I've written a new branch of "Muluna, Moon of Nauvis" to test the new mod-data prototype, but I've found that unlike other prototypes, mod-data objects are immutable after their initial definition, which limits their usefulness and breaks from conventions of other prototypes.
https://github.com ...
Search found 161 matches: moon* planet*
Searched query: +moon* +planet*
- Mon Jun 23, 2025 7:32 pm
- Forum: Not a bug
- Topic: [2.0.58] mod-data prototypes are immutable after initial definition
- Replies: 2
- Views: 149
- Thu May 29, 2025 8:27 pm
- Forum: Modding interface requests
- Topic: Allow processions to play when sending a cargo pod from planet to planet
- Replies: 0
- Views: 327
Allow processions to play when sending a cargo pod from planet to planet
Hello,
I am making a mod where I have a type of rocket that sends the player directly from a planet to its moon (or vice versa). Despite having hooked up the processions correctly in the moon's prototype, no procession animation plays when I script LuaEntity::launch_rocket({type.defines.cargo ...
I am making a mod where I have a type of rocket that sends the player directly from a planet to its moon (or vice versa). Despite having hooked up the processions correctly in the moon's prototype, no procession animation plays when I script LuaEntity::launch_rocket({type.defines.cargo ...
- Fri May 23, 2025 1:32 am
- Forum: Technical Help
- Topic: [2.0.47] DesyncedWaitingForMap Issue for multiplayer save
- Replies: 2
- Views: 478
Re: [2.0.47] DesyncedWaitingForMap Issue for multiplayer save
My mod list too.
"name": "base",
"name": "elevated-rails",
"name": "quality",
"name": "space-age",
"name": "aai-containers",
"name": "aai-loaders",
"name": "aai-programmable-structures",
"name": "aai-programmable-vehicles",
"name": "aai-signals",
"name": "aai-vehicles ...
"name": "base",
"name": "elevated-rails",
"name": "quality",
"name": "space-age",
"name": "aai-containers",
"name": "aai-loaders",
"name": "aai-programmable-structures",
"name": "aai-programmable-vehicles",
"name": "aai-signals",
"name": "aai-vehicles ...
- Wed May 21, 2025 2:39 pm
- Forum: General discussion
- Topic: Starting a new game of Space Age - Mod Recommendation
- Replies: 9
- Views: 1959
Starting a new game of Space Age - Mod Recommendation
Hi,
I've not played in a while (1+ years) and am going to play with Space Age for the first time.
I love Factorio and have done multiple Py / Krastorio runs, So know the game well.
I was hoping to get some suggestions of current mods I should include. I don't like to add/remove mods during a play ...
I've not played in a while (1+ years) and am going to play with Space Age for the first time.
I love Factorio and have done multiple Py / Krastorio runs, So know the game well.
I was hoping to get some suggestions of current mods I should include. I don't like to add/remove mods during a play ...
- Sun Mar 23, 2025 7:33 pm
- Forum: Pending
- Topic: [2.0.42] Crash on desync "Close active window called while game is being saved."
- Replies: 2
- Views: 645
Re: [2.0.42] Crash on desync
0.001 2025-03-23 14:45:46; Factorio 2.0.42 (build 82066, win64, steam, space-age)
0.001 Operating system: Windows 10 (build 19045)
0.000 Initializing Steam API.
0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Config path: C:/Users ...
0.001 Operating system: Windows 10 (build 19045)
0.000 Initializing Steam API.
0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.001 Config path: C:/Users ...
- Thu Mar 06, 2025 9:54 pm
- Forum: Mod portal Discussion
- Topic: Add a new "Planet" tag to mod portal intended for standalone planets
- Replies: 6
- Views: 1076
Add a new "Planet" tag to mod portal intended for standalone planets
There are now a number of standalone planets on the mod portal, but with no straightforward method to search and sort them based on downloads/popularity/etc. Most are under the Content category; some have Planet in the title, some have Moon, some have neither. Tags are a mixed bag as well depending ...
- Wed Feb 26, 2025 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Plan / Debug mode (similar to Pause)
- Replies: 12
- Views: 1099
Re: Plan / Debug mode (similar to Pause)
according to the Rules of the Achievements for a Savegame
Where is it? :?
In the source code for the game, of course. :-) "Achievements Enabled" is a Binary flag that is en/disabled based upon Runtime conditions (such as running a Console /command) - and persisted as a Binary bit in the ...
- Mon Jan 13, 2025 4:50 pm
- Forum: Ideas and Suggestions
- Topic: PLEASE change the planet distances...
- Replies: 19
- Views: 2394
Re: PLEASE change the planet distances...
The current common understanding of space age's spaceship physics is that space is an ocean and obviously the ship can only reach a max speed limited by the resistance with the ambient water vs engine thrust. There's nothing wrong with that but I have a fun alternative head canon.
Space is not an ...
Space is not an ...
- Wed Jan 08, 2025 5:03 pm
- Forum: Ideas and Suggestions
- Topic: Mod toggle to disable/remove the "Logistic network" (button between "Circuit" and "Close") for connectable objects
- Replies: 0
- Views: 535
Mod toggle to disable/remove the "Logistic network" (button between "Circuit" and "Close") for connectable objects
EDIT: I only just now realized that what the (original) title says is already in the game, and THAT (specifically) is what my suggestion is to disable. Reading the rest makes this obvious, but I've edited the title to reflect that.
TL;DR
(Unless done already, I'm not a modder - sadly) Add a ...
TL;DR
(Unless done already, I'm not a modder - sadly) Add a ...
- Fri Jan 03, 2025 10:17 pm
- Forum: Modding interface requests
- Topic: [Space Age] Orbit Line Movement
- Replies: 5
- Views: 852
[Space Age] Orbit Line Movement
Hi! Currently, you cannot define orbit lines around other objects without messing with starmap imagery and even then, you get orbit lines which can't be expanded easily. What I'd like to request is the ability to draw orbit lines around a specific object instead of the center of the star map ...
- Fri Jan 03, 2025 9:30 pm
- Forum: Modding interface requests
- Topic: [Space Age] Space Connection Curving
- Replies: 0
- Views: 361
[Space Age] Space Connection Curving
Hi! Currently, when you make a very spread out starmap with lots of space connections far away, they become very... uncurved.
Screenshot 2025-01-02 211531.png
Note that the space-location labelled "Sol" is 250 distance away from the starmap's center.
The objects around that space-location have ...
Screenshot 2025-01-02 211531.png
Note that the space-location labelled "Sol" is 250 distance away from the starmap's center.
The objects around that space-location have ...
- Tue Dec 31, 2024 6:15 pm
- Forum: Technical Help
- Topic: Game crashes during 95% loading
- Replies: 2
- Views: 719
Game crashes during 95% loading
Hi,
My factory cannot grow. The game crashes at 95% loading during "Loading sounds..." phase. The intro starts playing, but I get this unexpected error.
https://i.ibb.co/0ZpChCd/saerror.png
I definitely used the latest version. I reinstalled the game but it did not help. I have been playing ...
My factory cannot grow. The game crashes at 95% loading during "Loading sounds..." phase. The intro starts playing, but I get this unexpected error.
https://i.ibb.co/0ZpChCd/saerror.png
I definitely used the latest version. I reinstalled the game but it did not help. I have been playing ...
- Sat Dec 21, 2024 4:37 am
- Forum: General discussion
- Topic: Space Age is the worst game ever
- Replies: 42
- Views: 22864
Re: Space Age is too hard
like you do in SE...I could have spent with SE...No space elevators. no other planets. no moons. no space ships that can land. no acrolinks, etc … it feels like they stopped half way through the development and gave us something that feel half baked. Wtf
So you have spent two months to realize ...
- Sat Dec 21, 2024 12:10 am
- Forum: General discussion
- Topic: Space Age is the worst game ever
- Replies: 42
- Views: 22864
Re: Space Age is too hard
Ok - I take everything back. I just beat Factorio 2.0 Space Age and now I am even more disappointed. There is absolutely no use for the final science package. I was expecting to unlock some unique technologies with it (like you do in SE). This is the most disappointing ending to a bad game I ever ...
- Wed Dec 04, 2024 5:35 am
- Forum: Gameplay Help
- Topic: Fission Fuel on Space Platforms Problem
- Replies: 2
- Views: 1075
Fission Fuel on Space Platforms Problem
Ive got an issue with my planetary logistics so i'm wondering if there's some ideas someone has that could help or some way that i could better set this up.
My logistics system is set up fairly similar to Nilaus's setup, with one ship dedicated to each planet dropping off exports to each one.
For ...
My logistics system is set up fairly similar to Nilaus's setup, with one ship dedicated to each planet dropping off exports to each one.
For ...
- Wed Nov 27, 2024 7:48 pm
- Forum: Mods
- Topic: [2.0] Real Celestial Universe
- Replies: 0
- Views: 882
[2.0] Real Celestial Universe
The Real Celestial Universe mod is NOT mine, as I am only a contributor to the mod. If you've ever seen the inner and outer asteroid belts, you can thank me for those.
[Introduction]
The rest of this topic is definitely not a copy of the existing mod portal description... right?
Welcome to the ...
[Introduction]
The rest of this topic is definitely not a copy of the existing mod portal description... right?
Welcome to the ...
- Sat Nov 23, 2024 2:50 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 109
- Views: 45701
Re: Friday Facts #438 - Space Age wrap up
shame we're only getting one factorio expansion.
i could've forseen an expansion including caves and oceans levels under the surface of the planets, as well as different kinds of planets like a barren moon/murcury planet and maybe a gas giant. not sure how the gameplay would've worked for the ...
- Fri Nov 22, 2024 1:42 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 109
- Views: 45701
Re: Friday Facts #438 - Space Age wrap up
shame we're only getting one factorio expansion.
i could've forseen an expansion including caves and oceans levels under the surface of the planets, as well as different kinds of planets like a barren moon/murcury planet and maybe a gas giant. not sure how the gameplay would've worked for the gas ...
- Fri Nov 22, 2024 12:31 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 109
- Views: 45701
Re: Friday Facts #438 - Space Age wrap up
shame we're only getting one factorio expansion.
i could've forseen an expansion including caves and oceans levels under the surface of the planets, as well as different kinds of planets like a barren moon/murcury planet and maybe a gas giant. not sure how the gameplay would've worked for the gas ...
- Fri Nov 22, 2024 12:13 pm
- Forum: News
- Topic: Friday Facts #438 - Space Age wrap up
- Replies: 109
- Views: 45701
Re: Friday Facts #438 - Space Age wrap up
shame we're only getting one factorio expansion.
i could've forseen an expansion including caves and oceans levels under the surface of the planets, as well as different kinds of planets like a barren moon/murcury planet and maybe a gas giant. not sure how the gameplay would've worked for the gas ...
i could've forseen an expansion including caves and oceans levels under the surface of the planets, as well as different kinds of planets like a barren moon/murcury planet and maybe a gas giant. not sure how the gameplay would've worked for the gas ...