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Re: [MOD 0.10.x] Landfill (2.1)

Posted: Tue Aug 05, 2014 5:27 am
by Rseding91
Airat9000 wrote:old saves in 0.10.6 (old map continue game)
Should work fine.

Re: [MOD 0.11.x] Landfill (2.1.1)

Posted: Sat Nov 01, 2014 4:43 pm
by Rseding91
I updated the mod to 0.11 and it should be fully compatible with MP as well (assuming no MP bugs de-sync the game).

Re: [MOD 0.11.x] Landfill (2.1.1)

Posted: Sat Nov 01, 2014 5:35 pm
by Boogieman14
Looks like something changed, graphics-wise. Placing a landfill will generate the building-placement dustcloud, but the water remains visible (You can walk over it though). Running away far enough for the water to disappear from view and then running back will show it as land correctly.

Re: [MOD 0.11.x] Landfill (2.1.1)

Posted: Sat Nov 01, 2014 5:41 pm
by Rseding91
Boogieman14 wrote:Looks like something changed, graphics-wise. Placing a landfill will generate the building-placement dustcloud, but the water remains visible (You can walk over it though). Running away far enough for the water to disappear from view and then running back will show it as land correctly.

yeah, it looks to just be a visual bug of the tiles not rendering the change(s) immediately. I'll report it and see what happens.

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Sat Nov 22, 2014 12:39 am
by Boogieman14
Looks like as of 0.11.x, the depth charge is broken. It actually does blast a hole somewhere, but kicks up new land at the edge of the blast.
Before
After

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Sat Nov 22, 2014 2:35 am
by Dodging_Rain
Try to comment out the throwdirt() function found in function executeTicks()
replace
As for the water filling graphics, it is easier to zoom in and back out to reset the graphics nearby. At least until there is a fix.

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Sat Nov 22, 2014 2:47 am
by Boogieman14
Dodging_Rain wrote:Try to comment out the throwdirt() function found in function executeTicks()
Ah yes, that does the trick, thanks :)

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Sat Nov 22, 2014 6:50 am
by Rseding91
Boogieman14 wrote:
Dodging_Rain wrote:Try to comment out the throwdirt() function found in function executeTicks()
Ah yes, that does the trick, thanks :)

Or, just change "local displaceDirt = true" to "local displaceDirt = false" at the top of control.lua :P

(PS: what you're describing is intended :) it's meant to keep someone from making a moat with the bomb but still allowing them to make water for pumps/recipes anywhere you like)

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Sat Nov 22, 2014 11:37 am
by Boogieman14
Rseding91 wrote:
Boogieman14 wrote:(PS: what you're describing is intended :) it's meant to keep someone from making a moat with the bomb but still allowing them to make water for pumps/recipes anywhere you like)
Really? Then it must've been broken in 0.10.x :lol: In a previous game, I've used those bombs precisely for making a moat (or stretched channel)

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Thu Nov 27, 2014 5:49 am
by vedrit
Can we get a shovel that will allow us to dig small areas of water, like the small landfill version of the pressure bomb? The bomb is expensive and...well...explosive.

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Thu Nov 27, 2014 9:59 am
by Rseding91
vedrit wrote:Can we get a shovel that will allow us to dig small areas of water, like the small landfill version of the pressure bomb? The bomb is expensive and...well...explosive.
That's the idea :P If you just want to make an island you can do that in the map editor.

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Thu Nov 27, 2014 11:53 am
by vedrit
Map editor takes all the surprise out of it, haha. On my current map, where my base is, there are a few, small spots that I want to make into water, mainly to connect two very close large bodies of water.
What I was thinking for the shovel, to make it balanced vs the bomb, was this: It behaves like a tool, in that performing the 'mining' action with it takes time. The shovel would take a long time to only dig up 1 tile.

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Sun Dec 07, 2014 6:15 pm
by pCountNullMem
Hey ladies and gentlemen, if you don't want your Shaped Compression Bombs to actually create two new paths for the biters when trying the funnel the buggers through a more secure location - Comment out line 69 in control.lua for a less... undesired effect. This will cause the bomb to not work the opposite way than one would perhaps expect... Good luck with your demolitions, migthy Landfillers.
- "It's called a Water Bomb!"

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Sun Dec 07, 2014 8:17 pm
by Rseding91
pCountNullMem wrote:Hey ladies and gentlemen, if you don't want your Shaped Compression Bombs to actually create two new paths for the biters when trying the funnel the buggers through a more secure location - Comment out line 69 in control.lua for a less... undesired effect. This will cause the bomb to not work the opposite way than one would perhaps expect... Good luck with your demolitions, migthy Landfillers.
- "It's called a Water Bomb!"
Rseding91 wrote:Or, just change "local displaceDirt = true" to "local displaceDirt = false" at the top of control.lua :P

(PS: what you're describing is intended :) it's meant to keep someone from making a moat with the bomb but still allowing them to make water for pumps/recipes anywhere you like)
Rseding91 wrote:If you just want to make an island you can do that in the map editor.

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Mon Dec 08, 2014 7:04 pm
by berni1212
Nice mod its really Cool But so Pricy with Bob's mod and Dytech :/

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Tue Dec 09, 2014 3:44 am
by AlphaRaptor
berni1212 wrote:Nice mod its really Cool But so Pricy with Bob's mod and Dytech :/
I agree , the Price is INSANE with Bob's Mod and Dytech together
But , its fun anyway :D

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Sun Dec 28, 2014 7:33 am
by Aki-San
Thank You! Very much! :)

I was stuck on an island without a big aliennest to "farm". :/ enough resources to get finished except alien artifacts... xD

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Wed Dec 31, 2014 1:04 am
by AnodeCathode
Thanks for the great mod. Wonder if you'd be willing to add support for an alternative recipe using the synthetic wood derived from oil in Bob's Mods?

I quickly put together a modified version for reference:
https://github.com/AnodeCathode/LandFil ... d3b0d46ae4

I'm hoping to get away from using Treefarm for my latest challenge and this would be key to having it all work.

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Mon Jan 05, 2015 8:28 pm
by shinyarceus4
I love this mod; it's an absolute lifesaver when you're working on a peninsula base, or need to fill in water that's blocking a path in an ordinary base. The bombs are also hilarious, though they're quite expensive...

Re: [MOD 0.11.x] Landfill (2.1.2)

Posted: Mon Jan 05, 2015 8:39 pm
by Rseding91
AnodeCathode wrote:Thanks for the great mod. Wonder if you'd be willing to add support for an alternative recipe using the synthetic wood derived from oil in Bob's Mods?

I quickly put together a modified version for reference:
https://github.com/AnodeCathode/LandFil ... d3b0d46ae4

I'm hoping to get away from using Treefarm for my latest challenge and this would be key to having it all work.
I could add that. Is there any reason you couldn't just add it to your game? The recipe seems a little expensive but I haven't used bobs mods before.