Also in general, when an animation speed varies with the entities activity, what properties are used to determine the level of activity?
The Pump.fluid_animation prototype indicates it's an Animation4Way, but when I replace the animation, it just gives a static image...
Code: Select all
ass.fluid_animation =
{
filename = "__base__/graphics/entity/chemical-plant/hr-chemical-plant-smoke-outer.png",
frame_count = 47,
line_length = 16,
width = 90,
height = 188,
animation_speed = 2,
shift = util.by_pixel(0, -10),
scale = 0.5
}
Any enlightenment welcome thanks.Bilka wrote: ↑Sun Jul 21, 2019 11:16 amYou can't turn of the tinting in the prototype like that. There are only two ways to turn it off - don't have a fluid_animation or don't have fluid in the fluidbox.moon69 wrote: ↑Sat Jul 20, 2019 9:04 amI'm trying to repurpose a Pump for a mod, but can't seem to disable apply_runtime_tint .
I've got the main "animations" working fine, but I am struggling with the "fluid_animation"...It is tinting my white animation with the fluid colour even when apply_runtime_tint = false.Code: Select all
fluid_animation = { north = { filename = "__base__/graphics/entity/pump/pump-north-liquid.png", apply_runtime_tint = true, width = 20, height = 13, line_length =8, frame_count =32, shift = util.by_pixel(-0.500, -14.500), ...
Thanks.