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New furnace glows and burner glows in general?

Posted: Fri Nov 13, 2020 1:56 pm
by Deadlock989
A few questions for the devs (@posila?) about the new furnace glows.

Currently, any entity with a burner energy source defaults to a large intense white "flicker" at night when the entity is active, even burner inserters. The properties of this flicker are defined in the energy_source, not in the entity's regular and working animations. You can get rid of it by setting maximum intensity to 0 and/or setting the colour to fully transparent black, but you have to do this for every burner entity concerned because the default is to have it on. Electric entities, on the other hand, don't support the "flicker" at all (nor smoke).

There aren't actually many burner entities in vanilla. I can only think of four, and two of them are furnaces. I'm assuming from the picture in the FFF that the new "floor glow" is actually a working_visualisation and not part of the energy_source any more (based on the fact that the electric furnace also has one), and that the big "light_flicker" glow has been suppressed on the two burner furnaces.

So my questions are:

- Is the "floor glow" part of the working_visualisation now in 1.1?
- If so, I'm assuming it's masked out by the body of the furnaces because light glows are always drawn on top?
- Have there been any changes to default settings for energy_source.light_flicker? If my guesses are right then the default is off for half of vanilla burner entities now.

Re: New furnace glows and burner glows in general?

Posted: Fri Nov 13, 2020 2:41 pm
by Klonan
Deadlock989 wrote: Fri Nov 13, 2020 1:56 pm 1. Is the "floor glow" part of the working_visualisation now in 1.1?
2. If so, I'm assuming it's masked out by the body of the furnaces because light glows are always drawn on top?
3. Have there been any changes to default settings for energy_source.light_flicker? If my guesses are right then the default is off for half of vanilla burner entities now.
1. Yes

2. Yes

3. No, they are just not drawn by setting the color in the Lua definition to {0,0,0}. The intensity of the light flicker is used for the 'flicker' effect in the working visualisation, so setting it to 0 intensity breaks that.

Re: New furnace glows and burner glows in general?

Posted: Fri Nov 13, 2020 2:45 pm
by Deadlock989
Klonan wrote: Fri Nov 13, 2020 2:41 pm 1. Yes

2. Yes

3. No, they are just not drawn by setting the color in the Lua definition to {0,0,0}. The intensity of the light flicker is used for the 'flicker' effect in the working visualisation, so setting it to 0 intensity breaks that.
Nice. So it's a static one frame thing - effect = "flicker" and it takes the flicker parameters from the energy source?

Re: New furnace glows and burner glows in general?

Posted: Fri Nov 13, 2020 2:52 pm
by Klonan
Deadlock989 wrote: Fri Nov 13, 2020 2:45 pm
Nice. So it's a static one frame thing - effect = "flicker" and it takes the flicker parameters from the energy source?
Exactly, the 'light_flicker' varies its intensity over time, and any working visualisations with "flicker" will read this intensity


Re: New furnace glows and burner glows in general?

Posted: Fri Nov 13, 2020 3:05 pm
by Deadlock989
Nice one. Very easy. Thanks.

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Re: New furnace glows and burner glows in general?

Posted: Fri Nov 13, 2020 8:40 pm
by Deadlock989
Klonan - how is the electric furnace doing the ground flicker? In 1.0 and earlier, electric energy sources ignore any light_flicker definition. (In the past I have used "uranium-glow" instead as a workaround.)

Re: New furnace glows and burner glows in general?

Posted: Fri Nov 13, 2020 8:44 pm
by Klonan
Deadlock989 wrote: Fri Nov 13, 2020 8:40 pm Klonan - how is the electric furnace doing the ground flicker?
It doesn't flicker for the electric furnace