is it possible to restrict biter ai to not go into certain areas no matter what? like a holy or consecrated ground kind of thing
i get overwhelmed quite easily in heavily modded games and i'm resorting to using a mod that toggles peaceful mode which gave me the idea of simply a peaceful area. like having the starting area actually keep them out. even if it was only a small area to get a base actually moving (takes a long time with omni for me)
maybe if i restart i'll resort to an 'easier start'/'skip burner step' kind of mod
safe ground or something
Re: safe ground or something
It's really easy mod. Now biters have collisions:
prototype.collision_mask: {["player-layer"] = true, ["train-layer"] = true}
So you need to add any collision mask from for example hazard concrete
Hazard concrete has only one collision_mask: {"ground-tile"}
So add to them some unused collision mask and ready!
The code:
Link: https://mods.factorio.com/mod/Biter_Hates_Concrete
prototype.collision_mask: {["player-layer"] = true, ["train-layer"] = true}
So you need to add any collision mask from for example hazard concrete
Hazard concrete has only one collision_mask: {"ground-tile"}
So add to them some unused collision mask and ready!
The code:
Code: Select all
local concrete_tiles = {"hazard-concrete-left", "hazard-concrete-right", "concrete"}
local collision_layer = "layer-12"
for i, tile_name in pairs (concrete_tiles) do
local tile = data.raw.tile[tile_name]
if tile then
tile.collision_mask = {"ground-tile", collision_layer}
end
end
local units = {"small-biter", "medium-biter", "big-biter", "behemoth-biter", "small-spitter", "medium-spitter", "big-spitter", "behemoth-spitter"}
for i, unit_name in pairs (units) do
local unit = data.raw.unit[unit_name]
if unit then
unit.collision_mask = {"player-layer", "train-layer", collision_layer}
end
end
Re: safe ground or something
Thedrah hasn't responded and thanked you darkfrei, and I don't actually need this mod. But I'll thank you on behalf of Thedrah and the community for a pretty cool mod anyways :3
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: safe ground or something
ThanksQon wrote: Tue Apr 09, 2019 9:15 pm Thedrah hasn't responded and thanked you darkfrei, and I don't actually need this mod. But I'll thank you on behalf of Thedrah and the community for a pretty cool mod anyways :3

Re: safe ground or something
Maybe balance it by making concrete more expensive, or only apply it to refined concrete!darkfrei wrote: Tue Apr 09, 2019 9:38 pmThanksQon wrote: Tue Apr 09, 2019 9:15 pm Thedrah hasn't responded and thanked you darkfrei, and I don't actually need this mod. But I'll thank you on behalf of Thedrah and the community for a pretty cool mod anyways :3The mod is a little bit cheatty, but sometimes nice to have free zones.
My mods: Multiple Unit Train Control, RGB Pipes, Shipping Containers, Rocket Log, Smart Artillery Wagons.
Maintainer of Auto Deconstruct, Cargo Ships, Vehicle Wagon, Honk, Shortwave.
Maintainer of Auto Deconstruct, Cargo Ships, Vehicle Wagon, Honk, Shortwave.
Re: safe ground or something
robot256 wrote: Fri Sep 18, 2020 6:12 pm Maybe balance it by making concrete more expensive, or only apply it to refined concrete!

Re: safe ground or something
If neither players nor biters can go there, wouldn't that just be invincible walls?
My mods: Multiple Unit Train Control, RGB Pipes, Shipping Containers, Rocket Log, Smart Artillery Wagons.
Maintainer of Auto Deconstruct, Cargo Ships, Vehicle Wagon, Honk, Shortwave.
Maintainer of Auto Deconstruct, Cargo Ships, Vehicle Wagon, Honk, Shortwave.