Way for construction bots/blueprints to see past >1 landfill layer?

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Fishbus
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Way for construction bots/blueprints to see past >1 landfill layer?

Post by Fishbus »

Heya,

This is a peculiarity with my mod. It's been there since the start and it's persisted to the point where I'm just used to it now. But it is kind of annoying (especially for anyone new who isn't used to the quirk) and I hope there was some way for construction bots (or the tile itself) to fix this:

I have 2 types of Landfill: Shallow-water and Deep-water. (Shallow water landfill is the same landfill as the base game.)

When you build construction ghosts on shallow water, it works like you expect. Landfill ghosts are placed and then robots will build the structure on top of them.

However, the problem happens when you do the same for Deep water. Because Deep water requires Deep water landfill first to bring it up to shallow water levels (which you can tread on). And then the regular shallow landfill is placed again to make it a regular land surface.

You cannot build ghosts on deep water, because it's 2 steps 'away' from being land (Deep -> Shallow -> Land). I was hoping there was some way to encode this idea so that construction robots (and blueprints) can be placed on deep water and have the ability to queue up both deep-landfill and shallow-landfill to place buildings upon. This would help on any other mods that have the same idea of having multiple 'landfill' treatments to finally get to a buildable surface

I'd be grateful for any help!

Cheers
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placing on deep water - not allowed
placing on deep water - not allowed
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placing on shallow - fine
placing on shallow - fine
snip1.png (596.42 KiB) Viewed 297 times
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protocol_1903
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Re: Way for construction bots/blueprints to see past >1 landfill layer?

Post by protocol_1903 »

My guess is this happens because it doesn't detect the new landfill tile as a type of landfill. Does your tile have the 'foundation' property or whatever it was?
Py and PyBlock developer, wielder of LUA in arbitrary ways. I make mods. Check them out, maybe.
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Fishbus
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Re: Way for construction bots/blueprints to see past >1 landfill layer?

Post by Fishbus »

protocol_1903 wrote: Sun Jan 11, 2026 7:18 pm My guess is this happens because it doesn't detect the new landfill tile as a type of landfill. Does your tile have the 'foundation' property or whatever it was?
Hey,

So the Deepwater-landfill item will make a deepwater tile -> water tile.
A Landfill item will make water tile -> landfill tile.

I'm not sure what is_foundation really does since there's no real documentation notes about is_foundation, and whether it has anything to do with the newer Space Age 'foundation' item.
Messing around with some of the tiles with it '=true' actually made it so bots/BPs couldn't be queued up on water tiles.

Reiterating:
Bots/BP can understand: Water tile -> Landfill item -> Landfill tile
Bots/BP can't understand: Deepwater tile -> Deepwater landfill item -> Water tile -> Landfill item -> Landfill tile

However, if I Blueprint paint the deepwater landfill onto the deep water, I can bp on top of that as normal (since I guess it considered the bp tile to be water). So I have to still manually paint an area from deepwater to water with deepwater landfill.

Cheers
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Re: Way for construction bots/blueprints to see past >1 landfill layer?

Post by protocol_1903 »

Sorry, i meant foundation. Couldn't remember what it was called.

Having done some work with custom space scaffolding i know this affects landfill-like tiles, you might need to set it on the water tile to get it to work properly. From my previous testing it has no effects on existing tiles from terrain gen so you should be fine to add it.

https://lua-api.factorio.com/latest/pro ... foundation
Py and PyBlock developer, wielder of LUA in arbitrary ways. I make mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
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