061,"node_id":"MDQ6VXNlcjEyODM4MDYx","avatar_url":"https://avatars3.githubusercontent.com/u/12838061?v=4","gravatar_id":"","url":"https://api.github.com/users/generrosity","html_url":"https://github.com/generrosity","followers_url":"https://api.github.com/users/generrosity/followers","following_url":"https://api.github.com/users/generrosity/following{/other_user}","gists_url":"https://api.github.com/users/generrosity/gists{/gist_id}","starred_url":"https://api.github.com/users/generrosity/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/generrosity/subscriptions","organizations_url":"https://api.github.com/users/generrosity/orgs","repos_url":"https://api.github.com/users/generrosity/repos","events_url":"https://api.github.com/users/generrosity/events{/privacy}","received_events_url":"https://api.github.com/users/generrosity/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":1,"created_at":"2018-07-22T20:43:36Z","updated_at":"2018-07-23T01:44:13Z","closed_at":null,"author_association":"NONE","body":"Heya - love your mod - its become staple in the mod packs that I see and play. \r\n\r\nWe especially use this mod nowdays with heavier and heavier packs like FoolCraft which machines and conduit mods that get twitchy crossing chunk borders and loading out of order.\r\n\r\nAssassins Creed has a concept of 'out of bounds' which shows as a transparent wall which is apparent only as you approach it.\r\n\r\nI think it would be very useful to know the borders of the chunks not just the corners. Just showing a faintly tinted transparent wall that increases in opacity as you approach 2m to 0m (still very transparent even when right up next to it).\r\n\r\nWe have some very inexperienced players who are crashing my game world due to conduits crossing chunks, and they understand the \"red Xs on the ground\" concept, and I this would be a huge boon.\r\n\r\nI have looked at your code briefly, and think it might be \"fairly easy\" to arrange using the existing rendering data? In theory its just connecting the corners, and a simple distance-opacity calculation. I'm not sure how happy you would be with someone tinkering, even in an offline-only way.\r\n"},"comment":{"url":"https://api.github.com/repos/feldim2425/MoreOverlays/issues/comments/406915882","html_url":"https://github.com/feldim2425/MoreOverlays/issues/48#issuecomment-406915882","issue_url":"https://api.github.com/repos/feldim2425/MoreOverlays/issues/48","id":406915882,"node_id":"MDEyOklzc3VlQ29tbWVudDQwNjkxNTg4Mg==","user":{"login":"generrosity","id":12838061,"node_id":"MDQ6VXNlcjEyODM4MDYx","avatar_url":"https://avatars3.githubusercontent.com/u/12838061?v=4","gravatar_id":"","url":"https://api.github.com/users/generrosity","html_url":"https://github.com/generrosity","followers_url":"https://api.github.com/users/generrosity/followers","following_url":"https://api.github.com/users/generrosity/following{/other_user}","gists_url":"https://api.github.com/users/generrosity/gists{/gist_id}","starred_url":"https://api.github.com/users/generrosity/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/generrosity/subscriptions","organizations_url":"https://api.github.com/users/generrosity/orgs","repos_url":"https://api.github.com/users/generrosity/repos","events_url":"https://api.github.com/users/generrosity/events{/privacy}","received_events_url":"https://api.github.com/users/generrosity/received_events","type":"User","site_admin":false},"created_at":"2018-07-23T01:44:13Z","updated_at":"2018-07-23T01:44:13Z","author_association":"NONE","body":"Thanks feldim! The changing of modes does work correctly for us. Sorry that I haven't been as clear.\r\n\r\nThe Grid mode is very visually busy. I think you can see Corners of neighboring chunks, center of this chunk, particularly if you are only wanting warning as you get to the chunk edge . This is why I was suggesting being able to see less of the render the further away you get.\r\n\r\nThe grid mode is more difficult to use when underground, using poke holes for cabling, and tighter situations. This is why I suggest a transparent grid (a la fastrender vs wireframe in graphics programs).\r\n\r\nThanks again for your fast reply :)"}}
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