Water-Friendly Walls

by _zapper

Screw landfill! Defences on the coastline is no longer painful and ugly! Build walls and gates on shallow water! Configurable for building land mines and big electric poles on shallow water! Walls no longer visually connect to nothing when next to water! Walls no longer visually connect to nothing when next to the vacuum of space! Supports modded shallow tiles, walls, gates, land mines, and big electric poles!

Tweaks
11 days ago
1.1 - 2.1
13.2K
Combat

b Failed to load mods: Reached id limit for collision-layer. The game can't contain more than 55 instances of this prototype due to hardcoded

11 days ago

seems whatever update has changed, i am now getting "Reached id limit for collision-layer. " only after updating, do i get this error, and downgrading seems to fix it.

Failed to load mods: Reached id limit for collision-layer. The game can't contain more than 55 instances of this prototype due to hardcoded limits of the engine. See the log file for more detail

11 days ago

Ah crap.

Working on it now!

What mods are you using so I can test this issue myself?

11 days ago

uh, lots of them
https://limewire.com/d/eJ2pT#JgHoIBAUTs
here is my latest save file, sans your mod, since i couldnt get it to load, with the limit

11 days ago

As of version 2.0.11/2.1.3, this issue should be fixed as long as you keep this setting on its default:

Basically what happened was that the previous update added a setting someone wanted, to allow the ability to place walls on "deeper" water tiles, but in order to do that, I had to made the water and walls not collide with each other, but still collide with the player and enemies. This resulted in me having to make an additional collision layer.

But in your case, you were already playing with the maximum amount of collision layers allowed by the game because of your other mods, so that update nudged you over the limit.

Since this collision layer I've added isn't needed at all with the default settings, I've stopped the collision layer from loading when the game doesn't need it.
So you should be able to play with the latest versions of this mod again (or you can still use the old version if you want).

It was all good on my end, but feel free to let me know how things are on yours.

11 days ago

one extra note: on Factorio 2.1 the new limit is 255, as the devs (probably) found better ways of handling collisions.
you could add a simple detection that checks if the version is higher than 2.1.0, but that is ur choise

11 days ago

one extra note: on Factorio 2.1 the new limit is 255, as the devs (probably) found better ways of handling collisions.
you could add a simple detection that checks if the version is higher than 2.1.0, but that is ur choise

Yeah that is awesome, but I think not having to worry about the collision limit when I don't need to add any more seems like a safer bet.
Even though I doubt someone is going to play with so many mods that they'll have to worry about the new limit.

It would also mean I'd have to use different code for both versions which would make updates take a little bit longer to make.

11 days ago
(updated 11 days ago)

thank you, that seemed to do the trick, game loads without issue, now to figure out why i cant place walls in shallow water to start with, i wonder if your mod and other mods that modify word gen, like the shallows, or noxys water fill might be having an issue?

11 days ago

That's most likely because one of those mods seems to modify the wall and water collisions after mine. Which means I need to add that mod as a dependancy.

10 days ago

idk which might be causing the issue, i was also not able to get noxys swimming to work for probably the same reason, but its a large list so who knows?

10 days ago

I'll see if I can tackle this behemoth of a modpack and see which mods I need to add compatibility for.
It may take a while. 😅

10 days ago

lol, sorry, i believe in a feature rich experience, glad to hear their increasing the cap, that will allow for yet larger mod games. thank you.

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