Search found 227 matches
- Fri Mar 12, 2021 3:32 pm
- Forum: Modding help
- Topic: Assembling machines and idle_animation
- Replies: 11
- Views: 4234
Re: Do units use idle_animation at all?
This will accomplish what you are looking for: working_visualisations = { -- Idle state { always_draw = true, animation = { filename = "__bitumen__/graphics/entity/flare-station/flare_station_idle.png", priority = "high", width = 300, height = 300, shift = util.by_pixel(0, -0.5)...
- Fri Mar 12, 2021 9:26 am
- Forum: Modding help
- Topic: Assembling machines and idle_animation
- Replies: 11
- Views: 4234
Re: Do units use idle_animation at all?
Ok, I downloaded your mod to check out your flare station. This could be converted in the same way that the strand casting machine was converted. Just extract the glowing portion so that your animation is ONLY the glowing animated bits, and overlay that on a single frame that's your idle state. You...
- Thu Mar 11, 2021 4:34 pm
- Forum: Modding help
- Topic: Assembling machines and idle_animation
- Replies: 11
- Views: 4234
- Thu Mar 11, 2021 4:28 pm
- Forum: Modding help
- Topic: Assembling machines and idle_animation
- Replies: 11
- Views: 4234
Re: Do units use idle_animation at all?
Yes. I am looking for the syntax for redering the idle graphics. The active part is not done with working_visualisations, but with [animation =] Still the problem remains the same: It stops for idle status on random frame. Also after making a copy that is done with working_visualisations. Can you p...
- Wed Mar 10, 2021 3:03 pm
- Forum: Modding help
- Topic: Assembling machines and idle_animation
- Replies: 11
- Views: 4234
Re: Do units use idle_animation at all?
So how do you make sure that your entity does not stop on a very active frame in the spritesheet? I was trying to use idle animation, but as is clear now, that wont help. So I need some other way of showing frame 1 when the assembler is idle.... In modern versions you can use working_visualisations...
- Tue Mar 09, 2021 7:30 pm
- Forum: Modding help
- Topic: Assembling machines and idle_animation
- Replies: 11
- Views: 4234
Assembling machines and idle_animation
So how do you make sure that your entity does not stop on a very active frame in the spritesheet?
I was trying to use idle animation, but as is clear now, that wont help.
So I need some other way of showing frame 1 when the assembler is idle....
I was trying to use idle animation, but as is clear now, that wont help.
So I need some other way of showing frame 1 when the assembler is idle....
- Mon Mar 01, 2021 7:40 am
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 137
- Views: 97896
Re: [Mod 1.1] Factorio Bitumen 3.1.1
Venting (req): Fluid / gas + compressed air --> chemical furnace --> waste water + neutralized gas products --> tank + flare/vent Flaring: light-oil/heavy-oil/methane-gas + oxygen --> flaring station --> water light-oil/heavy-oil/methane-gas + oxygen --> flaring station --> water + CO2 flare/vent: f...
- Tue Feb 23, 2021 6:09 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 137
- Views: 97896
Re: [Mod 1.1] Factorio Bitumen 3.1.1
Some good stuff and some part I dont understand in your list. Will take a closer look later, but for now there is still a vast amount of clean up needed from the recent additions. Aka things like better and more varied recipes for some of the advanced entities. And more custom made sound files. Clea...
- Fri Feb 19, 2021 9:25 am
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 137
- Views: 97896
Re: [Mod 1.1] Factorio Bitumen 3.1.1
[x] Gold item doublet [x] Carbon 3000 Icon [] Recipes for [ ]turbine, [ ] chemical furnace, [ ] blast casting station. [] Internal names for [ ]turbine, [ ] chemical furnace, [ ] blast casting station. [] Sound files for [x]turbine, [x] chemical furnace, [x] blast casting station, [] Tooling station...
- Sun Feb 14, 2021 11:07 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 428221
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Up your personal hygiene a bit and it wont happen as often.
- Sat Feb 13, 2021 1:21 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 137
- Views: 97896
Re: [Mod 1.1] Factorio Bitumen
Version: 3.1.1 Major Features: - Adding the "Deep well heater" for oxygen fireflooding of superheavy in deep wells with superheavy and tar sands. - Adding Super-heavy oil resource and steamcracking of superheavy - Adding nickel, tungsten, and diamond ore ressources - Adding three levels of...
- Sun Feb 07, 2021 1:32 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 137
- Views: 97896
Re: [Mod 1.1] Factorio Bitumen
Burnerstart burnerstart.gif Thermodynamic Charts for the Combustion Products of Nitric Acid and Kerosene http://naca.central.cranfield.ac.uk/reports/arc/rm/2982.pdf http://www.friends-partners.org/mwade/props/nitosene.htm https://youtu.be/kvRK0lC1UKk Gold-3 salts: https://youtu.be/Ye-khIZaotw https:...
- Sat Feb 06, 2021 2:11 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 137
- Views: 97896
Re: [Mod 1.1] Factorio Bitumen
"PVC, one of the world’s most widely used plastics, can basically be made in two ways. The petrochemical route involves the chlorination of ethylene to yield ethylene dichloride, which is then cracked to generate vinyl chloride. Vinyl chloride is polymerized into PVC. Implementing this method i...
- Thu Feb 04, 2021 9:36 am
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 54784
Re: Changelog tutorial
Muppet9010 wrote: ↑Tue Mar 12, 2019 12:01 am Something to add to your overview is that you can use spaces for indentation, but not tabs.
using tabs will cause the parsing to error with a generic error on the line.
Wow! Just wow!
- Wed Feb 03, 2021 8:22 am
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 137
- Views: 97896
Re: [Mod 1.1] Factorio Bitumen
Standard changelog categorires: "Major Features" "Features" "Minor Features" "Graphics" "Sounds" "Optimisations" "Balancing" "Combat Balancing" "Circuit Network" "Changes" "Bugfixes" "M...
- Mon Feb 01, 2021 2:22 pm
- Forum: Modding help
- Topic: Offshore placement?
- Replies: 8
- Views: 2941
Re: Offshore placement?
local placeholder = table.deepcopy(data.raw["offshore-pump"]["offshore-pump"]) As there is no code in your 'burner-offshore-pump.lua' that will limit placement to shoreline, I guess that you get that property by importing properties with "deepcopy". And the rest is jus...
- Mon Feb 01, 2021 1:23 pm
- Forum: Modding help
- Topic: Offshore placement?
- Replies: 8
- Views: 2941
Re: Offshore placement?
It's impossible to make the offshore pump with burner (or any) energy source. But you can use some tricks: https://mods.factorio.com/mod/BurnerOffshorePump https://mods.factorio.com/mod/BurnerOffshorePumpUpdate Thank you. Making a copy of the off-shore pump and then making it an assembler should al...
- Sat Jan 30, 2021 5:38 am
- Forum: Modding help
- Topic: Offshore placement?
- Replies: 8
- Views: 2941
Re: Offshore placement?
I recommend you clone the offshore pump, and only modify the properties you need. It is easier to identify a property you changed incorrectly than a property you missed. local entity = table.deepcopy(data.raw["offshore-pump"]["offshore-pump"]) entity.name = "moddergrawe-dl&...
- Fri Jan 29, 2021 12:13 pm
- Forum: Mods
- Topic: [Mod 1.1] Factorio Bitumen 3.1.1
- Replies: 137
- Views: 97896
Re: [Mod 1.1] Factorio Bitumen
Carbamide plastic production... Carbamide_plastic.png Cellulose to methanol: Acid-catalysed direct transformation of cellulose into methyl glucosides in methanol at moderate temperature https://pubs.rsc.org/en/content/articlelanding/2010/cc/b925723c#!divAbstract Ethanol and methanol from cellulosic ...
- Tue Jan 19, 2021 7:27 pm
- Forum: Modding help
- Topic: Offshore placement?
- Replies: 8
- Views: 2941
Re: Offshore placement?
"Here is an exhaustive list ..."
Bookmarked! Thank you!
Bookmarked! Thank you!