[16.16] Vehicle clipping
Posted: Sun Jan 14, 2018 12:25 am
TL;DR; vehicles can be clipped into other entities' tiles and get checked first for inserters' output (apparently not always for input, just sometimes). Some bounding boxes make for quite hilarious "features".
This has been around for quite some time, don't know if anyone posted it before and it has been made a "won't fix" or something. At least I never saw anyone post it. I didn't post this for a while as it can be useful here and there and I wasn't sure if I want it fixed. With all the belts vs bots discussion I figured properly balancing things is a better direction.
Following are some examples of said "features":
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Off topic: shameless promotion of this, this and my own posts about bots vs belts
This has been around for quite some time, don't know if anyone posted it before and it has been made a "won't fix" or something. At least I never saw anyone post it. I didn't post this for a while as it can be useful here and there and I wasn't sure if I want it fixed. With all the belts vs bots discussion I figured properly balancing things is a better direction.
Following are some examples of said "features":
Inserting into other entities
long stack inserter
long long inserter
known side effect
One could post more and more of these (e.g. i once made a circuit that looks at in- and outgoing inserters to cars and therefore knows the cars' contents. That means you cycle through materials on filter inserters properly and therefore can make insane sushi-"belts"). I guess the few examples show the core idea._______________________
Off topic: shameless promotion of this, this and my own posts about bots vs belts