Best way of banishing unwanted vanilla autoplace controls?

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Deadlock989
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Best way of banishing unwanted vanilla autoplace controls?

Post by Deadlock989 »

I am working on a custom ore generation system. It can produce a lot of different ore entities. I don't want this big list to appear in the map generation settings, so I have grouped them thematically and made a new autoplace control for each group (the resource prototypes for each ore still have their own individual noise layer).

The vanilla resource entities known as "iron-ore", "copper-ore" and "uranium-ore" fall naturally into these groups. So I don't want them to appear separately. I have overwritten the resource entities to have the new autoplace control names, but the autoplace control name prototypes still exist and they are still referenced by the mapgen preset prototypes.

There is no "hidden" property for autoplace controls. You are restricted to the three category values of "resource", "terrain" and "enemy", corresponding to the tabs - if you try and give them some other category to hide them, the game baulks.

That leaves the nuclear option. I could delete the autoplace control prototypes and remove all references to them from mapgen preset prototypes, resource prototypes etc. But I have no way of knowing what other mods are using them, so even if do that in data-final-fixes, some may be missed and the game will not load. Maybe that's just hard cheese.

What would you do?
Honktown
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Re: Best way of banishing unwanted vanilla autoplace controls?

Post by Honktown »

Nuclear option. I've made some modifications to custom resource distributions, and considered taking existing map-gen-settings for frequency/richness to make it more customizable, but I'm one of those people that nil checks when I expect something may be missing. If someone's trying to copy/edit autoplace controls in DFF, the only reasonable case would be a resource distribution editor... which would probably have big conflicts with yours or any other, anyway.
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