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 ...
Search found 171 matches: moon* planet*
Searched query: +moon* +planet*
- 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
- 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 ...
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 ...
- 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 ...
0.001 2025-10-09 20:21:16; Factorio 2.0.69 (build 84148, win64, full, space-age)
0.001 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
Maraxsis is probably the most "complete" of the Add ...
- 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 ...
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 ...
- 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 ...
Util.cpp:81: Duplicate mod elevated-rails.
I've never seen any duplicate errors before, and have been ...
- 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 ...
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 ...
- 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 ...
https://github.com ...
- 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 ...
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: 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 ...
"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: 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 ...
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: 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 ...
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: 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 ...
- 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 ...
- 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 ...
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: 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 ...
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: 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 ...