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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
  • floor-layer
  • item-layer
  • object-layer
  • player-layer
  • ghost-layer
  • doodad-layer

Additional input is "not-colliding-with-itself".

Example (Most common collision mask of buildings):

   collision_mask = { "item-layer", "object_layer", "player_layer", "water-tile"}