Transport Fever 2 - Collision Tile
Here you can find a tile as an asset with collision. It serves to protect a certain area from development by being embedded in the ground there.
Features:
Collision tile with several options for scaling, rotation and effective range in height
Collision tile can be used in two modes, in the second mode it is more visible due to the different display
Asset category "misc"
Modes and other options (change in the "mod.lua" file)
Path to the mod.lua file
[…]/Steam/steamapps/workshop/content/1066780/2014570720
Change mode:
Standard:
collisionfns.changeColliderMode(false, 40)
"false" must be replaced by "true"
The numerical value stands for the height of the block in meters and can be adjusted almost arbitrarily (limitation: -1 < n < 4001)
Change the distance until a collision tile is hidden by the game (visibleTo):
The default value for a tile is 400
A change can be overwritten (example)
waterfns.useCustomVisibleTo(true, 800)
An example of a small value: 100; an example for a large value: 2000 (limit: 9 < n < 8001)
Tips and hints for use:
The height of collision tiles can be changed by default with the comma and the dot key
when using the second mode, the original tile is the bright yellow area under the block, it should be completely hidden
The second mode puts a block on the collision tile, which shows the horizontal dimensions
The height at which the tile acts is not visible in the second mode, but this can be e.g. almost reach with the bulldozer by hovering over a tile/block
Placed collision tiles can be removed using the asset eraser
(partially manually edited computer translation)
Credits:Relozu