I was playing around with forces and repairing and logistics and noticed that I couldn't change the force of a tree to be the players (or repair them, because of the force). Looked at the prototype and noticed that they are not "placeable-player" or "player-creation" (which makes sense), then tried the fish and noticed the same issue. No problem with transport belts though so it must be the "placeable-player" flag. Now I've no reason to really want to change the force of a tree, just something I noticed but it was something I hadn't realized before and it brought a question to mind.
Is this intended or simply a side effect of something? If intended I'd like to mention that you can make the transport belts force equal to the enemy's, even though they do not have the "placeable-enemy" flag (and I don't think enemy-creation is a flag yet lol).
Force changing affected by prototype flags?
Force changing affected by prototype flags?
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Re: Force changing affected by prototype flags?
Wait you want to be able to repair trees?
Reparing trees/player was actually posible in version 0.8 but that was clasified as bug and got fixed in 0.8.1
https://forums.factorio.com/forum/vie ... =11&t=1795
So if you want to be able to repair trees you will have to change their "not-repairable" flag
Reparing trees/player was actually posible in version 0.8 but that was clasified as bug and got fixed in 0.8.1
https://forums.factorio.com/forum/vie ... =11&t=1795
So if you want to be able to repair trees you will have to change their "not-repairable" flag
Re: Force changing affected by prototype flags?
Actually, trees can't have the owner(force) specified.
Re: Force changing affected by prototype flags?
So if I for some reason wanted to repair trees (and fish, I suppose) I'd have to create a roboport with a neutral force instead of changing the force of the trees/fish... I'm guessing, haven't tried it. As to why someone would want to repair them..idk but theoretically if trees start taking damage when absorbing pollution, then repairing the trees would allow greater absorption of pollution.
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Re: Force changing affected by prototype flags?
No. There was a new flag introduced in version 0.8.1 which determines if an entity can be repaired or not. So you would have to change this flag first.FreeER wrote:So if I for some reason wanted to repair trees (and fish, I suppose) I'd have to create a roboport with a neutral force instead of changing the force of the trees/fish...
Re: Force changing affected by prototype flags?
...SilverWarior wrote:No. There was a new flag introduced in version 0.8.1 which determines if an entity can be repaired or not. So you would have to change this flag first.
Hm...notice something missing here? Like I said in the OP, I had checked the prototypes, seeing "not-repairable" on the trees would have been a big tip off.demo entities wrote:--player flags
flags = {"pushable", "placeable-player", "placeable-off-grid", "breaths-air", "not-repairable"},
--tree flags
flags = {"placeable-neutral", "placeable-off-grid", "breaths-air"},
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