Hi,
When running regenerate_decorative on an existing chunk it places new decoratives on top of belts/trains.
Would like to have the function only next to but not over existing entities.
regenerate_decorative not on top of belts/rails
Re: regenerate_decorative not on top of belts/rails
Regenerate decorative has no such logic built into it and I'm not going to add it in because it would be extremely expensive to do.
It uses the same logic that normal map generation uses just during normal generation the entities are placed after decoratives so they remove them partially.
It uses the same logic that normal map generation uses just during normal generation the entities are placed after decoratives so they remove them partially.
If you want to get ahold of me I'm almost always on Discord.
Re: regenerate_decorative not on top of belts/rails
Bad luck.
Expected to be easy as the create_decoratives() hase the option.
I think I cannot solve it myself because I have no possibilty to find/manipulate decoratives. Correct ?
Expected to be easy as the create_decoratives() hase the option.
Code: Select all
create_decoratives{check_collision=…, decoratives=…}
Adds the given decoratives to the surface.
Each Decorative is
name :: string
position :: Position
amount :: uint8
Parameters
Table with the following fields:
check_collision :: boolean (optional): If collision should be checked against entities/tiles.
decoratives :: array of Decorative
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Re: regenerate_decorative not on top of belts/rails
There's at least: LuaSurface.destroy_decoratives, running that on the collision_box of every entity you want cleared won't be cheap though.hreintke wrote: I think I cannot solve it myself because I have no possibilty to find/manipulate decoratives. Correct ?