Advanced Belts

by Buggi

Mod adds 3 new tiers of belts, splitters and undergrounds belts past Turbo tier. Has support for loaders from other mods. (AAI, Deadlock, etc)

Content
a month ago
2.0
4.43K
Logistics

i Larger arrow gaps.

a month ago

The vanilla/space age belts uses larger gaps between the belt arrows, to more easily tell which direction the belt is moving, since at high speeds the arrows become very blurry. I suggest also increasing the gaps on your belts to help visualize this.

https://i.imgur.com/OdIH6KP.png
https://streamable.com/lxhpmx

a month ago

That is no small task.
1. The belts are all shared between the tiers and are color tinted to the tier. This saves on memory required I believe.
2. I don't have the original 3d assets or the art/texture skills to completely revamp all the belt sprites and animations. Doing this would require weeks of work.

The arrows being blurry is directly representative at how fast these belts are going. There would be no way around this, even if you made the spacing higher, the arrows would still have to move to the belts speed, making them very fast.

a month ago

I see, well could you atleast clone it from the turbo belt as it has wider gaps? If possible ofcourse.

13 days ago
(updated 10 days ago)

You could've copied the animation code from turbo belts, then for the texture simply shift the hue/saturation of the green arrows on the turbo belt spritesheet to your liking.

The main issue is that turbo belts have their animation offset by half depending if the tile they're on has the sum of its coordinates even or odd. Not sure what the actual logic is, but the answer is definitely inside the turbo belt's code

7 days ago
(updated 7 days ago)

Update: you just need to add alternate = true to the belt prototype's belt_animation_set for it to be offset by half between each belts like turbo belts.

For the spritesheets, just take the turbo belt's sprites, pop it in photopea and use a "hue/saturation" filter mapped to the green arrows to change their color

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