Description
Simply stops creatures from looking at the little cart that travels back and forth through the tunnel underneath the Atlantis sea.
I wanted to do something to solve the problem of creatures getting stuck in this tunnel riding back and forth until they die. Problem is, there's a gap in the world here that creatures cannot walk through. C1 room editing is a mystery to me, so without a way to bridge this gap I didn't want to simply delete the cart entirely.
Geat_Masta sums it up nicely:
"okay, in creatures one there were like 20 rooms, you can see them mapped out here:
http://sheeslostknowledge.blogspot.com/2014/01/investigating-c1-climate-for-huge-fail.html
the way it worked is that creatures can't walk from one room to another at all, the only way for them to travel is with a vehicle. The second question here is if it's possible to bridge the loopback of the world without a vehicle, while it's true the underwater rooms have negative positions and sizes, which would seem to indicate their bridging the loopback, they don't. It's impossible to have a room bridge that area.
So in fact, your invisible thing cob is the best solution possible in C1!"
This solution, then, allows them to travel through the tunnel 'accidentally' if they happen to be caught up as the cart leaves. Otherwise they will ignore it.