Add a minimum speed threshold for vehicle damage

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MrJoshua
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Add a minimum speed threshold for vehicle damage

Post by MrJoshua »

TL;DR
Add a minimum speed threshold for vehicles before causing collision damage.
What?
Currently vehicles will damage power poles, assemblers, etc if they hit them at ANY speed. A minimum speed threshold could be added to prevent damage if going slow enough. I would suggest 20-25km/hr for the car as a reasonable consideration. Perhaps given it's weight, the tank would be a lower speed.
Why?
While a minor annoyance, having entities with their health bar showing because they lost 1 hp when you accidentally bumped something may make you want to stop, get out, and repair it. Adding a minimum speed would mean that unless you were zooming at a good pace, no damage would occur, such as navigating a tight space.
Of course, late game with bots and spidertron, this becomes a non-issue.
Additional Considerations
Could add a hotkey modifier such as shift that would prevent a vehicle from going faster than its damage threshold. This would let you squeeze through tight spaces without worry of bumping something and damaging it.

Depending on Wube magic, may not be able to drive into tree's at point blank and destroy them.
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Jap2.0
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Re: Add a minimum speed threshold for vehicle damage

Post by Jap2.0 »

MrJoshua wrote: Sat Aug 02, 2025 11:44 pm Depending on Wube magic, may not be able to drive into tree's at point blank and destroy them.
That's the first concern I thought of.

If you're navigating tight spaces, a car might not be the right method of transportation...
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MrJoshua
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Re: Add a minimum speed threshold for vehicle damage

Post by MrJoshua »

It might work as a combination. If holding modifier key to limit speed, then prevent damage. Otherwise, assume full power and work as normal.

It's mostly an early game problem when trying to drive around from one side of a factory to another. Only other alternative is to pick up the car and then set it back down again (put in fuel, ammo again).

It's admittedly a small minor issue, but that kind of QoL stuff is what we love about Factorio.
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