Search found 171 matches: moon* planet*

Searched query: +moon* +planet*

by Alcedine
Sat Nov 15, 2025 6:32 am
Forum: Desyncs with mods
Topic: [2.0.72][Modded planets] Desync upon joining MP modded server
Replies: 1
Views: 270

[2.0.72][Modded planets] Desync upon joining MP modded server

NOTE: I do not appear to have permission to submit to the Modded Desync forum so please move this to the relevant subforum?

We're running the mods listed below (only planets and their dependencies). At this point, whenever I try to join the server, it desyncs immediately after loading the map data ...
by thelordodin
Thu Nov 06, 2025 3:53 am
Forum: Ideas and Requests For Mods
Topic: Docking platforms/Spaceships from Space Exploration (SE vs Space Age)
Replies: 1
Views: 253

Docking platforms/Spaceships from Space Exploration (SE vs Space Age)

I think docking spaceships in Space Exploration mod - is likely the most interesting feature that hooks me up to SE.
Hovewer I found myself struggling between
"Should I play SE? But I want thouse new planets and SE is an ovehaul it might conflict with them..."
and
"Should I play planets + Space Age ...
by DaleStan
Fri Oct 10, 2025 12:33 am
Forum: Bug Reports
Topic: [2.0.69] Factorio refuses to use data cache
Replies: 0
Views: 248

[2.0.69] Factorio refuses to use data cache

Even when starting Factorio with a valid data cache (just written by the previous run of Factorio, with no mod or setting changes) it still refuses to use the data cache, and provides no explanation why:

0.001 2025-10-09 20:21:16; Factorio 2.0.69 (build 84148, win64, full, space-age)
0.001 ...
by y.petremann
Sat Sep 27, 2025 4:39 am
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 8
Views: 1947

Re: Setting Parent Body for a SpaceLocation

After lots of time, I reiterate this proposal with some consideration:

The community has been using Planetslib to implement this proposal. They need to fake the orbits by registering a sprite for it, this result in a lot of sprites only for orbits.

Also as for now space connection are handler in a ...
by Loewchen
Thu Sep 04, 2025 9:28 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.66] Crash loading save after changing mod setup (AgriculturalTower::postTransferHook)
Replies: 7
Views: 1496

Re: [2.0.60] Crash loading save after changing a mod startup setting (GameView::openTechnologyGUI)

That is a different crash though.
0.000 2025-09-04 15:54:19; Factorio 2.0.66 (build 83840, win64, steam, space-age)
0.000 Operating system: Windows 10 (build 19044)
0.000 Initializing Steam API.
0.001 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio ...
by Skankovich
Tue Sep 02, 2025 11:30 pm
Forum: Technical Help
Topic: Game keeps crashing after updating to windows 11. Please help
Replies: 1
Views: 531

Game keeps crashing after updating to windows 11. Please help

0.000 2025-09-03 09:06:26; Factorio 2.0.60 (build 83512, win64, steam, space-age)
0.000 Operating system: Windows 11 (build 26100)
0.000 Initializing Steam API.
0.000 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.000 Config path: C:/Users ...
by eugenekay
Sat Aug 23, 2025 2:32 pm
Forum: Questions, reviews and ratings
Topic: Spaceage new planets mods
Replies: 1
Views: 662

Re: Spaceage new planets mods

Before adding new planets, I suggest trying Any Planet Start for a fresh take on the Space Age progression. Gleba-first is for true masochists. For an entirely-unique experience you can jump into Solar System++ and see something completely new.

Maraxsis is probably the most "complete" of the Add ...
by Warpspeed
Fri Jul 11, 2025 6:37 pm
Forum: Ideas and Suggestions
Topic: Allow vehicles to be affected by the surface gravity and air resistance on different planets
Replies: 2
Views: 410

Allow vehicles to be affected by the surface gravity and air resistance on different planets

I think it would be a good idea to allow RollingStockPrototype.air_resistance and VehiclePrototype.weight to be configurable for each surface.

While this may not be significant for the base SpaceAge, it opens up interesting modding opportunities. For example, having a car handle very differently on ...
by drewmate
Wed Jul 09, 2025 10:38 pm
Forum: Technical Help
Topic: Server startup error: Duplicate mod elevated-rails.
Replies: 1
Views: 414

Server startup error: Duplicate mod elevated-rails.

I've been hosting a server based on the factoriotools docker image for several months with very few issues. Today (I think since the 2.0.55 update) it won't start up and gives me the error:

Util.cpp:81: Duplicate mod elevated-rails.

I've never seen any duplicate errors before, and have been ...
by TYBXGH
Mon Jul 07, 2025 12:05 am
Forum: Technical Help
Topic: Error updating mods: "next InitializeSecurityContext failed: Unknown error (0x80092013)"
Replies: 17
Views: 6993

Re: Error updating mods: "next InitializeSecurityContext failed: Unknown error (0x80092013)"

0.001 2025-07-07 08:01:27; Factorio 2.0.58 (build 83402, win64, steam, space-age)
0.002 Operating system: Windows 10 (build 19045)
0.000 Initializing Steam API.
0.002 Program arguments: "E:\steam\steamapps\common\Factorio\bin\x64\Factorio.exe" "--wait-to-close" "8608"
0.002 Config path: E ...
by PyroGamer666
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: 370

[2.0.58] mod-data prototypes are immutable after initial definition

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 ...
by petrathekat
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: 449

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 ...
by Aermis
Fri May 23, 2025 1:32 am
Forum: Technical Help
Topic: [2.0.47] DesyncedWaitingForMap Issue for multiplayer save
Replies: 2
Views: 927

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 ...
by TheSAguy
Wed May 21, 2025 2:39 pm
Forum: General discussion
Topic: Starting a new game of Space Age - Mod Recommendation
Replies: 9
Views: 10646

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 ...
by Loewchen
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: 1042

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 ...
by ferrofibrous
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: 1813

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 ...
by Mooncat
Wed Feb 26, 2025 5:42 pm
Forum: Ideas and Suggestions
Topic: Plan / Debug mode (similar to Pause)
Replies: 12
Views: 2146

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 ...
by evanrinehart
Mon Jan 13, 2025 4:50 pm
Forum: Ideas and Suggestions
Topic: PLEASE change the planet distances...
Replies: 19
Views: 3695

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 ...
by Aricitic
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: 740

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 ...
by BraveCaperCat
Fri Jan 03, 2025 10:17 pm
Forum: Modding interface requests
Topic: [Space Age] Orbit Line Movement
Replies: 6
Views: 1416

[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 ...

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