Search found 8 matches
- 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 ...
- 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 ...
- 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 ...
Can we then have another collision mask ...
- 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.
But... what stops me from making such flying robot now? If I set it's collision mask to have lava_tile for example.
- 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 ...
My request is to allow underground_collision_mask checking for collisions on all layers if colliding_with_tiles_only setting in prototype is explicitly ...
- 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
- 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 ...
- 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 ...
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 ...