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Cliff generation on water?
Posted: Thu Jul 30, 2020 9:55 am
by everything-narrative
Is it possible to make cliffs generate on water?
I'm playing a modded playthrough with cargo ships, water ores, and (small) island worldgen. Having to deal with cliffs/reefs when planning shipping lanes would make for an interesting challenge.
I'm fairly new to modding, having done recipe and entity changes. Making a worldgen-focused mod would be a fun change.
Re: Cliff generation on water?
Posted: Thu Jul 30, 2020 10:31 am
by darkfrei
everything-narrative wrote: Thu Jul 30, 2020 9:55 am
Is it possible to make cliffs generate on water?
I'm playing a modded playthrough with cargo ships, water ores, and (small) island worldgen. Having to deal with cliffs/reefs when planning shipping lanes would make for an interesting challenge.
I'm fairly new to modding, having done recipe and entity changes. Making a worldgen-focused mod would be a fun change.
Try to delete collision mask between water and cliffs.
The second way is a way like by
https://mods.factorio.com/mod/nicefill
Make hidden surface without water and copy cliffs from it.
Re: Cliff generation on water?
Posted: Fri Jul 31, 2020 9:57 am
by everything-narrative
darkfrei wrote: Thu Jul 30, 2020 10:31 am
everything-narrative wrote: Thu Jul 30, 2020 9:55 am
Is it possible to make cliffs generate on water?
I'm playing a modded playthrough with cargo ships, water ores, and (small) island worldgen. Having to deal with cliffs/reefs when planning shipping lanes would make for an interesting challenge.
I'm fairly new to modding, having done recipe and entity changes. Making a worldgen-focused mod would be a fun change.
Try to delete collision mask between water and cliffs.
The second way is a way like by
https://mods.factorio.com/mod/nicefill
Make hidden surface without water and copy cliffs from it.
I tried editing the collision mask for cliffs:
Code: Select all
data.raw.cliff.cliff.collision_mask = {
"item-layer", "object-layer", "player-layer", "not-colliding-with-itself", -- "water-tile",
}
but this doesn't seem to work. Any ideas why?
Re: Cliff generation on water?
Posted: Fri Jul 31, 2020 10:20 am
by darkfrei
everything-narrative wrote: Fri Jul 31, 2020 9:57 am
I tried editing the collision mask for cliffs:
Code: Select all
data.raw.cliff.cliff.collision_mask = {
"item-layer", "object-layer", "player-layer", "not-colliding-with-itself", -- "water-tile",
}
but this doesn't seem to work. Any ideas why?
Check that the water and cliffs have
no same collision layers in collision mask.