MP Vanilla: Disable landfill and cliff bombs ?

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Plawerth
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MP Vanilla: Disable landfill and cliff bombs ?

Post by Plawerth »

Is there a way in a vanilla game to restrict landfill and cliff bombs via LUA and group /permissions, so that only the server admin can use these?

I want to run a really difficult and annoying vanilla multiplayer world where people just have to deal with uncrossable water, cliffs, and islands the way they naturally appear, and that's the way it is. Suck it up and find a way to work around it.

Your "optimized to death" chip builder or "perfect rail system" may have to tolerate a cliff or pond in the middle of it. That's just too darn bad.

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darkfrei
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Re: MP Vanilla: Disable landfill and cliff bombs ?

Post by darkfrei »

Plawerth wrote:Is there a way in a vanilla game to restrict landfill and cliff bombs via LUA and group /permissions, so that only the server admin can use these?

I want to run a really difficult and annoying vanilla multiplayer world where people just have to deal with uncrossable water, cliffs, and islands the way they naturally appear, and that's the way it is. Suck it up and find a way to work around it.

Your "optimized to death" chip builder or "perfect rail system" may have to tolerate a cliff or pond in the middle of it. That's just too darn bad.
Disable this recipes for this force? Admin can use console and get landfill and cliff bombs.

Demosthenex
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Re: MP Vanilla: Disable landfill and cliff bombs ?

Post by Demosthenex »

Code: Select all

/c duh = game.player.surface.map_gen_settings duh['cliff_settings']={name="cliff",cliff_elevation_0=0,cliff_elevation_interval=0} game.player.surface.map_gen_settings=duh
This disables cliff generation from what I can tell.

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Lubricus
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Re: MP Vanilla: Disable landfill and cliff bombs ?

Post by Lubricus »

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/silent-command game.player.force.recipes["landfill"].enabled=false
/silent-command game.player.force.recipes["cliff-explosives"].enabled=false

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thereaverofdarkness
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Re: MP Vanilla: Disable landfill and cliff bombs ?

Post by thereaverofdarkness »

Why not just make them very expensive? Then people have to earn the ability to use them, and when they finally unlock it, they will need to decide if it's really worth the resources. If the cost is right, they will use the devices very sparingly, and work around the vast majority of the terrain.

In multiplayer, players may work together to create one landbridge or destroy one cliff, and that will potentially have a very positive impact on the quality of the gameplay for all parties involved.

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