![Exclamation :!:](./images/smilies/icon_exclaim.gif)
https://en.wikipedia.org/wiki/RBMK
i am dreaming bout this from first year in factorio.
Alternatively, have separate entities for transporting items and fluids up and down cliffs. The fluid one would especially be interesting as you could make things flow "downhill" without the need for a pump, though that might be a tad exploitive, (edit) thus allowing you to create long pipelines without pumps if you happen to find a cliff in a convenient location if I understand fluid physics correctly.Ohz wrote:-scv- wrote:
Ok this is very very cool. I was about to say "underground pipes/belts should not work, cliffs are simply impossible to get through, to avoid fixing the problem" but here the solution is incredibly elegant. Underground belt that switch to this form like does mining drill on uranium ores.
Factorio Team you are astonishing.
I guess Red. Like every other 2D isometric game upper cliff shifts placed objects.-scv- wrote:connections??
if 2 Cliffs are opposite, what will the connection of underground pipes and underground conveyors look like? bad english, sorry.
0 level +0 brightaka13 wrote:Satellence wrote:
Also for better view upper terrain should be little bright.
terrain.gif
I think you can have a "cliff on a cliff", and therefore "2 levels" of land. I think its alright that gameplay-wise the cliff remain a natural impassable wall.
Just like in other games make ramp or other terrain deformationRobertTerwilliger wrote:Also what to do with NOT-O shaped cliffs? Say, L, C or I shaped? How to make transition between brightness levels?
Even if it is possible, result probably won't be worth efforts.
Your second paragraph seems to be correct - cliffs are laid out like a wall, so they are "fake cliffs". There is no actual elevation change - it's all flat.bobingabout wrote:See... I look at the cliffs, I like them, but the issue I have is how it affects the grid.
The way it is implemented, I'd think it doesn't affect the grid, however, having actual slopes and ramps would make the cliffs feel better... but also hamper the construction area, can't build on non-flat things.
I like that you can blow up cliffs in your way though.
I'm working on a mod for Sea Block that consists of an entity that you place at the edge of land, feed it landfill (or crushed stone) and it will slowly fill in the water around it.MeduSalem wrote:And landfills in water should work exactly the opposite way... slowly filled up bit by bit.
Well, the cliff generation still seems to be based on the internal heightmap, so unless you place cliffs like this manually in the map editor or whatever, such a situation shouldn't happen naturally.For instance, with the current cliffs-are-walls model what's to stop this situation:
Thanks! And yup.dee- wrote:Dudes -- the Factorio cliffs are beautiful, I really like them, but from a game-internal view they are nothing else than a impassable, unmineable wall.
That is exactly right. I've thought about how a belt crossing under a cliff could be shifted down on the down side, but there's just too many weird edge cases (think also about blueprints), especially since cliffs can be removed. To do it properly would require building the concept of elevation into the graphics engine, and nobody here wants to do that. Even when things do show up in 3D (e.g. grenades flying up and over things) it's on a case-by-case this-particular-type-of-entity-knows-how-to-draw-itself-at-a-different-position-on-the-screen-based-on-its-height basis. The core of the engine has no idea that there's a third dimension.dee- wrote:There is no "up" and "down", not even the concept of it! So "diagonal" pipes or belts, shooting "uphill" or "downhill" or highlighting the "higher ground" are utterly meaningless as they rely on a concept that is not implemented and has nothing to do with these "cliffs".
And even when it was - what should happen to a pipe, that is diagonal, because it ran down a cliff, and then the ciiff is removed? Please tell me.
This is what I wanted to hear!TOGoS wrote:... especially since cliffs can be removed.
In fact, the post explicitly states that it is not based on the elevation function:morhp wrote:Well, the cliff generation still seems to be based on the internal heightmap, so unless you place cliffs like this manually in the map editor or whatever, such a situation shouldn't happen naturally.For instance, with the current cliffs-are-walls model what's to stop this situation:
So if cliffiness expressed in the right pattern I think you could get the situation above. Probably not in such a small area, but over larger distances such inconsistent cliffs might be seen in game.In the end I removed the slope calculation. We still check that edges cross a threshold elevation, but instead of using slope as the second factor for cliff placement, there's an additional noise layer called 'cliffiness' which applies equally to the north-south and east-west edges.