Is there a way to make the buildings larger? Most are the size of a tent or a truck. Some I'd like to see larger (refinery, steam engine, factories, etc) plus cost a fair amount to build.
I guess the object image needs to be redone, and some other file for size and connector locations.
Do you know where I could look&read (I might go tweak-ing) and if I can replace/rewrite things and the game accept those new data?
Large main buildings
Re: Large main buildings
Yes, you can make new sizes of buildings. But you must be pretty good with data.raw prototypes.
Some example with vanilla bildings scaling: https://mods.factorio.com/mod/NuclearScale
Another example with pipes connection https://mods.factorio.com/mod/AllMyFluids
Some example with vanilla bildings scaling: https://mods.factorio.com/mod/NuclearScale
Another example with pipes connection https://mods.factorio.com/mod/AllMyFluids
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Re: Large main buildings
I wrote half of a generic scaling function for entities the other day. Works on base images and shadows so far, but not working visualizations, pipes etc. Maybe it'll help you understand how this works. Or maybe it's too complicated :p.
Code: Select all
function sprite .scale (layers,factor,working_visualization)
--scales all sub-nodes of an entity's sprite tree
--works recursively so input can be any level above what you want to change
--i.e. can also be the entity prototype itself, or just entity.animations etc
working_visualization = working_visualization or false
local this = layers
for name,layer in pairs(layers) do
if (type(layer) == 'table') then
if layer.filename then
--scale
layers[name].scale = (layers[name].scale or 1) * factor
--shift factor
local shift_factor
if layer.draw_as_shadow or working_visualization then
shift_factor = factor
else
shift_factor = factor/2
end
--apply shift
layers[name].shift = erlib.point.multiply(layers[name].shift or {0,0},shift_factor) --almost correct :/
end
sprite .scale(layer,factor,working_visualization) --recursion through subtables
end
end
end
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.