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[IDEA] Over Ground Belts
Posted: Fri Nov 01, 2024 1:37 pm
by Hellcheat
If there is someone who can spare some time from playing space age, my idea is overground belts.
In Vulcanus it's really cool that we cannot use underground belts because of the lava, and that we can now use bridges and raised rails to travel, so why not have overground belts, like the raised rails.
The entry/exit points would have some kind of graphic showing the "going up".
Belt sushi is nice and all, but my adhd needs symmetry.
Re: [IDEA] Over Ground Belts
Posted: Wed Dec 18, 2024 4:21 pm
by petrathekat
I think this should theoretically be possible by making instances of `underground-belt` with their `underground_collision_mask` including `elevated_rail` (to indicate it's a "tall" entity like big power poles and lightning collectors.)
You probably couldn't easily have it render belts hanging in the sky, but you could do like shapez2 does when viewing single layers, and just have it fade to transparent as it moves up.
Re: [IDEA] Over Ground Belts
Posted: Wed Dec 18, 2024 8:26 pm
by BraveCaperCat
petrathekat wrote: ↑Wed Dec 18, 2024 4:21 pm
I think this should theoretically be possible by making instances of `underground-belt` with their `underground_collision_mask` including `elevated_rail` (to indicate it's a "tall" entity like big power poles and lightning collectors.)
You probably couldn't easily have it render belts hanging in the sky, but you could do like shapez2 does when viewing single layers, and just have it fade to transparent as it moves up.
You could also do it the elevated-rails way and create new belt entities which overlap with the elevated_rail layer and only connect to a specific elevation transition belt. You can then use control logic to enforce this behaviour, and maybe allow direct connection of elevated belts to underground belts - elevated undergrounds, which have a larger visible overground part compared to regular undergrounds' overground part.