In whole game not exist equipment to extinguish burning forest.
To not complicate this idea, just tank could be used as water cannon.
It could be also use as no damage weapon to push back biters.
Tank with water cannon
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Re: Tank with water cannon
My mods: Multiple Unit Train Control, Smart Artillery Wagons
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Re: Tank with water cannon
https://mods.factorio.com/mod/extinguisher
All my personal opinion, of course, but a water tank doesn’t make much sense.
All my personal opinion, of course, but a water tank doesn’t make much sense.
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
Re: Tank with water cannon
If you have a tank, you can drive it around the burning forest part to make a fire-break. That’s also how it’s made in reality.
Cool suggestion: Eatable MOUSE-pointers.
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Re: Tank with water cannon
Thanks for advertising my mod, but I will not add a water tank in the foreseeable future. Letting the water turrets extinguish fire causes problems that I don't know what to do about:robot256 wrote: Thu Mar 10, 2022 3:31 am A mod to try out! Water tank would be a good addition.
https://mods.factorio.com/mod/WaterTurret
- Looking for fires within range of a turret and aiming that turret at the fire too expensive if done by script (you'd have to search the surface around each turret in very short intervals, because once there is fire it could spread). It's better to take advantage of the turrets' targeting mechanism and let the game find fires.
- Fire is not an entity, but in order to "kill" something, you'll need an entity with health. Therefore, whenever a fire is created, I mark it with an invisible entity that has health. This way, the turrets will automatically target the invisible entities, and when those die, I can remove the fire.
- It would be ridiculous if a gun or laser turret (or throwing a grenade) would be able to extinguish fire by killing the dummies. Therefore, the fire dummies are 100% resistant against any damage type but that used by the water turrets. Also, by using attack and ignore masks, I can tell my own turrets to target the fire dummies, and all other turrets to leave the fires alone. However …
- … such masks only work for turrets, not for individual weapons. For instance, artillery turrets are not like gun, laser, or flamethrower turrets. They are just a turret base with a gun prototype mounted on top (the same that's also used on artillery wagons). The attack and ignore masks only apply to turrets, not guns, so it could happen that artillery will try to fight the hidden fire markers. It can't hurt them, so it will fire shell after shell at the dummy's position until the fire expires on its own -- and if there's just a minor fire in your base, the artillery shells going down there will happily wreak havoc. The same problem exists with automatically firing weapons on vehicles, spidertrons, or the player's character (PLD).
Currently, I've run out of ideas how to solve this problem and I see no point in adding new stuff to the mod until there's a solution.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!