[1.0.0] idle_animation does not draw when assembling machine is idle
Posted: Mon Sep 14, 2020 3:44 am
I have a modded entity of type assembling-machine, with definitions for animation and idle_animation. It originally used layers and had working_visualisations defined as well, but for the sake of trying to get the idle_animation to work, I have stripped it down to its most basic:
The expected result here is that when the machine is idle, the hr-strand-casting-machine-idle-base.png is drawn. However, the actual result is that I still have the hr-strand-casting-machine-base.png.
Based on my understanding of how this is coded and works, it should work the way I've done it. It shows on the property inspector in game, and I can see the image that should show up there, but it doesn't.
Which would suggest something is bugged?
Unless I'm missing something.
Edit: I've included the mods that aren't yet on the portal, and save that will pull the relevant mods.
Code: Select all
entity.animation = {
filename = reskins.angels.directory.."/graphics/entity/smelting/strand-casting-machine/strand-casting-machine-base.png",
priority = "high",
width = 167,
height = 197,
line_length = 6,
frame_count = 24,
animation_speed = 0.5,
shift = util.by_pixel(0, -16.5),
hr_version = {
filename = reskins.angels.directory.."/graphics/entity/smelting/strand-casting-machine/hr-strand-casting-machine-base.png",
priority = "high",
width = 329,
height = 392,
line_length = 6,
frame_count = 24,
animation_speed = 0.5,
shift = util.by_pixel(0, -16.5),
scale = 0.5,
}
}
entity.idle_animation = {
filename = reskins.angels.directory.."/graphics/entity/smelting/strand-casting-machine/strand-casting-machine-idle-base.png",
priority = "high",
width = 167,
height = 197,
repeat_count = 24,
animation_speed = 0.5,
shift = util.by_pixel(0, -16.5),
hr_version = {
filename = reskins.angels.directory.."/graphics/entity/smelting/strand-casting-machine/hr-strand-casting-machine-idle-base.png",
priority = "high",
width = 329,
height = 392,
repeat_count = 24,
animation_speed = 0.5,
shift = util.by_pixel(0, -16.5),
scale = 0.5,
}
}
Based on my understanding of how this is coded and works, it should work the way I've done it. It shows on the property inspector in game, and I can see the image that should show up there, but it doesn't.
Which would suggest something is bugged?
Unless I'm missing something.
Edit: I've included the mods that aren't yet on the portal, and save that will pull the relevant mods.