mining hardness

Things that we aren't going to implement
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ownlyme
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mining hardness

Post by ownlyme »

you used to be able to make entities unminable with mining hardness, while keeping their fast-replace functionality
this was used in the realistic reactors mod to build a sarcophagus on a radioactivity-emitting reactor ruin. (you were forced to build a sarcophagus on it, which had to stay there for quite a while before you were allowed to remove it (the sarcophagus) to regain the space.
i'm worried that the recently announced changes will remove the functionality of unminable entities being fast-replaceable entirely.

p.s.: read my post in the fff topic for my full review on the recently announced changes. viewtopic.php?f=38&t=63125&p=384113#p384113
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eradicator
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Re: mining hardness

Post by eradicator »

If you just use a very long mining_time the effect should be the same, shouldn't it?
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Rseding91
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Re: mining hardness

Post by Rseding91 »

The game mechanics say an entity shouldn't be fast-replaceable if it isn't minable so I would call that a unintended side effect of robots not caring about mining time.

You can do what eradictor said and just make the mining time long enough that you can't mine it.
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ownlyme
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Re: mining hardness

Post by ownlyme »

it's a bad solution and you know it
creator of 52 mods
My requests: relAbove||Grenade arc||Blueprint allies||Creeps forget command/ don't get removed||Player Modifiers||textbox::selection||Better Heat IF||Singleplayer RCON||tank bug w/ min_range >= projectile_creation_distance
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