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https://github.com/sparr/factorio-mod-fake-new-rails
A mod for the game Factorio. Adds simple non-rail entities shaped like the upcoming Space Age / Factorio 2.0 rails.
https://github.com/sparr/factorio-mod-fake-new-rails
factorio mod
Last synced: about 1 month ago
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A mod for the game Factorio. Adds simple non-rail entities shaped like the upcoming Space Age / Factorio 2.0 rails.
- Host: GitHub
- URL: https://github.com/sparr/factorio-mod-fake-new-rails
- Owner: sparr
- License: mit
- Created: 2023-10-31T20:16:56.000Z (about 1 year ago)
- Default Branch: main
- Last Pushed: 2024-09-22T17:15:10.000Z (3 months ago)
- Last Synced: 2024-10-13T11:22:06.145Z (3 months ago)
- Topics: factorio, mod
- Language: Lua
- Size: 2.54 MB
- Stars: 1
- Watchers: 2
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
- Changelog: changelog.txt
- License: LICENSE.txt
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README
# factorio-mod-fake-new-rails
A mod for the game Factorio. Adds simple non-rail entities shaped like the upcoming Space Age / Factorio 2.0 rails, for players eager to tinker with the shapes of the new rails.![entities laid out on a grid](graphics/screenshots/example_0001.png "Example")
# Instructions
While the entities don't have names and are split into pairs to accommodate 2/4/8 directional rotation, it is strongly recommended to import and use some part of the [blueprint book](blueprint_book). It contains each rotation of each entity, arranged into sub-books and in an order that should feel similar to rotating a single entity. A recommended hotbar configuration of sub-books is as follows:1. Low / Straight
2. Low / Curve
3. High / Straight
4. High / Curve
5. Ramp
6. Support# Contributing
PRs are welcome! There is plenty of room for improvement, including but not limited to...* entity definition logic
* icon and entity artwork
* entity names in locale files
* custom `r`/`R`/`f`/etc hotkey handlers to implement appropriate rotation and mirroringIf you modify [fake-new-rails.svg](graphics/entity/fake-new-rails.svg), you will need to run [export-sprites.sh](graphics/entity/export-sprites.sh) to re-generate all the separate sprite layers. This script requires [Inkscape](https://inkscape.org/) for rendering the layer images, and [ImageMagick convert](https://imagemagick.org/script/convert.php) for rotation and mirroring.