Some examples of complex placement restrictions are:
- Exclusion zones, as seen on some mods' wind turbines (Py and Nullius both have examples)
- Inclusion zones, where certain entities must be placed in proximity to another entity
- Non-rectangular collision boxes (dunno why you'd want this, but it's something to note)
- Create entity A, which has one collision box, usually the most commonly applicable one.
- Create a dummy entity B, which has another collision box, usually consisting of just one layer
- Add the layer B collides with to A's collision mask
- When an A is created, use a script to place a B, ignoring its collision mask.
- When an A is destroyed, use a script to remove its B.
- Other A's collide with the placed B's, preventing placement too close to other As.
This would be greatly appreciated, even though a lot of the new territory it opens up can already be done via script; this change alone would make these complex requirements easier to maintain, both on the inter-mod compatibility front and the general implementation complexity front.
Thanks.