BETA A realism mod that adds some logical restrictions to "artificial" tiles (stone paths, concrete, etc) on what they can be placed under/on (trees, resources, cliffs, worms, etc). Configurable. Includes 100% removal of decoratives functionality ("Clean Concrete").
Small changes concerning balance, gameplay, or graphics.
Version: 0.8.4 Date: 2023/04/04 Bugfixes: - Fixed a crash during game from tiles without a items_to_place_this value
Version: 0.8.3 Date: 2023/03/04 Features: - Now affects rocks! Artificial tiles cannot be placed under rocks, but rocks can be placed on artificial tiles. Includes startup setting to disable. Changes: - Fleshed out the changelog for initial release (v0.8.0) to include more details. - Changed the constraints around fail_factor for nests & worms to include -1 and to remove the upper limit of 10 completely - Changed some logic around copying the flags property to the placer entity in the tree registration function Additions: - Added a startup setting to disable setting of all artificial tiles' decorative_removal_probability to 1
Version: 0.8.2 Date: 2023/03/04 Fixes: - Corrected changelog versions... again Changes: - Now hides the fluidbox connection info while placeable trees are in the cursor
Version: 0.8.1 Date: 2023/03/04 Fixes: - Changelog had incorrect version and date
Version: 0.8.0 Date: 2023/03/04 Major Features: - Beta release - Considers tiles such as stone path, concrete & refined concrete (including their hazard variants) as "artificial" tiles. This includes mod added tiles that include terms such as "floor", "gravel", "asphalt" or "road", or have a decorative_removal_probability > 0. This does *not* include landfill. - These artificial tiles cannot be placed under trees, cliffs, biter nests, worms, miners (& pumpjacks), or over resources. - Trees, cliffs, miners (& pumpjacks), and resources cannot (likewise) be placed on artificial tiles. - Biter nests and worms can spawn on artificial tiles, but they have a chance at failing. Fail chance varies based on the type of tiles they spawn on (using their walking speed modifier; higher increases fail chance) and a factor set on the nests/worms (small worms have a higher fail chance than larger ones; nests are in the middle). If they succeed, however, they tear up (destroy) the artificial tiles under them. Features: - Includes startup settings to individually control if the mod affects trees, cliffs, biter nests, worms, miners (& pumpjacks), and resources. - Includes map settings for a "scan" feature that will periodically run in an effort to find and fix placement of mod created and deleted entities that this mod is concerned with - Trees, biter nests, and worms have a small radius outside of their collision boxes that prevents placing of artificial tiles too close to them. - All artificial tiles have their decorative_removal_probability property set to 1 (100%). Modding: - Includes support for preventing this mod from affecting an entity (or tile) by adding the property "RestrictionsOnArtificialTiles_DoNotRegister" to a prototype and setting it to "true" - Includes support for preventing this mod from creating a placer entity for a tree by adding the property "RestrictionsOnArtificialTiles_ExcludeFromPlacer" to a prototype and setting it to "true" - Includes support for custom registration of an entity (or tile) by calling a global function table. Further details are on the mod page.