On left, the Angel's clarifier (furnace), next to the Angel's strand casting machine (assembling machine). Both working_visualisations specify that animation has fadeout = true:
Now, editing the clarifier to be an assembly machine:
The animation fades in properly, but when the machine is finished as a furnace it immediately disappears instead of fading out.
[boskid][1.1.39] working_visualisation/fadeout is broken on Furnace prototype
[boskid][1.1.39] working_visualisation/fadeout is broken on Furnace prototype
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Last edited by kirazy on Tue Sep 21, 2021 6:42 am, edited 1 time in total.
Re: working_visualisation/fadeout is broken on Furnace prototype
Can you provide a minimal set of mods to reproduce this issue and update the topic to include the version?
For a moment i was thinking it may be a duplicate of something else (86614) but there is no shared logic between reactor and crafting machine.
For a moment i was thinking it may be a duplicate of something else (86614) but there is no shared logic between reactor and crafting machine.
Re: [1.1.39] working_visualisation/fadeout is broken on Furnace prototype
Done, and done.
Made a cute save and mod just for this, since the particular main mods are as-yet unreleased. Requires Angel's Refining.
Edit: I forgot how slow my upload is to Factorio servers (an issue of itself, given I have 1 gbps up/down...) and hit submit before the attachments were finished...
Made a cute save and mod just for this, since the particular main mods are as-yet unreleased. Requires Angel's Refining.
Edit: I forgot how slow my upload is to Factorio servers (an issue of itself, given I have 1 gbps up/down...) and hit submit before the attachments were finished...
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- Fadeout Bug.zip
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- fadeout_bug_report_1.0.0.zip
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Re: [boskid][1.1.39] working_visualisation/fadeout is broken on Furnace prototype
Thanks for the report and the files for reproduction. Issue is now fixed for 1.1.40.
In this particular case it was only a drawing issue because the working visualisation got the current recipe id of a furnace which is cleared immediately when furnace finishes its crafting cycle - this prevented tint from being applied as the recipe info was no longer provided. As there is also a "previous recipe ID" available in furnace, i just used it as a fallback the same way as its used for the recipe layer on map where it shows a recipe even when furnace is not working at a given point in time.
In this particular case it was only a drawing issue because the working visualisation got the current recipe id of a furnace which is cleared immediately when furnace finishes its crafting cycle - this prevented tint from being applied as the recipe info was no longer provided. As there is also a "previous recipe ID" available in furnace, i just used it as a fallback the same way as its used for the recipe layer on map where it shows a recipe even when furnace is not working at a given point in time.