diff --git a/scripts/builder.gd b/scripts/builder.gd index 903cc0c..554cbc6 100644 --- a/scripts/builder.gd +++ b/scripts/builder.gd @@ -254,7 +254,7 @@ func action_build(gridmap_position): # Make sure any existing NPCs are children of the navigation region _move_characters_to_navregion() elif is_power_plant: - #add_power_plant(gridmap_position, index) + _add_power_plant(gridmap_position, index) # We still set the cell item for collision detection gridmap.set_cell_item(gridmap_position, index, gridmap.get_orthogonal_index_from_basis(selector.basis)) @@ -544,8 +544,6 @@ func _add_road_to_navregion(position: Vector3, structure_index: int): road_model.transform = transform - -# Function to add a power plant as a direct child of the builder func _add_power_plant(position: Vector3, structure_index: int): # Create a unique name for this power plant based on its position var power_plant_name = "PowerPlant_" + str(int(position.x)) + "_" + str(int(position.z)) @@ -575,7 +573,7 @@ func _add_power_plant(position: Vector3, structure_index: int): # Apply position offset to center the model (matching the preview) # These offsets need to be transformed based on the current rotation - var offset = selector.basis * Vector3(0.25, 0, -0.25) + var offset = selector.basis * Vector3(-3, 0, 3) transform.origin += offset # Apply the complete transform in one go