Allow trees and other neutral entities to be placed as a different force
Posted: Tue Apr 13, 2021 7:12 pm
Currently, when trees and other objects like rocks/resources are placed, they'll always have the 'neutral' force, even when explicitly given the player-creation flag.
When placed using the editor, trees are placed as neutral without having a placeable-neutral flag. Any other flags used (like placeable-player don't seem to have any effects either. Trees seem to ignore these flags, which blocks them from being copy/paste-able, repairable and blueprintable.
I'm asking this as I'm making a mod with decorative artificial trees, which would benefit from being copy-pasteable and placed/repaired by robots as part of larger construction projects (e.g. roads).
Since the tree prototypes have properties not found in any other prototype (as far as I know) like the normal map animation for rustling leaves, these could perhaps be used in mods for other features, like subtle heat effects or other animations involving randomized movements, e.g. fluids.
When placed using the editor, trees are placed as neutral without having a placeable-neutral flag. Any other flags used (like placeable-player don't seem to have any effects either. Trees seem to ignore these flags, which blocks them from being copy/paste-able, repairable and blueprintable.
I'm asking this as I'm making a mod with decorative artificial trees, which would benefit from being copy-pasteable and placed/repaired by robots as part of larger construction projects (e.g. roads).
Since the tree prototypes have properties not found in any other prototype (as far as I know) like the normal map animation for rustling leaves, these could perhaps be used in mods for other features, like subtle heat effects or other animations involving randomized movements, e.g. fluids.