Search found 20 matches
- Wed Aug 14, 2019 9:01 pm
- Forum: Modding interface requests
- Topic: Add ability to draw_animation to stop on last frame
- Replies: 6
- Views: 2183
Re: Add ability to draw_animation to stop on last frame
Since you can just spawn a sprite when the animation ends, so you can already do what you want, I am not seeing anything that would convince me to add this.
i can do that but it requires me too track the state of all animations continuously. my thought was that since the animation itself ...
- Wed Aug 14, 2019 4:34 pm
- Forum: Modding interface requests
- Topic: Add ability to draw_animation to stop on last frame
- Replies: 6
- Views: 2183
Re: Add ability to draw_animation to stop on last frame
while i guess no answer probably means no, could i get a feedback on if this might happen or not?
This would help me with deciding how to implement the wanted behavior.
This would help me with deciding how to implement the wanted behavior.
- Wed Jul 31, 2019 10:23 am
- Forum: Modding interface requests
- Topic: Add ability to draw_animation to stop on last frame
- Replies: 6
- Views: 2183
Add ability to draw_animation to stop on last frame
Add a flag to LuaRendering.draw_animation that makes the animation stop on the last (or a specified) frame and display this frame indefinitely.
Usecase: I want to use draw_animation calls to add custom animations to a modded inserter and would like the animation to stop at each of the two endpoints ...
Usecase: I want to use draw_animation calls to add custom animations to a modded inserter and would like the animation to stop at each of the two endpoints ...
- Tue Jul 30, 2019 10:43 am
- Forum: Won't implement
- Topic: Allow setting custom animations for inserters
- Replies: 3
- Views: 1781
- Mon Jul 29, 2019 7:30 pm
- Forum: Won't implement
- Topic: Allow setting custom animations for inserters
- Replies: 3
- Views: 1781
Re: Allow setting custom animations for inserters
I know the devs are working on a lot of different stuff right now, but i d still like to hear if this would be possible/ not possible/ maybe/ clarification needed/ somethingsomething...
- Mon Jul 22, 2019 3:22 pm
- Forum: Won't implement
- Topic: Allow setting custom animations for inserters
- Replies: 3
- Views: 1781
Allow setting custom animations for inserters
If the animations field of an inserter prototype is not null use that instead off the current inserter drawing system.
Usecase: I d like to create "loading cranes" for the cargo sips mod that dont use the standard inserter animations.
I know that inserters next to swinging forth and back also have ...
Usecase: I d like to create "loading cranes" for the cargo sips mod that dont use the standard inserter animations.
I know that inserters next to swinging forth and back also have ...
- Mon Jul 15, 2019 11:18 am
- Forum: Modding interface requests
- Topic: Allow changing the pump<->train connection distance
- Replies: 5
- Views: 1800
Re: Allow changing the pump<->train connection distance
How do you imagine this would be defined on the pump?
Well i have no idea how the pump-train connections work internally, so i dont know if that feasible, but having an attribute like "train_connection_offset" in the ptotoype definiton, which is "0" for vanilla pumps and "1" or "2" for my ...
- Mon Jul 15, 2019 11:00 am
- Forum: Modding interface requests
- Topic: Allow changing the pump<->train connection distance
- Replies: 5
- Views: 1800
Re: Allow changing the pump<->train connection distance
I was thinking about that, but the thing is, that i only want one side (the one pointing towards the train) to be larger, but depending on the pumps orientation this can be either the input or the output.
- Mon Jul 15, 2019 10:34 am
- Forum: Modding interface requests
- Topic: Allow changing the pump<->train connection distance
- Replies: 5
- Views: 1800
Allow changing the pump<->train connection distance
Before the 0.17.55 update, it was possible to change the width of rail bounding boxes, and thereby allow pumps to connect to fluid wagons from a larger distance. Since this mechanic has been removed, it´d be nice to have the ability to set the connection distance of pumps via its prototype ...
- Mon Jul 15, 2019 9:53 am
- Forum: Won't implement
- Topic: Let modded rail bounding boxes be larger than vanilla
- Replies: 16
- Views: 6711
Re: Let modded rail bounding boxes be larger than vanilla
While i wish there would be another solution, i to a 100% respect the decision of the devs to remove features that might cause future instabilities.
It remains to be seen whether they will make accommodation for Cargo Ships, or if many of us will be stuck on 0.17.55 for modded games.
The ...
It remains to be seen whether they will make accommodation for Cargo Ships, or if many of us will be stuck on 0.17.55 for modded games.
The ...
- Sat Jul 13, 2019 11:12 am
- Forum: Won't implement
- Topic: Let modded rail bounding boxes be larger than vanilla
- Replies: 16
- Views: 6711
Re: Let modded rail bounding boxes be larger than vanilla
From what I understand, Very Bad Things happen to a map if rail bounding boxes of any entity on the map changes.
No one bad thing comes, it will be ignored or migrated.
Incorrect. If the rails start getting merged when they weren't before it fails the consistency checks and the game will ...
- Fri Jul 12, 2019 10:02 am
- Forum: Won't implement
- Topic: Let modded rail bounding boxes be larger than vanilla
- Replies: 16
- Views: 6711
Let modded rail bounding boxes be larger than vanilla
TL;DR
The recent (0.17.56) change in the modability of rail bounding boxes breaks part of the cargo ships mod (https://mods.factorio.com/mod/cargo-ships) and i d be extremly happy if another solution could be found.
What ?
I am not sure what exact the issue the devs fixed with this change, but ...
The recent (0.17.56) change in the modability of rail bounding boxes breaks part of the cargo ships mod (https://mods.factorio.com/mod/cargo-ships) and i d be extremly happy if another solution could be found.
What ?
I am not sure what exact the issue the devs fixed with this change, but ...
- Wed Mar 06, 2019 10:53 am
- Forum: Modding interface requests
- Topic: access to the render_layer of more objects
- Replies: 5
- Views: 2528
Re: access to the render_layer of more objects
abused entity. ouch . but i wasn't aware of the script rendering, i will look into it! thanks!
- Sat Nov 24, 2018 11:37 am
- Forum: Modding interface requests
- Topic: access to the render_layer of more objects
- Replies: 5
- Views: 2528
Re: access to the render_layer of more objects
I am creating a movable bridge for a train <-> ship crossing for my mod "cargo-ships". I used the power-switch entity because of it's easily triggerable on/off (open/close) animation. but a train driving over this entity is partly hidden by its graphics.
- Sat Nov 24, 2018 2:19 am
- Forum: Modding interface requests
- Topic: access to the render_layer of more objects
- Replies: 5
- Views: 2528
access to the render_layer of more objects
I know this has been asked a couple of times before, but it would be amazing if we were able to change the render layer of more objects. Personally i right now need to change the render layer of a modded "power-switch", and it would just make things so much easier. Please please please?
- Thu May 24, 2018 10:18 am
- Forum: Texture Packs
- Topic: [REQUEST] Sprites for ship loading crane
- Replies: 0
- Views: 2136
[REQUEST] Sprites for ship loading crane
I would like to create cranes for loading and unloading ships from my mod "cargo ships".
The cranes will be modded inserteres and will therefore need a similar set of sprites as the inserters in the base game. They will have a size of 2*3 or 2*4
While i've been creating some graphics for the mod ...
The cranes will be modded inserteres and will therefore need a similar set of sprites as the inserters in the base game. They will have a size of 2*3 or 2*4
While i've been creating some graphics for the mod ...
- Tue May 22, 2018 12:23 pm
- Forum: Modding help
- Topic: collision_mask ={player-level, ...} makes entity unplaceabel
- Replies: 1
- Views: 909
collision_mask ={player-level, ...} makes entity unplaceabel
I created a mod, that adds an entity that is placeable on water and contains:
oil_rig.collision_mask = {'ground-tile', 'object-layer', "player-layer"}
the addition of "player-layer" to the collision mask lead to me receiving multiple bug reports from users, that the entity is not placeable anymore ...
oil_rig.collision_mask = {'ground-tile', 'object-layer', "player-layer"}
the addition of "player-layer" to the collision mask lead to me receiving multiple bug reports from users, that the entity is not placeable anymore ...
- Tue May 22, 2018 12:07 pm
- Forum: Duplicates
- Topic: [0.16.43] wrong direction when spawning locomotive
- Replies: 1
- Views: 914
[0.16.43] wrong direction when spawning locomotive
When spawning a locomotive with the command surface.create_entity{name = "locomotive", direction = x, ...}, x=1(northeast) leads to a locomotive with the direction southwest, x=5(southwest) leads to a locomotive with the direction northeast.
All other values for x work correctly.
All other values for x work correctly.
- Wed May 02, 2018 4:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.39] Crash on placing rolling_stock w. large joint_dist
- Replies: 3
- Views: 2970
Re: [0.16.39] Crash on placing rolling_stock w. large joint_dist
Thanks so much for taking the time to solve unexpected mod related issues like this one!
- Tue May 01, 2018 3:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.16.39] Crash on placing rolling_stock w. large joint_dist
- Replies: 3
- Views: 2970
[Rseding91] [0.16.39] Crash on placing rolling_stock w. large joint_dist
When i place a modded cargo_wagon with a joint_distance > ~9.5 on a diagonal track the game crashes with the error "85.483 Error RollingStock.cpp:974: Couldn't find the back joint rail".
This does not happen when placing the same wagon on straight (south-north, west-east) tracks.
I'm using a Linux ...
This does not happen when placing the same wagon on straight (south-north, west-east) tracks.
I'm using a Linux ...