Search found 8 matches

by LazyManiac13
Sat Apr 19, 2025 2:56 pm
Forum: Won't implement
Topic: Check collisions on all layers when underground_collision_mask used
Replies: 8
Views: 405

Re: Check collisions on all layers when underground_collision_mask used



What I actually need is a user interface I can use in my mod to build compound objects, with collision checks and all this stuff. Maybe it already exists, and I just don't know about it?


You can always hand code placement visualizations that only appear when the players cursor stack is your ...
by LazyManiac13
Sat Apr 19, 2025 3:31 am
Forum: Won't implement
Topic: Check collisions on all layers when underground_collision_mask used
Replies: 8
Views: 405

Re: Check collisions on all layers when underground_collision_mask used

Another collision mask I asked for is completely unrelated to undergrounds. I currently writing long-pipe mod and try to use as much from game engine as I can. Pipe-to-ground building interface seems to fit my needs. My mod will build actual entities between pipe-to-ground ends, and on mining all ...
by LazyManiac13
Fri Apr 18, 2025 11:26 pm
Forum: Won't implement
Topic: Check collisions on all layers when underground_collision_mask used
Replies: 8
Views: 405

Re: Check collisions on all layers when underground_collision_mask used

If I understood you correctly the said check traverse only tiles and adding any other layers to underground_collision_mask is just pointless. And you used underground_collision_mask on build time because with base underground belts and pipes it is the same.
Can we then have another collision mask ...
by LazyManiac13
Fri Apr 18, 2025 9:17 pm
Forum: Won't implement
Topic: Check collisions on all layers when underground_collision_mask used
Replies: 8
Views: 405

Re: Check collisions on all layers when underground_collision_mask used

Thank you for the explanation, boskid.

But... what stops me from making such flying robot now? If I set it's collision mask to have lava_tile for example.
by LazyManiac13
Fri Apr 18, 2025 12:03 am
Forum: Won't implement
Topic: Check collisions on all layers when underground_collision_mask used
Replies: 8
Views: 405

Check collisions on all layers when underground_collision_mask used

Currently underground_collision_mask used in underground belts and pipes check collisions with tiles only and colliding_with_tiles_only is ignored.
My request is to allow underground_collision_mask checking for collisions on all layers if colliding_with_tiles_only setting in prototype is explicitly ...
by LazyManiac13
Thu Apr 17, 2025 11:35 pm
Forum: Modding interface requests
Topic: Allow temporary cursor stack for selection tool
Replies: 2
Views: 114

Re: Allow temporary cursor stack for selection tool

AFAIK you can achieve what you want by setting "only-in-cursor" flag in your "selection-tool" item prototype flags
by LazyManiac13
Thu Apr 17, 2025 9:50 pm
Forum: Not a bug
Topic: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects
Replies: 5
Views: 238

Re: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects


Thanks for the report however that is intended. Its entire function is tile collision and does not interact with other entities.


Consider it modding feature request then. Let colliding_with_tiles_only be true by default in case of underground_collision_mask and allow to override it.
In rare ...
by LazyManiac13
Thu Apr 17, 2025 7:34 pm
Forum: Not a bug
Topic: [2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects
Replies: 5
Views: 238

[2.0.43] Custom pipe-to-ground underground_collision_mask does not work for objects

I started to develop my own pipe mod with not truly underground pipes, that I want to collide with other entities on build.
I found that underground_collision_mask for connecting pipes checks collisions with tiles only. I tried to add "object", "is_object", "is_lower_object" to collision layers. I ...

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