y-shift by belt.animation cannot be defined
Posted: Sun Nov 11, 2018 5:15 pm
It's a little bit too complicate to explain this bug. Please try to understand me.
Normally you can add all graphics into the one file name and just say where is the first pixel of this graphics. It works great for entities, but not for belts.
As you can see, that data.raw["transport-belt"]["transport-belt"].animations has no starting points for rotated belts. You can download my mod darkfrei's new belt graphics where I found it.
Here is the file .\graphics\animations.png where is very big "y" shift, but it was hardcoded into game core. So I can't have same file without this spacing.
One of belts is also not rotated, but mirrored on the game side .
Normally you can add all graphics into the one file name and just say where is the first pixel of this graphics. It works great for entities, but not for belts.
As you can see, that data.raw["transport-belt"]["transport-belt"].animations has no starting points for rotated belts. You can download my mod darkfrei's new belt graphics where I found it.
Here is the file .\graphics\animations.png where is very big "y" shift, but it was hardcoded into game core. So I can't have same file without this spacing.
One of belts is also not rotated, but mirrored on the game side .