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Unless people start posting about broken tanks, which, in my case ... is still no hurry.
But now, making new tank mods, it would be quite handy to have the complete list.
(vs guessing, trying the mod, editing again, reloading mod, testing again, etc.)
x = occupy the specified layers in 'layers' array in 'immobile'. Default: layer 0. Also block walking in this tile. 'x' on tanks is also assumed to be 'water' for calculating tank capacity.
. = occupy the specified layers in 'layers' array in 'immobile'. Default: layer 0. But don't block walking at height 0 in this tile.
^ = block edge above this tile
% = block edge below this tile
< = block edge left of this tile
> = block edge right of this tile
c = access tile for tasks and buying gift shop etc.
v = view tile for viewing tanks, posters, ugly equipment etc.
b = "block" the tile so you can't place any hosted object there. e.g. decorations.
r = "rubbish" used exclusively to create a negative prestige aura around discarded rubbish/litter.
s = "sunken" what this really means is "hide the floor tile that is in this space".
W = "anti-water" this cancels the default status of 'x' tiles being water for tank capacity calculation.
w = "water" this makes the tile count as water for tank capacity calculations. It for used when it is not an 'x' tile but you want it to add to the tank capacity.
M = is used as the attraction char on seats, I can't remember exactly why, there's a reason I'm sure.
a = used to be used to set an 'attraction coord' but now this is calculated automatically based on attraction.range
B = "Block Surface Breakers". Blocks aquascaping/decorations marked with "breaksSurface":{}. E.g. tall decorations and floating decorations. I use it for the bridge tanks from FF and for the ice floes in DF.
A = "air" makes the tile contribute to AirVolume stat for the tank.
I *think* that's everything. Only the B and the A are new I think.
I wanted to allow animals to swim below IceFloes (b/c it looks nice and seemed reasonable), so I left out the "B" on such tiles.
This works OK for animals climbing onto, walking around, and pivoting on ice.
However, when they target water tile to return to the water, they will dive/animate straight down.
So, it seems, "B" also doesn't count as water for targeting animal motion (or at least prevents them from moving through the tile).
The effect you are seeing is based on the animation code which transitions the land animals into the water, it looks for the nearest water container and it's finding the one right beneath the ice floe! ;)
EDIT: If you make the water container a bit shallower, gap at the top between it and the ice floe, you *might* be able to get the animal to "lock on" to the containers to the side, rather than below. It might still mess up the sliding penguins though I'm afraid.
This could get very complicated, container-wise.
The top of the water containers is at y=0.8
IceFloe/Land as you know min y=0.95, max y=0.96, so (assuming animals path from the top of the container) delta to the water =0.16.
Any hint on how far down the water container would need to be to create large enough gap?
y=0.5?, y=0.1?
No sorry, I've not done the maths, I would try something big first, like make the water container end at y=0 (remember it's a sunken tank, so that's still quite a lot of water underneath). See if it works, and then increase in 0.1 increments until it stops working.
I think for the walking animals you'll be OK because they'll walk to the edge first. The sliding penguins will look for the closest from the middle of the ice though, unfortunately. So I agree that'll be a problem. :C
Realized that from 0.95 down to -0.5 is still much closer than "side" container with top at 0.8 if it is 2 or more tiles away.
So, just went with no swimming below the IceFloes. A bit more complicated, but it is working OK.
I really like the penguin glide animation!