Factorio+

by fishbus

A mod that builds upon and tweaks the vanilla experience with a little bit of everything: crafting, resources, vehicles, enemies and weapons. Allows players to find the builds they like and have more things to play with inside that domain.

Overhaul
a day ago
0.18 - 2.0
10.6K
Transportation Logistics Trains Combat Armor Enemies Environment Mining Fluids Logistic network Manufacturing Power Storage

b Crash site buildings

3 months ago

Hi.

I've found a pretty annoying problem. The buildings that are already there at the start cannot be dismantled and are still there even after you destroy them. So now I have invisible buildings in my save game that are in my way. Is there anything I can do about this without having to use another mod like Editor Extended? (I haven't tested whether the mod allows you to remove the invisible buildings, but I assume that it works..)

If you need more information, just let me know. I will do my best to answer it.

3 months ago

Hiya,

The invisible elements are the crash site power poles, best way to remove them at the moment is to throw a grenade at them to blow them up. That should clear them out.

In the future I hope to have a toggle for the crash site quickstart, as well as using physical power poles so there are not these lingering invisible entities.

3 months ago

Ah, ok..
How much HP do they have? Because even after 10 grenades they don't disappear.

3 months ago

Hmm, odd, it should have only taken 1.

I will take a peep into it

3 months ago
(updated 3 months ago)

All the buildings can be destroyed.

What are the invisible buildings? The only ones are the electric poles, which you can see persist with their copper wire connections. A single grenade will destroy them, you do collide with them as well and you can run over them with vehicles if needed.

I'd need some more information about what these buildings are? If you place something over them, it will say what entity is in the way. Does that happen?

3 months ago
(updated 3 months ago)

Yes, those power poles are in the way. And no, I can't drive over them because they don't have a collisionbox. I can't see how much HP they have either. Either way, I've already removed those things with the Editor extensions mod.
Here's the Modpack , so you can take a look:
https://we.tl/t-eoCAfrcnCx

3 months ago

Is this issue also related with the crash site is not mineable?

3 months ago

Is this issue also related with the crash site is not mineable?

Not quite related!

3 months ago
(updated 3 months ago)

Yes, those power poles are in the way. And no, I can't drive over them because they don't have a collisionbox. I can't see how much HP they have either. Either way, I've already removed those things with the Editor extensions mod.
Here's the Modpack , so you can take a look:
https://we.tl/t-eoCAfrcnCx

Do you have any other mods running?

If I run Factorio+ without any other mods this doesn't happen. I can blow up everything with explosives or shotguns or vehicles - including the invisible electrical poles.

3 months ago

is the crash site not mineable is intended? any other option beside using explosives to blow those up?

3 months ago
(updated 3 months ago)

is the crash site not mineable is intended? any other option beside using explosives to blow those up?

Currently the crash site power/lab/assembly machines all share the ideology of the crash site main ship. Big, broken an unable to be moved.

I will make sure to do a bit of work on this for the next release, with being able to toggle on start, and making the electric poles be solid objects with art

2 months ago
(updated 2 months ago)

Hello, so the latest version (0.2.75) now has a initial value to start with the crash site or not.
Note: This only works at the start of a new game.

Electrical poles now have art, can be picked up, and are selectable/targetable.

2 months ago

ok, nice

New response