Search found 194 matches: moon* planet*
Searched query: +moon* +planet*
- Tue Aug 18, 2026 10:04 pm
- Forum: Ideas and Suggestions
- Topic: Multiple Orbit Support
- Replies: 5
- Views: 401
Re: Multiple Orbit Support
Can't mods do that as is? If a mod wants all traffic to a planet to go through a moon of that planet, can't they just change the various routes so that they all go through the moon, with only the moon having a direct route to the planet?
That maintains the problem but switches the two bodies ...
- Tue Aug 18, 2026 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Multiple Orbit Support
- Replies: 5
- Views: 401
Re: Multiple Orbit Support
121788 is a Modding request to implement this, with details of the underlying APIs and links to previous discussions.
It is indeed already possible to create Routes only between certain Planets/Moon orbits. Space Age has no direct route between Vulcanus and Aquilo, for example. PlanetsLib is a ...
It is indeed already possible to create Routes only between certain Planets/Moon orbits. Space Age has no direct route between Vulcanus and Aquilo, for example. PlanetsLib is a ...
- Tue Aug 18, 2026 7:03 pm
- Forum: Ideas and Suggestions
- Topic: Multiple Orbit Support
- Replies: 5
- Views: 401
Re: Multiple Orbit Support
The non-aesthetic part I envisage would be that moons etc would be able to be along the way to a planet instead of a weird short offshoot
Can't mods do that as is? If a mod wants all traffic to a planet to go through a moon of that planet, can't they just change the various routes so that they ...
Can't mods do that as is? If a mod wants all traffic to a planet to go through a moon of that planet, can't they just change the various routes so that they ...
- Tue Aug 18, 2026 6:40 pm
- Forum: Ideas and Suggestions
- Topic: Multiple Orbit Support
- Replies: 5
- Views: 401
Re: Multiple Orbit Support
Would this just be a visual thing or would it impact platform motion?
The non-aesthetic part I envisage would be that moons etc would be able to be along the way to a planet instead of a weird short offshoot, so platforms could pass them instead of needing a detour: this would allow modders a ...
- Tue Aug 18, 2026 2:00 pm
- Forum: Ideas and Suggestions
- Topic: Multiple Orbit Support
- Replies: 5
- Views: 401
Multiple Orbit Support
The native ability for modders to place moons and rings on orbits round the relevant planets, rather than on tiny arms-to-other-planets
This would place moons on the way to their planets, rather than off to the side
And it would also allow lower sun orbits, and multiple planet orbits for whichever ...
This would place moons on the way to their planets, rather than off to the side
And it would also allow lower sun orbits, and multiple planet orbits for whichever ...
- Mon Aug 03, 2026 2:29 am
- Forum: Not a bug
- Topic: [2.1.12] Tile with destroys_dropped_items == true does not destroy items on the ground after changing tiles
- Replies: 1
- Views: 233
[2.1.12] Tile with destroys_dropped_items == true does not destroy items on the ground after changing tiles
This bug is visible if you load "Muluna, Moon of Nauvis" version 2.6.13, though I suspect this affects all tiles that destroy items. Normally, Muluna dirt destroys items that touch it. However, if one places a tile on top of Muluna dirt that does not destroy items, items can accumulate on if ...
- Tue Jul 28, 2026 11:29 pm
- Forum: Off topic
- Topic: [F.03.03] Quantum Survival
- Replies: 63
- Views: 11150
Re: AI slop!? + Factorio = Quantum Survival?
Hi! BHakluyt here, Engineer #3356201846 signing in:
It seems my makeshift computer only has clear transmission on the full moon.
I see Factorio Bot tried to sent you a bunch of corrupted messages earlier. Apologies for that, its always busy in its shack. We were taking a quick breather with the ...
It seems my makeshift computer only has clear transmission on the full moon.
I see Factorio Bot tried to sent you a bunch of corrupted messages earlier. Apologies for that, its always busy in its shack. We were taking a quick breather with the ...
- Mon Jul 13, 2026 11:15 am
- Forum: Resource Spawner Overhaul
- Topic: RSO working?
- Replies: 3
- Views: 570
RSO working?
I just updated to 2.1 and have tried starting 3 different games...
I didn't see ANY ore on the preview map.
On all three I only see the starting ore in game. Now I have not made a long journey looking for distant ore, but Radar coverage hasn't reviled any new ore deposits.
On the third game after ...
I didn't see ANY ore on the preview map.
On all three I only see the starting ore in game. Now I have not made a long journey looking for distant ore, but Radar coverage hasn't reviled any new ore deposits.
On the third game after ...
- Fri Jul 10, 2026 9:46 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 15
- Views: 4210
Re: Setting Parent Body for a SpaceLocation
For me the main problem are orbits and space connections:
- unfortunatly space connection curve selection is actually unsolvable with planetslib currently, if we could at least have a way to define our own curve
- for orbit I proposed that planetslib would get shipped with a set of pre generated ...
- Thu Jul 09, 2026 5:00 pm
- Forum: Mod portal Discussion
- Topic: Mod portal exclusion filtering not excluding SA (reliably)
- Replies: 4
- Views: 535
Re: Mod portal exclusion filtering not excluding SA (reliably)
129881 and 132244
The "Space Age Mod" tag is en/disabled based upon the value of the expansion flags (eg, space_travel_required ) in the uploaded mod's info.json file ; not using the Dependencies.
Null Mod
07-09-2026, 13-02-22.png
The linked mods have incorrect metadata:
{
"name": "moon ...
The "Space Age Mod" tag is en/disabled based upon the value of the expansion flags (eg, space_travel_required ) in the uploaded mod's info.json file ; not using the Dependencies.
Null Mod
07-09-2026, 13-02-22.png
The linked mods have incorrect metadata:
{
"name": "moon ...
- Thu Jun 25, 2026 8:59 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 15
- Views: 4210
Re: Setting Parent Body for a SpaceLocation
Add this as a related request.
https://forums.factorio.com/viewtopic.php?t=134210
This would have been to allow planetslib to render moons instead of visible planets in space, as that mod is basically deprecated.
I added it to the main post as a related request, and sure being able to see ...
- Thu Jun 25, 2026 3:58 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 15
- Views: 4210
Re: Setting Parent Body for a SpaceLocation
Add this as a related request.
https://forums.factorio.com/viewtopic.php?t=134210
This would have been to allow planetslib to render moons instead of visible planets in space, as that mod is basically deprecated.
I added it to the main post as a related request, and sure being able to see ...
- Wed Jun 24, 2026 10:16 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 15
- Views: 4210
Re: Setting Parent Body for a SpaceLocation
Add this as a related request.
https://forums.factorio.com/viewtopic.php?t=134210
This would have been to allow planetslib to render moons instead of visible planets in space, as that mod is basically deprecated.
I added it to the main post as a related request, and sure being able to see ...
- Wed Jun 24, 2026 5:39 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 15
- Views: 4210
Re: Setting Parent Body for a SpaceLocation
Add this as a related request.
viewtopic.php?t=134210
This would have been to allow planetslib to render moons instead of visible planets in space, as that mod is basically deprecated.
viewtopic.php?t=134210
This would have been to allow planetslib to render moons instead of visible planets in space, as that mod is basically deprecated.
- Wed Jun 24, 2026 9:28 am
- Forum: Modding interface requests
- Topic: Render planet graphics from lua code
- Replies: 8
- Views: 795
Render planet graphics from lua code
I did not see anything relevant in the api, but it would be nice if we could display a planet's space rendering from lua. Mainly to cover for one feature of visible planets in space, where it also displays planetslib moons around the planet you currently orbit.
Also to let Cerys use those graphics ...
Also to let Cerys use those graphics ...
- Tue Jun 23, 2026 9:26 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 305
- Views: 224648
Re: Version 2.1.7
i would like to up about two thing I think would be interesting:
Improve Wire Rendering The idea is that wire would get rendered by shader instead of squeezing a sprite (which in a case where wire are straight make them strictly one pixel large)
Setting Parent Body for a SpaceLocation This would ...
Improve Wire Rendering The idea is that wire would get rendered by shader instead of squeezing a sprite (which in a case where wire are straight make them strictly one pixel large)
Setting Parent Body for a SpaceLocation This would ...
- Thu Apr 02, 2026 9:16 pm
- Forum: Mods
- Topic: [SE/K2] No cryonite on moon
- Replies: 1
- Views: 560
Re: [SE/K2] No cryonite on moon
It only spawns on certain tiles, so the terrain and ore generation have to meet up in order to spawn it. Sometimes you get unlucky and you get none even on a planet/moon with a high spawn chance.
- Thu Apr 02, 2026 5:44 pm
- Forum: Mods
- Topic: [SE/K2] No cryonite on moon
- Replies: 1
- Views: 560
[SE/K2] No cryonite on moon
I'm playing a standard SE/K2 playthrough on 2.0. The closest moon to Nauvis is supposed to have a large amount of Cryonite on it (231% frequency, 86% size, 92% richness), but after scanning the entire planet, there are no cryonite deposits. It doesn't appear to have frozen terrain, so maybe that's ...
- Wed Mar 11, 2026 11:11 am
- Forum: Implemented mod requests
- Topic: LuaSurface::localised_name write should take priority over planet prototype
- Replies: 2
- Views: 883
LuaSurface::localised_name write should take priority over planet prototype
It would be nice if the localized name of a planet could be overwritten in the control stage.
Ideally it should also take priority over platform names, but since those can already be edited in the control stage there is no immediate need.
This would allow mods to deliberately change the icon of a ...
Ideally it should also take priority over platform names, but since those can already be edited in the control stage there is no immediate need.
This would allow mods to deliberately change the icon of a ...
- Thu Feb 26, 2026 12:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.76] hidden surfaces show incomplete alerts
- Replies: 1
- Views: 1114
[2.0.76] hidden surfaces show incomplete alerts
when trying to hide a surface from the remote view starmap the only real option currently is to mark the surface as hidden.
hidden surfaces still show alerts (which in my opinion is a good thing), however the alert center loses the ability to navigate to specific alerts on said surface.
the ...
hidden surfaces still show alerts (which in my opinion is a good thing), however the alert center loses the ability to navigate to specific alerts on said surface.
the ...