[MOD 0.12.x] Landfill (2.1.7)

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Rseding91
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[MOD 0.12.x] Landfill (2.1.7)

Post by Rseding91 » Fri Jul 25, 2014 1:44 am

Introducing Landfill 2.1.7:
Examples

Features
  • Converts a 2 x 2 or 4 x 4 tile area to land
  • Flood-fills bodies of water using landfills from your inventory
  • Can be placed by clicking and dragging
  • Create small water holes using explosions
Changelog

Code: Select all

2.1.7: updated for Factorio 0.12.11
2.1.6: fixed script error when using landfills/water-be-gone
2.1.5: updated for Factorio 0.12.0
2.1.4: fixed an issue when placing water bombs
2.1.3: fixed crash when using water-be-gone near the edge of the generated map
       fixed the bomb switching killed players into god mode
       added remote interfaces for most of the functions landfill uses
       added remote interface to set/change what landfill sees as "water" tiles and what they're replaced with
       changed water-be-gone to use an electronic circuit in the recipe
       internally renamed the larger landfill (that's the migration notice you may get)
2.1.2: fixed desync issue in MP
2.1.1: 0.11 compatible
2.1: fixed the item ordering so the landfill items all appear next to each other
     landfills placed over "holes" created by f-mod will "fill in" (delete) the holes
2.0: fixed the water-be-gone not updating the minimap when flood filling large bodies of water
     fixed landfills so they can be click-dragged while placing
     fixed water-be-gone not filling 1 tile water bodies
     fixed the collision mask on landfills so they can be placed next to existing objects
     added the bomb - create small pockets of water with high explosives
1.4: added the bigger landfill - 4x the size of the standard landfill
     added the water-be-gone - flood fills bodies of water with landfills from your inventory
     updated for 0.10.x
     fixed the crash when mousing landfills over walls
Downloads
Current version: 2.1.7

Download: [0.12]
Landfill_2.1.7.zip
(57.15 KiB) Downloaded 38492 times
Last edited by Rseding91 on Tue Apr 07, 2015 3:04 pm, edited 12 times in total.
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Turtle
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Re: [MOD 0.10.x] Landfill (2.0)

Post by Turtle » Fri Jul 25, 2014 2:05 am

LOL @ the bomb! Looks awesome!

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Re: [MOD 0.10.x] Landfill (2.0)

Post by Airat9000 » Fri Jul 25, 2014 3:30 am

water place in avialable?

Rseding91
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Re: [MOD 0.10.x] Landfill (2.0)

Post by Rseding91 » Fri Jul 25, 2014 4:03 am

Airat9000 wrote:water place in avialable?
Yes, see the images in the first post on how.
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Re: [MOD 0.10.x] Landfill (2.0)

Post by Turtle » Fri Jul 25, 2014 4:05 am

A couple of things:
1. explosion sound is waaaay too loud
2. it would be great if you could add a "tick, tick, tick" sound lol

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Re: [MOD 0.10.x] Landfill (2.0)

Post by Rseding91 » Fri Jul 25, 2014 4:17 am

Turtle wrote:A couple of things:
1. explosion sound is waaaay too loud
2. it would be great if you could add a "tick, tick, tick" sound lol

That's the default volume for an explosion: turn your sound down :P

Not sure if I can add a charging sound.. should be possible. I'll look into it tomorrow :)
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Re: [MOD 0.10.x] Landfill (2.0)

Post by Turtle » Fri Jul 25, 2014 4:32 am

Rseding91 wrote:
Turtle wrote:A couple of things:
1. explosion sound is waaaay too loud
2. it would be great if you could add a "tick, tick, tick" sound lol
That's the default volume for an explosion: turn your sound down :P

Not sure if I can add a charging sound.. should be possible. I'll look into it tomorrow :)
I added the explosion sound to my little mod that I use to change little things that bug me. (like logistics bot sounds!)
You should be able to add the bomb tick sound with "working_sound" :)

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Re: [MOD 0.10.x] Landfill (2.0)

Post by Airat9000 » Fri Jul 25, 2014 4:40 am

I realized as it requires water to insert the water?

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Re: [MOD 0.10.x] Landfill (2.0)

Post by Rseding91 » Fri Jul 25, 2014 4:49 am

Airat9000 wrote:I realized as it requires water to insert the water?
Yep. Is that a question?
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Re: [MOD 0.10.x] Landfill (2.0)

Post by Turtle » Fri Jul 25, 2014 4:57 am

Oh btw, the landfill items are currently scattered between train stuff. I suggest changing the order of landfill2by2 to "ca[landfill]", landfill8by8 to "cb[landfill]" and water-be-gone to "cc[landfill]".

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Re: [MOD 0.10.x] Landfill (2.0)

Post by Rseding91 » Fri Jul 25, 2014 4:59 am

Turtle wrote:Oh btw, the landfill items are currently scattered between train stuff. I suggest changing the order of landfill2by2 to "ca[landfill]", landfill8by8 to "cb[landfill]" and water-be-gone to "cc[landfill]".

Yeah I saw that, i'll change it next update (when ever that might be). Probably tomorrow.
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Re: [MOD 0.10.x] Landfill (2.0)

Post by Doskan » Sun Jul 27, 2014 2:35 pm

Ooooook! this will be great...!

Image
Image

:| :(

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Re: [MOD 0.10.x] Landfill (2.0)

Post by Rseding91 » Sun Jul 27, 2014 4:03 pm

Doskan wrote:Ooooook! this will be great...!
Images
:| :(
:D the moved dirt has to go somewhere.

(that's actually the desired result :P it prevents exactly what you where trying to do but allows people to make water holes for "Water anywhere" on demand) If you don't like it there's a config option at the top of the control.lua file.
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Re: [MOD 0.10.x] Landfill (2.0)

Post by Doskan » Sun Jul 27, 2014 4:16 pm

Naaaah im actually ok with that, i can make narrow passages if i want, making it easier to deal with the bitters

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Re: [MOD 0.10.x] Landfill (2.0)

Post by omegasrevenge » Sun Jul 27, 2014 7:54 pm

Rseding91 wrote::D the moved dirt has to go somewhere.
The ocean's floor? :P

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Re: [MOD 0.10.x] Landfill (2.0)

Post by JLBShecky » Mon Aug 04, 2014 3:37 pm

Rseding91 wrote:The moved dirt has to go somewhere.

(that's actually the desired result :P it prevents exactly what you where trying to do but allows people to make water holes for "Water anywhere" on demand) If you don't like it there's a config option at the top of the control.lua file.
You know I took a peak to see how your land expansion didn't work for my own purposes and I completely missed that option...

In my case though I was not trying to remove land bridges but rather just extend my existing water source for my steam engines. I'd had my original steam system in place already and it was taking up all the water front property so I tried to extend the existing one after I had used some landfills to straighten out the coast. The result was anything but a nice concurrent watering hole. :D

Personally my thoughts on a compromise would be, if the entire area to be cleared and at least one or two edges of the area to be cleared are completely land, then don't throw the dirt.

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

Post by Rseding91 » Mon Aug 04, 2014 8:59 pm

Updated to 2.1:

Main addition is the ability to "fill in" (delete) holes created with the drill in f-mod.
Also fixed the item ordering in the recipes menu.
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Re: [MOD 0.10.x] Landfill (2.1)

Post by Airat9000 » Tue Aug 05, 2014 2:40 am

Rseding91 wrote:Updated to 2.1:

Main addition is the ability to "fill in" (delete) holes created with the drill in f-mod.
Also fixed the item ordering in the recipes menu.
old game work?

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

Post by Rseding91 » Tue Aug 05, 2014 3:31 am

Airat9000 wrote:
Rseding91 wrote:Updated to 2.1:

Main addition is the ability to "fill in" (delete) holes created with the drill in f-mod.
Also fixed the item ordering in the recipes menu.
old game work?
2.1 is compatible with 2.0 saves.

How old is your game?
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Re: [MOD 0.10.x] Landfill (2.1)

Post by Airat9000 » Tue Aug 05, 2014 4:01 am

Rseding91 wrote:
Airat9000 wrote:
Rseding91 wrote:Updated to 2.1:

Main addition is the ability to "fill in" (delete) holes created with the drill in f-mod.
Also fixed the item ordering in the recipes menu.
old game work?
2.1 is compatible with 2.0 saves.

How old is your game?
old saves in 0.10.6 (old map continue game)

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