I even tried it with the vanilla prototype by making all the concrete graphics transparent, but didn't help.
background:
i'm working on a powered floor mod, the floor is the size of 2x2 tiles, they have 8 edges so a fraction of the texture is transparent
if someone can help me decrease the amount of entities i need per tile, that would be helpful too..
i need:
- power pole (power an area of 4x4)
- turbine (gets steam via script)
- lamp (glow at night)
- movement speed modifier
- displayed floor tile (none of the above have a render_layer property -_-)
thank you for reading.
code of my floor:
Code: Select all
{
type = "tile",
name = "powerfloor-floor",
needs_correction = false,
--minable = {hardness = 0.2, mining_time = 0.5, result = "powerfloor-floor"},
mined_sound = { filename = "__base__/sound/deconstruct-bricks.ogg" },
collision_mask = {"ground-tile"},
walking_speed_modifier = 1.52,
layer = 60,
decorative_removal_probability = 0.99,
variants =
{
main =
{
{
picture = "__Powerfloor__/graphics/transparent1.png",
count = 1,
size = 1
},
},
inner_corner =
{
picture = "__Powerfloor__/graphics/transparent512x128.png",
count = 1,
size = 1,x=0,y=0,
},
outer_corner =
{
picture = "__Powerfloor__/graphics/transparent512x128.png",
count = 1,
size = 1,x=0,y=0,
},
side =
{
picture = "__Powerfloor__/graphics/transparent512x128.png",
count = 1,
size = 1,x=0,y=0,
},
-- u_transition =
-- o_transition =
},
walking_sound =
{
{
filename = "__base__/sound/walking/concrete-01.ogg",
volume = 1.2
},
{
filename = "__base__/sound/walking/concrete-02.ogg",
volume = 1.2
},
{
filename = "__base__/sound/walking/concrete-03.ogg",
volume = 1.2
},
{
filename = "__base__/sound/walking/concrete-04.ogg",
volume = 1.2
}
},
map_color = {r=80, g=80, b=80},
ageing=0,
vehicle_friction_modifier = 0.45,
transitions = {
tile_transitions.water_transition_template
(
water_tile_type_names,
"__base__/graphics/terrain/water-transitions/stone-path.png",
"__base__/graphics/terrain/water-transitions/hr-stone-path.png",
{
o_transition_tall = false,
u_transition_count = 4,
o_transition_count = 4,
side_count = 8,
outer_corner_count = 8,
inner_corner_count = 8,
--base = { layer = 40 }
}
),
},
transitions_between_transitions = {
tile_transitions.water_transition_template
(
water_tile_type_names,
"__base__/graphics/terrain/water-transitions/stone-path-transitions.png",
"__base__/graphics/terrain/water-transitions/hr-stone-path-transitions.png",
{
inner_corner_tall = true,
inner_corner_count = 3,
outer_corner_count = 3,
side_count = 3,
u_transition_count = 1,
o_transition_count = 0,
}
),
}
}