Never mind, I derped with maths. The speed of the animation is exactly (crafting_speed*animation_speed), at least for furnaces.
If you want to re-use animations across different entities but keep them all at the same speed of 60 frames per second, set the animation_speed to 1/crafting_speed.
Search found 2528 matches
- Thu Mar 08, 2018 12:19 pm
- Forum: Modding help
- Topic: Effect of crafting speed on animation speed
- Replies: 3
- Views: 867
- Thu Mar 08, 2018 12:57 am
- Forum: Modding help
- Topic: Effect of crafting speed on animation speed
- Replies: 3
- Views: 867
Effect of crafting speed on animation speed
Most machines with a crafting speed > 1 seem to play their animations faster - both the main sprite and any working_animations. This can "waste" frames of your animation if you have multiple tiers of the same machine and the slowest is speed 1. (If the slowest is less than speed 1, it does...
- Wed Mar 07, 2018 1:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [16.27] Pipette tool gives wrong orientation of loader and unerground belts
- Replies: 3
- Views: 1711
Re: [16.27] Pipette tool gives wrong orientation of loader and unerground belts
The undrground belts work as intended, their internal orientation is determined by the build order. I kind-of fixed loaders. Now they will have the correct build rotation but their internal orientation will still be wrong. I wont spend more time on it since it's not a base game feature. Much oblige...
- Tue Mar 06, 2018 1:16 pm
- Forum: General discussion
- Topic: I feel hollow after finishing a game of Factorio.
- Replies: 52
- Views: 26798
Re: I feel hollow after finishing a game of Factorio.
i personally felt something similar after my first play though and rocket launch back in 14, since then ive gone to mods to meet the requirements you talk about, and making my own starter maps, etc. 1. Vanilla 2. Mods 3. Own mods In a nutshell. Is the game not perfectly to your liking? Do something...
- Tue Mar 06, 2018 1:15 pm
- Forum: General discussion
- Topic: I feel hollow after finishing a game of Factorio.
- Replies: 52
- Views: 26798
Re: I feel hollow after finishing a game of Factorio.
Prove it.numgun wrote:Human beings have a natural, fundamental need for meaning
- Tue Mar 06, 2018 1:33 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212786
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Compact Loaders version: 1.2.7
Date: 06. 03. 2018
Changes:
- Snapping settings are now per-player instead of at start-up, to enable individual preferences in MP.
Date: 06. 03. 2018
Changes:
- Snapping settings are now per-player instead of at start-up, to enable individual preferences in MP.
- Mon Mar 05, 2018 6:26 pm
- Forum: Development tools
- Topic: How to make new belt graphics
- Replies: 4
- Views: 5456
Re: How to make new belt graphics
Very nice. Thanks for sharing.
- Mon Mar 05, 2018 4:40 pm
- Forum: Modding help
- Topic: Custom belts pictures
- Replies: 5
- Views: 1094
Re: Custom belts pictures
Nice work. I saw that the sprite sheet is ... odd.
I was thinking of tackling this myself, in Blender, so I could make wooden belts, copper-textured belts etc. Can I ask how you tackled this?
I was thinking of tackling this myself, in Blender, so I could make wooden belts, copper-textured belts etc. Can I ask how you tackled this?
- Mon Mar 05, 2018 12:52 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212786
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
I have no clue, ask Wube.mrvn wrote:I too don't like loaders in output mode. So why then is that the default?
- Mon Mar 05, 2018 11:36 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212786
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
It's odd that with snapping if a container is present you modify the loader no matter how it is placed. If its facing the container you do something, if it is not facing the container you still do something. Purely personal preference. I don't like loaders being in output mode by default when you p...
- Sun Mar 04, 2018 11:23 pm
- Forum: Not a bug
- Topic: [0.16.27] Minor issue - red belts move faster than the items
- Replies: 4
- Views: 786
Re: [0.16.27] Minor issue - red belts move faster than the items
Could be, but they're going into a Creative Mode matter void, same as the yellow and blue ... Is it possible that red wouldn't be "deleted" fast enough but blue is fine?
Edited to add: you're right. The void on the end of a red belt isn't keeping up. Sorry, false alarm
Edited to add: you're right. The void on the end of a red belt isn't keeping up. Sorry, false alarm
- Sun Mar 04, 2018 10:43 pm
- Forum: Not a bug
- Topic: [0.16.27] Minor issue - red belts move faster than the items
- Replies: 4
- Views: 786
[0.16.27] Minor issue - red belts move faster than the items
Barely a bug really and I only noticed it when messing with translucent items but yeah, items on red belts don't move in sync with the belt. Yellow and blue belts are fine
- Sun Mar 04, 2018 6:49 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212786
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Version: 1.4.7 Date: 04. 03. 2018 Inter-mod support: - Added two new functions for modders. - deadlock_stacking.remove(string) will search DSB's native technologies for any recipe unlocks with a matching substring and remove them. - deadlock_stacking.reset() will clear all stacking recipes from all ...
- Sun Mar 04, 2018 6:48 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 54359
Re: [MOD 0.16.x] Deadlock's Crating Machine
Version: 1.1.3 Date: 04. 03. 2018 Inter-mod support: - Added two new functions for modders. - deadlock_crating.remove(string) will search DCM's native technologies for any recipe unlocks with a matching substring and remove them. - deadlock_crating.reset() will clear all crating recipes from all DCM...
- Sun Mar 04, 2018 2:24 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 54359
Re: [MOD 0.16.x] Deadlock's Crating Machine
Season 3, episode 16, "The Offspring"foodfactorio wrote:(btw which episode of tng is this from?)
- Sun Mar 04, 2018 1:26 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212786
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
I wasn't talking about Q+click. That one is broken too and probably explains why bluebuild gets loaders turned around. It must do some Q+click internally to place the ghost. If it's using the same function as the hotkey they both get bad data. No, it doesn't. It revives ghosts. I've been through th...
- Sat Mar 03, 2018 7:22 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212786
- Sat Mar 03, 2018 7:14 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212786
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Last I did another test. I blueprinted the loaders and then tried placing them manually. When doing this with underground belts before the placement it shows the belt flowing in the same direction as the ghost and after placement that is the case. So one actually places the ghost. Not so with loade...
- Fri Mar 02, 2018 12:23 am
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 212786
Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)
Deadlock's Compact Loaders 1.2.6
Date: 02. 03. 2018
Inter-mod support:
- Look for "revive" flag passed by Nanobots in on_entity_built and cancel snapping.
Date: 02. 03. 2018
Inter-mod support:
- Look for "revive" flag passed by Nanobots in on_entity_built and cancel snapping.
- Thu Mar 01, 2018 8:57 pm
- Forum: Mods
- Topic: Mylon's Many Mods
- Replies: 305
- Views: 122429
Re: Mylon's Many Mods
As for using on_robot_built_entity instead, that's not a perfect solution either. Some mods likely assume that if on_robot_built_entity is raised, there is an actual construction-robot entity around, referenced by the robot parameter. No matter what you do, somebody will be surprised since automate...