Cliff generation on water?

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everything-narrative
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Cliff generation on water?

Post by everything-narrative »

Is it possible to make cliffs generate on water?

I'm playing a modded playthrough with cargo ships, water ores, and (small) island worldgen. Having to deal with cliffs/reefs when planning shipping lanes would make for an interesting challenge.

I'm fairly new to modding, having done recipe and entity changes. Making a worldgen-focused mod would be a fun change.

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darkfrei
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Re: Cliff generation on water?

Post by darkfrei »

everything-narrative wrote:
Thu Jul 30, 2020 9:55 am
Is it possible to make cliffs generate on water?

I'm playing a modded playthrough with cargo ships, water ores, and (small) island worldgen. Having to deal with cliffs/reefs when planning shipping lanes would make for an interesting challenge.

I'm fairly new to modding, having done recipe and entity changes. Making a worldgen-focused mod would be a fun change.
Try to delete collision mask between water and cliffs.

The second way is a way like by https://mods.factorio.com/mod/nicefill
Make hidden surface without water and copy cliffs from it.

everything-narrative
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Re: Cliff generation on water?

Post by everything-narrative »

darkfrei wrote:
Thu Jul 30, 2020 10:31 am
everything-narrative wrote:
Thu Jul 30, 2020 9:55 am
Is it possible to make cliffs generate on water?

I'm playing a modded playthrough with cargo ships, water ores, and (small) island worldgen. Having to deal with cliffs/reefs when planning shipping lanes would make for an interesting challenge.

I'm fairly new to modding, having done recipe and entity changes. Making a worldgen-focused mod would be a fun change.
Try to delete collision mask between water and cliffs.

The second way is a way like by https://mods.factorio.com/mod/nicefill
Make hidden surface without water and copy cliffs from it.
I tried editing the collision mask for cliffs:

Code: Select all

data.raw.cliff.cliff.collision_mask = {
  "item-layer", "object-layer", "player-layer", "not-colliding-with-itself", -- "water-tile",
}
but this doesn't seem to work. Any ideas why?

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darkfrei
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Re: Cliff generation on water?

Post by darkfrei »

everything-narrative wrote:
Fri Jul 31, 2020 9:57 am

I tried editing the collision mask for cliffs:

Code: Select all

data.raw.cliff.cliff.collision_mask = {
  "item-layer", "object-layer", "player-layer", "not-colliding-with-itself", -- "water-tile",
}
but this doesn't seem to work. Any ideas why?
Check that the water and cliffs have no same collision layers in collision mask.

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