Types/CollisionMask: Difference between revisions

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* water-tile
* water-tile
* resource-layer
* resource-layer
* doodad-layer
* floor-layer
* floor-layer
* item-layer
* item-layer
* ghost-layer
* object-layer
* object-layer
* player-layer
* player-layer
* ghost-layer
* train-layer
* doodad-layer
* layer-11
* layer-12
* layer-13
* layer-14
* layer-15


Additional input is "not-colliding-with-itself".
Additional input is "not-colliding-with-itself". Layer-11 through layer-15 are currently unused by the core game.




Example (Most common collision mask of buildings):
Example (Most common collision mask of buildings):
     collision_mask = { "item-layer", "object-layer", "player-layer", "water-tile"}
     collision_mask = { "item-layer", "object-layer", "player-layer", "water-tile"}

Revision as of 18:57, 5 July 2017

The collision mask is specified by list of Types/string, every input is specification of one layer the object collides with.

Layers are:

  • ground-tile
  • water-tile
  • resource-layer
  • doodad-layer
  • floor-layer
  • item-layer
  • ghost-layer
  • object-layer
  • player-layer
  • train-layer
  • layer-11
  • layer-12
  • layer-13
  • layer-14
  • layer-15

Additional input is "not-colliding-with-itself". Layer-11 through layer-15 are currently unused by the core game.


Example (Most common collision mask of buildings):

   collision_mask = { "item-layer", "object-layer", "player-layer", "water-tile"}