Water Ores

by Silari

Allows resources to spawn in water tiles.

Tweaks
4 months ago
0.17 - 2.0
11.5K
Environment

g [DONE] Ice under ocean oil

5 months ago

Greetings. Wondering if I got something funky going on in my mod list or if this is intentional. But basically I seem to be having Aquilo ice spawning underneath every water spawned oil resource. Mostly they seem to work but some of the ice seems to be the type you can't build a pumpjack over. Was testing around in editor before starting a modded run to make sure mods work somewhat together and happened to notice this.

Enjoying the mod, cheers.

5 months ago

Probably a conflict with space age. I don't own it so I can't test that it works properly.

5 months ago

Oh I see, that is true I didn't specifically see "compatible with space age" or such. Well either it seems to be doing fine. I'll test some more and see if anything pops out. Thanks.

4 months ago

Hello Silari, I have a bit more information about this bug, since something similar was reported for Cargo Ships (link).

Space Age adds a created_effect to crude-oil which causes it to create ice tiles on/around it (space-age/resources.lua).
These ice tiles are only created if the existing tiles do not collide with ground_tile or resource (space-age/explosions.lua).

In vanilla Space Age, all ground tiles have ground_tile, all Nauvis water tiles have resource, so nothing happens when this triggers on Nauvis. Aquilo ocean tiles do not have resource so this means that crude oil will spawn on Aquilo ocean and then automatically create ice underneath it (base/tile-collision-masks.lua).
By removing resource layer from Nauvis water, you are causing this to trigger on Nauvis crude oil too. I'm not massively happy with the way that Space Age decided to implement it, I think it would have been better for it to create a new collision layer for the purpose of deciding where to auto-create ice rather than 'overloading' resource layer. Or maybe the engine could be extended to allow only running the created trigger on defined surfaces. Feel free to make a feature-request/bug-report about it if you like.

If you'd like to fix it you have 2 options:
1. Modify the explosion tile_collision_masks so that they don't trigger on your resources
2. Change how you make changes so that you don't remove resource layer from Nauvis water.

I think 2. is the better solution because whilst in 1.1, all resources had to have resource-layer to be mineable by mining drills, in 2.0, this is no longer the case. So I think an elegant solution would be to change your mod so that instead of removing resource layer from each tile, just remove it from each resource instead. You'd probably want to make a new collision layer which is applied to all resources instead, so that they still have collision against each other.
I've made some changes to Cargo Ships which will be released soon too: github.

4 months ago

I've added a collision layer to nauvis water and added it to the collision for the explosion. Should work.

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