Right, I have it almost flawless apart from the very bad edge cases of extreme speed and tight angles. Even then you can't see it anymore without pausing/screenshotting.
I am bad at math and don't know how to apply it, so I have just done what I can and bodged in magic constants everywhere (that ...
Search found 14 matches
- Mon Sep 22, 2025 2:07 am
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 656
- Mon Sep 22, 2025 1:17 am
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 656
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
Yeah, Vector maths works.
09-22-2025, 02-10-07.png
Position is fine now, rotation not so much. It doesn't look nearly as bad and only really notice it if you pause/screenshot a very fast train.
Can't see a way to predict rotation as it looks like there's no info for what's next in regards to ...
09-22-2025, 02-10-07.png
Position is fine now, rotation not so much. It doesn't look nearly as bad and only really notice it if you pause/screenshot a very fast train.
Can't see a way to predict rotation as it looks like there's no info for what's next in regards to ...
- Mon Sep 22, 2025 12:55 am
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 656
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
I can get the speed, as in a total magnitude but not the velocity, as in the direction. In fact I see very little for direction. I guess I can use orientation and speed with vector math to get x/y components.
- Mon Sep 22, 2025 12:25 am
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 656
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
Though when the train is going fast they still look bad, hmm. It's like I'm setting the position for the last draw, so it's always lagging behind.
09-22-2025, 01-37-39.png
Even the rotation is wrong, hmm. It's like I'm getting the data at the start of the frame, applying that, then the train's ...
09-22-2025, 01-37-39.png
Even the rotation is wrong, hmm. It's like I'm getting the data at the start of the frame, applying that, then the train's ...
- Mon Sep 22, 2025 12:18 am
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 656
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
Ahhhh, I just found there's `LuaEntity.draw_data.position`, setting the `target` of my animation to that now:
09-22-2025, 01-18-08.png
Not perfect (and the renders are bad, just threw in random stuff I found on open source model sites to see if it was possible).
Thanks again - wouldn't have got ...
09-22-2025, 01-18-08.png
Not perfect (and the renders are bad, just threw in random stuff I found on open source model sites to see if it was possible).
Thanks again - wouldn't have got ...
- Mon Sep 22, 2025 12:05 am
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 656
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
Fixed the wrong image by wrapping to keep the frame index in range. Just to tackle the position oddness now.
- Sun Sep 21, 2025 11:56 pm
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 656
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
Thanks so much, that's made a big difference. The overlay texture is now rotated correctly.
I still have an offset issue, then a totally broken rotation if I reverse the wagon.
09-22-2025, 00-54-52.png
Not sure if this is to do with how I'm defining the animation - or how I'm setting the angle ...
I still have an offset issue, then a totally broken rotation if I reverse the wagon.
09-22-2025, 00-54-52.png
Not sure if this is to do with how I'm defining the animation - or how I'm setting the angle ...
- Sun Sep 21, 2025 9:43 pm
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 656
Re: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
I've just been messing with the `rendering` global. It doesn't quote work perfectly I find. I might be doing something wrong.
Compared to using the normal way of spriting a wagon, I'm using an animation and using the wagon's rotation to index the correct frame in the animation.
Only it drifts off ...
Compared to using the normal way of spriting a wagon, I'm using an animation and using the wagon's rotation to index the correct frame in the animation.
Only it drifts off ...
- Sun Sep 21, 2025 2:30 pm
- Forum: Modding help
- Topic: Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
- Replies: 12
- Views: 656
Anyway to modify/disable an individual Entity's (specifically a RollingStockPrototype) Pictures at runtime?
As it's on the Prototype, it doesn't look like you can modify it at runtime and even if you could, you would affect all instances.
I want to be able to show/hide Layers at the Entity level based on conditions. However, I can't see a way to do that via run time scripting. Is there anything I can do?
I want to be able to show/hide Layers at the Entity level based on conditions. However, I can't see a way to do that via run time scripting. Is there anything I can do?
- Tue Sep 16, 2025 4:55 pm
- Forum: Modding help
- Topic: How to add a mineable fluid resource that only spawns one entity per patch?
- Replies: 4
- Views: 356
Re: How to add a mineable fluid resource that only spawns one entity per patch?
I was trying to think of all the mods that did this and rememebered some from my K2SE playthrough, then ruled it out as SE isn't 2.0 yet... Totally forgetting Immersite is from K2. Thank you, I will do just that.
- Tue Sep 16, 2025 2:19 pm
- Forum: Modding help
- Topic: How to add a mineable fluid resource that only spawns one entity per patch?
- Replies: 4
- Views: 356
How to add a mineable fluid resource that only spawns one entity per patch?
After reading through all the prototypes around resources and map gen settings/autoplace settings, I can't see a way to make it only spawn one of the entity.
I want a fixed yield, with a fixed size and just one to appear anywhere the resource is "rolled". I can't see an easy way to do this. Is it ...
I want a fixed yield, with a fixed size and just one to appear anywhere the resource is "rolled". I can't see an easy way to do this. Is it ...
- Tue Sep 16, 2025 2:17 pm
- Forum: Modding help
- Topic: How do I use FMTK to debug/step through Factorio?
- Replies: 1
- Views: 238
Re: How do I use FMTK to debug/step through Factorio?
Solved it.
You have to ensure the path to your Factorio is set correctly, there's a "Factorio Version" at the bottom of your VS Code Window. Select that, set "Add another install location", then navigate to your Factorio path and find the executable. Then give it a name and save. Debug mode should ...
You have to ensure the path to your Factorio is set correctly, there's a "Factorio Version" at the bottom of your VS Code Window. Select that, set "Add another install location", then navigate to your Factorio path and find the executable. Then give it a name and save. Debug mode should ...
- Sun Sep 14, 2025 10:37 pm
- Forum: Modding help
- Topic: How do I use FMTK to debug/step through Factorio?
- Replies: 1
- Views: 238
How do I use FMTK to debug/step through Factorio?
The documentation for FMTK mentions nothing on -how- to do it, as in set it up and get in to the debugger.
Hitting Debug in VS Code does nothing. There seems to be no way to set up what path to execute the game at. I feel like I'm missing something.
Hitting Debug in VS Code does nothing. There seems to be no way to set up what path to execute the game at. I feel like I'm missing something.
- Thu Mar 24, 2016 12:08 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 234250
Re: [0.12.x] RSO Discussion thread
I'm brand new to modding in Factorio. I've only played the base game a little bit.
I was annoyed at the base game due to being able to just find ore so close by and run a new belt. Essentially making long term/distance logistics rather useless.
I'm looking at playing it as a cross between Factorio ...
I was annoyed at the base game due to being able to just find ore so close by and run a new belt. Essentially making long term/distance logistics rather useless.
I'm looking at playing it as a cross between Factorio ...