Ancient Drill


Adds a large ancient drill made from fulgorian scrap

Content
20 days ago
2.0
4.64K
Mining

i [UNSOLVED. NEED HELP!] Working Sound and Animation

6 months ago
(updated 6 months ago)

This thing is huge, so it should surely use the sound from the Big Drills, possibly pitched down with some other machine like a centrifuge combined into the sound?

6 months ago

Hi! Thanks for suggestion! I already add a custom sound for this big guy :D Check it out and feedback)

6 months ago
(updated 6 months ago)

it's amazing good job, i discovered some quirks that may be worth looking into
- because it can be affected by so many beacons, the animation speed can end up looking very silly - perhaps have an upper limit like biolabs?
- if i put four speed module 3s into it, the sound seems to stop, maybe the sound breaks at certain speeds?

6 months ago

https://youtu.be/wKR0Ur5cbbo unlisted video of the working sound without any speed boosts also, maybe for the main page

6 months ago

Thanks for testing it! I try to fix that and I can only semi-fix sound (it's sounds like multiple drill sound but not glitched). Animation is unfixable for my and GPT skills. Maybe somebody suggest a solution. But for vanilla gameplay without quality it looks fine with max amount of beacons with T3 speed modules.

6 months ago

What's the problem with the animation ? It's scale withe the speed of the machine and it's too fast ? ( i can try too fixed it )

6 months ago

What's the problem with the animation ? It's scale withe the speed of the machine and it's too fast ? ( i can try too fixed it )

Absolutely. I don't know how to separate animation and mining speed

6 months ago

i think i fix your problem . But you need to understand that animation speed ( for working visualisation ) and animations for mining drill is two different things. I couldn't exlain myself correcly but i thinnk the problem is fix . It's not perfect but it is what i could do with the API.

And tell me more about the sound issue please

6 months ago

next thing i need to do is to fix the emission on the animations frames

6 months ago

emissions fixed

6 months ago

probably the sounds too

6 months ago

probably the sounds too

6 months ago

wherre i can send you the fixed files ?

6 months ago

wherre i can send you the fixed files ?
Thanks for help! You can create a fork on the github and create a pull request

6 months ago

Sorry but i don't understand git ( i'm a dev but i never understand how it's works ) . Sorry but i don't know how to make a pull request and i don't want to make one ( i try but i give up )

6 months ago

I tells me forbidden for every action i try

6 months ago

itry an other attempted later

6 months ago

Sorry but i don't understand git ( i'm a dev but i never understand how it's works ) . Sorry but i don't know how to make a pull request and i don't want to make one ( i try but i give up )

Np. I also sucks on Git :D You may upload ur fix on Google Drive and share the link here

6 months ago

Here's the link :) hope it's work https://drive.google.com/file/d/1J6TPgM-M47ZdN7z96mq4j4Sylg1R5rXY/view?usp=sharing . I already pack the new version with the changelog end the correct version number.

6 months ago

Here's the link :) hope it's work https://drive.google.com/file/d/1J6TPgM-M47ZdN7z96mq4j4Sylg1R5rXY/view?usp=sharing . I already pack the new version with the changelog end the correct version number.

Thanks for fix suggesting! It's seems better, but have some troubles. At some counts of mining speed sound is gone. For example - 4 T3 speed modules turns sound off.

And with around 8-9 beacons full of T3 speed modules makes animation behaive strange. There is become one static animation and one transparent move animation. With 10+ beacons any animations stops.

6 months ago

I dont' have the animation issue with the new version but i effectively have the sound issue but if i place more building i came back normal ( it's probably a bug of factorio here).

You cannot use the animation field because it's scale on the machine speed this is why you have that issue. I use the working animation that don't rely on the animation but i required a still animation ( the idle animation that i use in my file) . So when you use the machine i switch to the working animation when it's idle it's fall back to idle one . But the standard animation needs to be empty otherwise it override everything else

6 months ago

for the sound issue i can try to found an explanation

6 months ago

I use the working animation that don't rely on the animation but i required a still animation ( the idle animation that i use in my file) . So when you use the machine i switch to the working animation when it's idle it's fall back to idle one . But the standard animation needs to be empty otherwise it override everything else

Oh, this was way that ChatGPT suggested me: use a some filler for animation in entity file and make animation in control.lua via script. Thanks for helping! I wait and think all about this some time and decide what to do next.

Glad for ur activity! This is what called community <3 :D

6 months ago

after further testing it seems that the drill is mining soo fast it cannot be handle in vanilla so probably a sound issue in the game

6 months ago

dont rely on control.lua it's bad in your case :p. The prototype definition is the better way to handle animation if it handle by the game just use what i send to you :)

6 months ago

yes factorio's community is incredible :D . The factory must grow !!!

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