Invert Landfill

Post your ideas and suggestions how to improve the game.
Koub
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Re: Invert Landfill

Post by Koub » Tue Apr 16, 2019 7:42 am

[Koub] Merged several threads on the same topic.
Also moved back the resulting thread to Suggestions from "Not implemented", as there is some hope that this could be a thing some day (since the landfill tile has its own type).
Koub - Please consider English is not my native language.

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leadraven
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Re: Invert Landfill

Post by leadraven » Tue Apr 16, 2019 9:58 am

Cancel with ctrl+z - yes, definitely.
Invert with mining - no, not a basic landfill. We need separate, more advanced and expensive type of landfill (some deck) that can be mined to restore water.
Something like this : https://mods.factorio.com/mod/platforms.

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Gergely
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Re: Invert Landfill

Post by Gergely » Tue Apr 16, 2019 11:59 am

Oh god... after all these merges I am so lost at this topic.

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Re: Invert Landfill

Post by Koub » Tue Apr 16, 2019 1:01 pm

Gergely wrote:
Tue Apr 16, 2019 11:59 am
Oh god... after all these merges I am so lost at this topic.
Yeah sorry, should have been done on the fly, and not let the topics multiply. All ideas remain readable, and gathered in the same thread. I think the tradeoff if good.
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Undo Landfill

Post by Tekillaa » Wed Apr 17, 2019 11:58 am

I was in deep hesitation to make that post about undo landfill, it seems normal to me because of just a miss click, or miss placement, i got to load a previous save (actually land fill during nuke plant construction for example). +1 about the undo, so not creating water, just able to remove a landfill previously done.

Thank you for the post

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Re: Invert Landfill

Post by Darinth » Wed Apr 17, 2019 12:38 pm

I'm good both with A: landfill being undoable, or B: creating 'platform' tiles that have functionality similar to landfill but are removable. Either way, I really really want some way to cover up water and make use of the space and later on to be able to remove said covering and make use of the water.

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Re: Invert Landfill

Post by dood » Wed Apr 17, 2019 12:43 pm

It wouldn't hurt to have the ability to remove landfill.
Just the one you placed.

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Re: Invert Landfill

Post by leadraven » Wed Apr 17, 2019 1:17 pm

I believe the problem is that per-tile data is very heavy. Currently for each tile 2 layers are stored : terrain and flooring. Revertible landfill needs third layer to be stored.

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Re: Invert Landfill

Post by dood » Wed Apr 17, 2019 1:36 pm

leadraven wrote:
Wed Apr 17, 2019 1:17 pm
I believe the problem is that per-tile data is very heavy. Currently for each tile 2 layers are stored : terrain and flooring. Revertible landfill needs third layer to be stored.
Doesn't it already have that data somewhere?
If I landfill something and mouseover with landfill, the tile overlay is green, tiles I didn't landfill are red.

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Re: Invert Landfill

Post by leadraven » Wed Apr 17, 2019 1:58 pm

dood wrote:
Wed Apr 17, 2019 1:36 pm
leadraven wrote:
Wed Apr 17, 2019 1:17 pm
I believe the problem is that per-tile data is very heavy. Currently for each tile 2 layers are stored : terrain and flooring. Revertible landfill needs third layer to be stored.
Doesn't it already have that data somewhere?
If I landfill something and mouseover with landfill, the tile overlay is green, tiles I didn't landfill are red.
Because landfill is separate type of terrain, with the same texture as grass. But it is terrain, not flooring, and replaces water. Information about original terrain type gets lost.

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Re: Invert Landfill

Post by boran_blok » Wed Apr 17, 2019 2:08 pm

wasn't that original terrain type by definition water?

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leadraven
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Re: Invert Landfill

Post by leadraven » Wed Apr 17, 2019 2:21 pm

boran_blok wrote:
Wed Apr 17, 2019 2:08 pm
wasn't that original terrain type by definition water?
Water, Deep water, Shallow water, Green water, .... You can't just hardcode that landfill is reverted to water, it must be a universal algorithm of terrain type modification. I'd say each tile must contain stack, but I don't know how much data is in question. Such change might greatly increase memory usage.

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Re: Invert Landfill

Post by Darinth » Thu Apr 18, 2019 1:48 pm

leadraven wrote:
Wed Apr 17, 2019 2:21 pm
boran_blok wrote:
Wed Apr 17, 2019 2:08 pm
wasn't that original terrain type by definition water?
Water, Deep water, Shallow water, Green water, .... You can't just hardcode that landfill is reverted to water, it must be a universal algorithm of terrain type modification. I'd say each tile must contain stack, but I don't know how much data is in question. Such change might greatly increase memory usage.
How does the platforms mod do it? I have to guess they're using flooring? Yes, the mod has problems, but it seems like that should be resolvable. Using 'flooring' over water and enough game intelligence to check the flooring and allow walking over water if it has flooring seems like it should function.

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Re: Invert Landfill

Post by leadraven » Thu Apr 18, 2019 1:55 pm

Darinth wrote:
Thu Apr 18, 2019 1:48 pm
leadraven wrote:
Wed Apr 17, 2019 2:21 pm
boran_blok wrote:
Wed Apr 17, 2019 2:08 pm
wasn't that original terrain type by definition water?
Water, Deep water, Shallow water, Green water, .... You can't just hardcode that landfill is reverted to water, it must be a universal algorithm of terrain type modification. I'd say each tile must contain stack, but I don't know how much data is in question. Such change might greatly increase memory usage.
How does the platforms mod do it? I have to guess they're using flooring? Yes, the mod has problems, but it seems like that should be resolvable. Using 'flooring' over water and enough game intelligence to check the flooring and allow walking over water if it has flooring seems like it should function.
Currently major problem of this mod is that platform itself, being flooring, can be replaced with another flooring, and after that behaviour gets broken. Ideally, flooring must be placed on top of platform.

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Re: Invert Landfill

Post by Darinth » Thu Apr 18, 2019 2:32 pm

leadraven wrote:
Thu Apr 18, 2019 1:55 pm
Currently major problem of this mod is that platform itself, being flooring, can be replaced with another flooring, and after that behaviour gets broken. Ideally, flooring must be placed on top of platform.
Or prevent the placement of flooring or program the game to recognize that any flooring going over water, by it's very nature, had to have been a platform to start off with. Means no additional data needs stored, just some extra game logic.

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