Whistle Stop Revived


Spawns massive furnaces and assembly machines around the map to make the game all about building trains to connect them

Content
13 days ago
2.0
1.79K
Environment Fluids Manufacturing

g Should be indestructible?

17 days ago

I might worry too much but since they are not indestructible, wouldn't random biter spawns rid some of those? We can't craft them and they're such a big deal here, i wouldn't want to have a chance of losing any of them.

17 days ago

Buildings have an extremely high health pool, and if they are made invulnerable, the only way to demolish them will be lost

17 days ago

I could imagine setting their physical and acid resistances to 100%. Player could still kill them with grenades or flamethrowers. That still doesn't fix it for modded enemies that might explode on contact for example.

I tried making changes to the mod but it seems destructible-property is removed from the game some point, and there is no way to do it now that i can see. I have no intention of moving any of the factories, that is their point to be a foundation for the rail world. Losing one would be really bad, i use very high frequency enemy settings in my world i'd like to have more than 1 still alive in the world before i get there to defend.

17 days ago

Invulnerability is applied during the final stage of the mod—we simply take all registered damage types and set their resistance to 100 (except for repair)

17 days ago

I found the resistances code in proto-utils.lua, i had missed that. They're at 99% resistance but maybe that works for me... I heard from discord that setting entity.destructible = false only works in runtime. So maybe only when one is placed in a world, it just didn't work when i tried it in data phase. Can confirm it's found in API. Could still be a mod option if someone wants absolutely peace of mind about the topic xD

17 days ago

Okay, I think in the next update I'll add an setting to mark buildings as indestructible.

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