collision-layer is not enough
collision-layer is not enough
collision-layer is not enough ,55 for now. i need more
Re: collision-layer is not enough
1 more? 10? 100? 1000?
Re: collision-layer is not enough
I'm going to necro this to explain the exact situation.
With some mod combinations we are hitting the collision layer limits. We're are also in the spot where we can't even try to merge any of those (that option was already excluded as either not being worth it, or not possible). The surface properties are solving a lot of those issues, but it is not enough when we need really fine control over what can be placed where. The base game uses a lot of the cap, so we don't have much to work with. It also does not help that now with planets we use multiple almost overhaul like mods together a lot.
Maraxsis+current Dea Dia+ Pelagos alone are eating up most of the remaining layers. I'm debating if I should even try to build some things that need layers knowing that I won't be able to use it without it explicitly excluding other mods, including my other own future stuff.
We can kind a help it by moving highly specific behaviors to libraries so if two mods want something very similar we can safely share those layers, but that is still not enough.
The same applies to tile effects. We already planned to start decimating gleba's tile effects (merge the tree it has into one), and the two kind of lava on vulcanus to make a bit more room for cases when having a different effect matters a lot more.
I assume it is kept low for performance reasons, so I'd say increase it to as much as you are still somewhat comfortable with. At *least* double it. I don't know what your constraint is. Those 55 instances are not enough.
With some mod combinations we are hitting the collision layer limits. We're are also in the spot where we can't even try to merge any of those (that option was already excluded as either not being worth it, or not possible). The surface properties are solving a lot of those issues, but it is not enough when we need really fine control over what can be placed where. The base game uses a lot of the cap, so we don't have much to work with. It also does not help that now with planets we use multiple almost overhaul like mods together a lot.
Maraxsis+current Dea Dia+ Pelagos alone are eating up most of the remaining layers. I'm debating if I should even try to build some things that need layers knowing that I won't be able to use it without it explicitly excluding other mods, including my other own future stuff.
We can kind a help it by moving highly specific behaviors to libraries so if two mods want something very similar we can safely share those layers, but that is still not enough.
The same applies to tile effects. We already planned to start decimating gleba's tile effects (merge the tree it has into one), and the two kind of lava on vulcanus to make a bit more room for cases when having a different effect matters a lot more.
I assume it is kept low for performance reasons, so I'd say increase it to as much as you are still somewhat comfortable with. At *least* double it. I don't know what your constraint is. Those 55 instances are not enough.
Re: collision-layer is not enough
The current limitation is making checks fast (bitwise or comparing the entity collision mask against the thing checking collisions). The current mask is a single 64 bit unsigned integer (64 bits means a max of 64 masks, however a few are used for things like not-set, not collide with self, and so on). That leaves the current 55 bits free for masks.
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Re: collision-layer is not enough
Would it be better or worse if we tried to emulate this with complex tile placement rules? I'm mostly just theory crafting.


