Breakable Landfill deprecated


Allows you to break landfill after you place it. An alternative to my platforms mod.

Content
4 years ago
0.17 - 0.18
10
Logistics

g Does it also get auto-placed under a blueprint like your platforms do?

5 years ago

For the most "natural and intuitive" experience possible you obviously need 3 things:

  • The ability to place a blueprint and have the mod (bots when the mod is present) auto-place landfill if needed.
  • The ability to erase mistakes.
  • The behavior that if you ever remove the mod (or make a blueprint that you share) you end up with default tiles.

My guess is that you already did all that, but it is not 100% clear based on the description. Can you confirm/deny?

5 years ago
(updated 5 years ago)

Yeah, I read the forum post.

I'm actually working on these features. I might have #1 done by today, but #2 is probably impossible/laggy.

3 is halfway implemented, removing the mod only keeps landfill tiles that do not have an entity above them (the important ones). I don't think I can fix this cleanly because once my mod is removed, I can no longer run any code from it.

5 years ago

We'll see

5 years ago

That is all we can ask, that you try, as you are probably one of very few modders that has a chance of getting it right.

If you can't achieve it, then the responsibility falls back to the developers, to provide you with the API tools to enable it.

Regardless, thanks for trying, and I hope this mod becomes as successful as your platforms one.

5 years ago

3 is halfway implemented, removing the mod only keeps landfill tiles that do not have an entity above them (the important ones). I don't think I can fix this cleanly because once my mod is removed, I can no longer run any code from it.

What does this mean? Aren't breakable landfill just regular landfill, which was the suggested behaviour?

5 years ago
(updated 5 years ago)

Aren't breakable landfill just regular landfill, which was the suggested behaviour?

Yes, but landfill under entities must be unbreakable or breaking the landfill would delete the entity

5 years ago

What does this mean? Aren't breakable landfill just regular landfill, which was the suggested behaviour?

I tested, and everything is as it should be. Which makes your statement that "3 is halfway implemented" incorrect (it's completely implemented) and kind of Qonfusing :o

5 years ago

It's grass-1, not landfill
Maybe it's fine as is.

5 years ago

Yes, but landfill under entities must be unbreakable or breaking the landfill would delete the entity

Oh, so it's the opposite of what I though. For some reason I read it as landfill without anything on would become grass-1.

I would prefer to just have regular landfill though and lose entities, rather than having unbreakable landfill and "lose/corrupt" my savegame with grass-1 tiles.

5 years ago

Well, that's why I included the command. Everything becomes normal landfill after running it

5 years ago

Well, that's why I included the command. Everything becomes normal landfill after running it

I can't run the command if I can't run the mod. It's too late by then. The point of using vanilla landfill was that if the mod becomes incompatible with a future version of Factorio and you update your game you would be able to continue playing without the ability to mine landfill and then get the ability back as soon as the mod was compatible.

The command is useless for this and unbreakable-landfill is a non-vanilla tile that will corrupt your all your landfill tiles under buildings in the entire save file, permanently. Which makes you unable to continue playing without the mod and making the whole mod pointless since the idea of Breakable Landfill was to get away from the unique tile problem that Platforms has.

5 years ago

Do you have a better solution?

5 years ago

Yes: My suggestion.

5 years ago

I would prefer to just have regular landfill though and lose entities, rather than having unbreakable landfill and >"lose/corrupt" my savegame with grass-1 tiles.

I disagree. In the rare case that you want to uninstall this mod, you could always just temporarily install a waterfill mod to get rid of the extra grass-1. On the other hand, you could lose expensive structures like beacons, silos, assembling machines and storage chests if you are careless.

5 years ago

I disagree. In the rare case that you want to uninstall this mod, you could always just temporarily install a waterfill mod to get rid of the extra grass-1.

What if I don't want to uninstall, what if it is forcefully uninstalled without my knowledge or agreement? How do I know which grass-1 tiles were landfill and which ones were always grass-1 when I'm waterfilling?

On the other hand, you could lose expensive structures like beacons, silos, assembling machines and storage chests if you are careless.

You die if you mine under yourself, and that's just a minor thing. And none of those structures are really worth much, you craft a new one every second. If you lose a silo then it's probably because you have so many of them that it's not a concern. You might lose the modules and might care about that, but only if you mine landfill tiles by hand since the deconstruction planner doesn't affect tiles if you also select entities.

And you only lose 1 of those cheap entities. Because after you lose one you just stop mining. It's not like you lose your whole factory running around mining the landfill, that would be so stupid that someone like that probably don't have the brain cells to breathe anyways...

5 years ago

I had an idea that might fix the problem

I can include another command: /micromario-repair, that replaces all grass-1 tiles with landfill based on the world seed

5 years ago

Sounds better than what we have currently. But it would require the mod at some point. Maybe that could be the default then and just have no unbreakable landfill if you turn it off?

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