Allowing more than 4 recipe tints (ideally 10)

Things that we aren't going to implement
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snouz
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Allowing more than 4 recipe tints (ideally 10)

Post by snouz »

Hi, I know this request is a stretch, but hear me out.

The recipe tint system allows me to have fully distinct animations on machines, by using this trick: having 4 distinct working_visualisations on assembling machines, then making them all transparent but one with tint alpha 0. Example:
10-12-2025, 20-18-07.png
10-12-2025, 20-18-07.png (41.63 KiB) Viewed 195 times

Code: Select all

    type = "recipe",
    crafting_machine_tint = {
      primary = {r = 0, g = 0, b = 0, a = 0},
      secondary = {r = 0, g = 0, b = 0, a = 0},
      tertiary = {r = 1, g = 1, b = 1, a = 1},
      quaternary = {r = 0, g = 0, b = 0, a = 0},
    },
But knowing the power of this trick compared to the original use, having more than 4 layers would be very powerful.
Planet Moshine, GUI Unifier + 17 mods, contributed graphically and otherwise to 70+ mods
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boskid
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Re: Allowing more than 4 recipe tints (ideally 10)

Post by boskid »

Its not only a stretch but also a hack since you want to abuse tints for animation hiding instead of asking for proper api where an animation could be marked as to be rendered only if some condition based on recipe is met.
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