I have a fairly big non-square entity and I created a remnant for each rotation of it. But then a problem arises: The game picks one rotation at random, which looks really weird:
I was really shocked.
My code for the corpse is:
Code: Select all
Tirislib_Entity.create {
type = "corpse",
name = "farm-remnants",
icon = "__sosciencity__/graphics/icon/farm.png",
icon_size = 32,
flags = {"placeable-neutral", "not-on-map"},
selectable_in_game = false,
time_before_removed = 60 * 60 * 15, -- 15 minutes
final_render_layer = "remnants",
subgroup = "remnants",
order = "dead-farm:(",
remove_on_tile_placement = false,
tile_width = 15,
tile_height = 7,
animation = {
{
filename = "__sosciencity__/graphics/entity/farm/farm-north-remnants.png",
frame_count = 1,
width = 544,
height = 288,
direction_count = 1,
hr_version = {
filename = "__sosciencity__/graphics/entity/farm/farm-north-remnants-hr.png",
frame_count = 1,
width = 1088,
height = 576,
direction_count = 1,
scale = 0.5
}
},
{
filename = "__sosciencity__/graphics/entity/farm/farm-east-remnants.png",
frame_count = 1,
width = 288,
height = 544,
direction_count = 1,
hr_version = {
filename = "__sosciencity__/graphics/entity/farm/farm-east-remnants-hr.png",
frame_count = 1,
width = 576,
height = 1088,
direction_count = 1,
scale = 0.5
}
},
{
filename = "__sosciencity__/graphics/entity/farm/farm-south-remnants.png",
frame_count = 1,
width = 544,
height = 288,
direction_count = 1,
hr_version = {
filename = "__sosciencity__/graphics/entity/farm/farm-south-remnants-hr.png",
frame_count = 1,
width = 1088,
height = 576,
direction_count = 1,
scale = 0.5
}
},
{
filename = "__sosciencity__/graphics/entity/farm/farm-west-remnants.png",
frame_count = 1,
width = 288,
height = 544,
direction_count = 1,
hr_version = {
filename = "__sosciencity__/graphics/entity/farm/farm-west-remnants-hr.png",
frame_count = 1,
width = 576,
height = 1088,
direction_count = 1,
scale = 0.5
}
}
}
}:set_size(15, 7)
I also tried to set variation_count and axially_symmetrical (whatever that does), but the problem still arised.