[1.1.1] Reactor prototype ignores light settings
[1.1.1] Reactor prototype ignores light settings
The light can be omitted, set to zero intensity and size, use_fuel_glow_color can be set to false, but the light gonna light. In color.
working_light_picture seems to respect the use_fuel_glow_color setting, but the light is stubbornly ignoring everything.
Removing fuel_glow_color from each of the fuel-cell prototypes however brings this result:
Please to let me turn off the area light, I want nice colored new lights. :C
Re: [1.1.1] Reactor prototype ignores light settings
The Boiler prototype similarly creates a light (even if you kill the light in the energy_source definition) so long as the fuel has a fuel-glow color set.
Is this a bug or do I need to make an interface request so that we can use the 1.1 light layers/properties to achieve the vanilla 1.1 behavior with lights tinted by fuel color?
Is this a bug or do I need to make an interface request so that we can use the 1.1 light layers/properties to achieve the vanilla 1.1 behavior with lights tinted by fuel color?
Re: [1.1.1] Reactor prototype ignores light settings
This is probably the 'light_flicker' of the burner energy source,
For instance we turned it off in the nuclear reactor like this:
The color of the light flicker is set to {0,0,0}, so that the intensity is still available for the working visualization
For now I will move this to modding help
For instance we turned it off in the nuclear reactor like this:
Code: Select all
energy_source =
{
type = "burner",
fuel_category = "nuclear",
effectivity = 1,
fuel_inventory_size = 1,
burnt_inventory_size = 1,
light_flicker =
{
color = {0,0,0},
minimum_intensity = 0.7,
maximum_intensity = 0.95
}
},
For now I will move this to modding help
Re: [1.1.1] Reactor prototype ignores light settings
light_flicker is turned off the same as in your code example with color = {0, 0, 0}.
There is no light property defined.
use_fuel_glow_color = true.
default_fuel_glow_color = green, basically.
I would expect with this configuration to have a reactor that doesn't have the general area light, but this is what I see:
The same is true for the energy source of the boiler (having had previous experience trying to kill the ambient light with Angel's blast furnace).
Am I missing something?
Re: [1.1.1] Reactor prototype ignores light settings
You set the flicker color to {0,0,0}, and then you overrode it with the fuel glow color,
So the color will then not be {0,0,0}
Re: [1.1.1] Reactor prototype ignores light settings
...So how do I make the energy_source light_flicker ignore the fuel_glow_color property? Or am I stuck having ambient glows?
Edit: I want it for the working_light, I don't want it for the energy_source.
Re: [1.1.1] Reactor prototype ignores light settings
Ah, got it. You have to zero out the light size. You can't zero out the intensity, because then you lose the flicker effect.