Thanks guys, this solves one of my biggest problems. If someone wants to do the same with idle graphics, he/she should use "integration_path" formula instead of "animation". Then the graphic will be set below the player's character and his shadow.
"integration_path" also work with "make_4way ...
Search found 10 matches
- Fri Dec 24, 2021 11:34 am
- Forum: Modding help
- Topic: Object beneath player
- Replies: 3
- Views: 1428
- Wed Dec 15, 2021 7:17 pm
- Forum: Modding help
- Topic: Object beneath player
- Replies: 3
- Views: 1428
Object beneath player
Ok so.. like in topic. I wanna create an object which is a "assembling-machine". I read that this type of object Inherit functions from Prototype/EntityWithHealth. In this prototype we can find "integration_patch_render_layer". So as I assume it determine on which layer object will be .. drawn ...
- Mon Jan 20, 2020 8:08 pm
- Forum: Modding help
- Topic: Is it possible to make animated pipes?
- Replies: 0
- Views: 599
Is it possible to make animated pipes?
Hi it's me again
. Today I faced with new problem.
Pipes use type/sprites to show graphics variation of this entity, but sprites doesn't have animating function. So my question: is it possible to force the pipe to use animation instead of sprite?

Pipes use type/sprites to show graphics variation of this entity, but sprites doesn't have animating function. So my question: is it possible to force the pipe to use animation instead of sprite?
- Wed Jan 01, 2020 10:55 am
- Forum: Modding help
- Topic: How to prevent connection of different pipes?
- Replies: 8
- Views: 3371
Re: How to prevent connection of different pipes?
Yes, that's what I want!
I searched the Factorio API in hope that I would find functions that would allow the creation of such pipes, without having to write advanced scripts that will consume a lot of memory. However, I didn't find anything so I decided to write here.
The last idea that comes to ...
I searched the Factorio API in hope that I would find functions that would allow the creation of such pipes, without having to write advanced scripts that will consume a lot of memory. However, I didn't find anything so I decided to write here.
The last idea that comes to ...
- Wed Jan 01, 2020 12:18 am
- Forum: Modding help
- Topic: How to prevent connection of different pipes?
- Replies: 8
- Views: 3371
Re: How to prevent connection of different pipes?
Geez I barely try to start making a mod and I must deal with with many problem from the start :/ I know that via lua we can do practically everything but there's a costs, costs of memory usage. The think what I want to do is simillar or even the same as in Yuoki industries: Add mechanical power to ...
- Mon Dec 30, 2019 4:32 pm
- Forum: Modding help
- Topic: How to prevent connection of different pipes?
- Replies: 8
- Views: 3371
Re: How to prevent connection of different pipes?
This mod do what I want but it's too complicated for me to use or even find in this mod how it's work. I just need a code example that prevent connection of two different pipes or something from Factorio API that could help cuz I can't find anything like that :/.
- Sun Dec 29, 2019 10:00 am
- Forum: Modding help
- Topic: How to prevent connection of different pipes?
- Replies: 8
- Views: 3371
How to prevent connection of different pipes?
Hi. As I wrote in title, my question is how to prevent from connecting two different pipes.
For purpose I created a new fluid pipe with new graphic, and I don't want to let it connect with vanilla pipes even if my pipe can transfer same kinds of fluid like vanilla. So is it possible to prevent ...
For purpose I created a new fluid pipe with new graphic, and I don't want to let it connect with vanilla pipes even if my pipe can transfer same kinds of fluid like vanilla. So is it possible to prevent ...
- Mon Dec 16, 2019 3:59 pm
- Forum: Modding help
- Topic: Energy Types
- Replies: 4
- Views: 1771
Re: Energy Types
Yeah this is what I've been afraid of. So if it's hardcoded there is a huge problem, also creating objects that's have too much condition that makes game run slowly on small factory is not good solution. But... when we create a new type of pipe or something that transfer fluids, we can use property ...
- Fri Dec 13, 2019 11:25 pm
- Forum: Modding help
- Topic: Energy Types
- Replies: 4
- Views: 1771
Re: Energy Types
Sounds tricky as you said. It creates more problems but it's also a solution.
But on patch 0.1.5 there was added a nuke reactor as well as new energy type "heat"! So, how they was add it? If they can add new energy type what called heat, then there must be an other option to add new energy type ...
But on patch 0.1.5 there was added a nuke reactor as well as new energy type "heat"! So, how they was add it? If they can add new energy type what called heat, then there must be an other option to add new energy type ...
- Fri Dec 13, 2019 9:03 pm
- Forum: Modding help
- Topic: Energy Types
- Replies: 4
- Views: 1771
Energy Types
At first hello I'm Shaderon (you can also call me just Shade ;) ), this is my first post on the forum but I hope you will take it serious and if someone know how to solve this problem will want to help me. I'm play Factorio for a long time. For last several months I think about do my own mod, I have ...