That's really cool. I feel like gates shouldn't be as long as the forcefield itself. a gate might be 2-4 tiles wide, rather than 25. Perhaps adding an electric engine (or something) as an upgrade could add 1 tile of gates to the center, and every additional red engine would increase the size of the gate by 2 (1 tile in each direction). I agree that gates (especially over rails! ) would be a cool feature of this great mod.Dread_Lord369 wrote:Hey,
Also, I wanted to try to enable gates. I noticed that you must have had plans to add this functionality in, and it took a fair bit of reading and re-reading, but I managed to get gates working, (they are automatically placed on straight-rails now.)
....
Would you mind if I uploaded my version as an 'unofficial update' to your mod?
...
Thanks,
Dread
Hmm. Perhaps there could be a variable adjusted in the item, and when the game goes to make a forcefield, it checks the variable of the item at that location, then adjusts what kind and direction it makes the forcefield. Well, perhaps to really implement such a feature, it would require more careful thought about when the variable was read, and what exactly it affected, but wouldn't something like that allow the mod to use blueprints correctly?Rseding91 wrote:The settings are stored in the Lua mod and not on the entity. Additionally there is no actual item that builds the final forcefield entity so the game has no way to know that it should use some unrelated item to build it.SquarelyCircle wrote:Is there a reason blueprints can't save the settings on this?vedrit wrote:+1i.am.qix wrote:Please add support for blueprints and re-configuration. Having to reconfigure a bazillion force field walls makes this mod a tease since it's very fun but kind of unusable.