min_perceived_performance or similar for burner-generator
Posted: Wed Feb 26, 2020 11:50 pm
Hi,
The new burner-generator entity used to be a kind of regular generator, which has the min_perceived_performance and performance_to_sound_speedup properties which allow you to set a lower cap on the animation speed and sound pitch.
Similarly, crafting machines have a match_animation_speed_to_activity boolean which prevents the animation speed being scaled to activity.
However in tests it seems that burner-generators have none of the above and it's not possible to have them not display jerky animations if they're running very slowly (e.g. feeding inserter drain only), or have specific animations that would have worked before but now seem odd when played at 1/30th speed (e.g. fire, lasers, fairy wing rainbow shimmers, all of the above combined etc.)
Could we get one of those for the burner generators, please? For my purposes the yes/no boolean would do just fine but I can see how it would make sense for them to behave like they did before like generators, where they still scale somewhat but you can set a lower cap on the animation speed.
The new burner-generator entity used to be a kind of regular generator, which has the min_perceived_performance and performance_to_sound_speedup properties which allow you to set a lower cap on the animation speed and sound pitch.
Similarly, crafting machines have a match_animation_speed_to_activity boolean which prevents the animation speed being scaled to activity.
However in tests it seems that burner-generators have none of the above and it's not possible to have them not display jerky animations if they're running very slowly (e.g. feeding inserter drain only), or have specific animations that would have worked before but now seem odd when played at 1/30th speed (e.g. fire, lasers, fairy wing rainbow shimmers, all of the above combined etc.)
Could we get one of those for the burner generators, please? For my purposes the yes/no boolean would do just fine but I can see how it would make sense for them to behave like they did before like generators, where they still scale somewhat but you can set a lower cap on the animation speed.