EntityPrototypeFilter for tile_buildability_rules
Posted: Wed Aug 13, 2025 10:40 am
The "collision-mask" filter mode doesn't check any of the tile buildability rules to see anything in there collides with the mask, it would be nice if there was a way to tell the colission mask filter to also check the tile buildability rules, and if that is not practical then to introduce it as a new filter.
The primary usecase for this would be space exploration's space blueprint converter, there is a colission mask for space tiles but that also makes the entities collide with eachother, most notable is ground-only elevated rails colliding with belts, and as another person pointed out prevent the upgrade planner from working on belts.
We can make the switch on our end to move to tile buildability rules fairly easily on first glance, but we would run into issues with the "space blueprint converter" which currently uses that colission mask filter in "contains-any" mode, so to avoid confusing rewrites there (delicate code) it would be nice if there was perhaps a "consider_tile_buildability_rules" boolean option or something.
The primary usecase for this would be space exploration's space blueprint converter, there is a colission mask for space tiles but that also makes the entities collide with eachother, most notable is ground-only elevated rails colliding with belts, and as another person pointed out prevent the upgrade planner from working on belts.
We can make the switch on our end to move to tile buildability rules fairly easily on first glance, but we would run into issues with the "space blueprint converter" which currently uses that colission mask filter in "contains-any" mode, so to avoid confusing rewrites there (delicate code) it would be nice if there was perhaps a "consider_tile_buildability_rules" boolean option or something.