Search found 445 matches
- Thu Jun 25, 2026 8:59 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 13
- Views: 3329
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 10:18 pm
- Forum: Modding interface requests
- Topic: Render planet graphics from lua code
- Replies: 4
- Views: 270
Re: Render planet graphics from lua code
Added related request link in Setting Parent Body for a SpaceLocation thread.
- Wed Jun 24, 2026 10:16 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 13
- Views: 3329
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 ...
- Tue Jun 23, 2026 9:42 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 13
- Views: 3329
Re: Setting Parent Body for a SpaceLocation
Would really love if this would be part of 2.1
- Tue Jun 23, 2026 9:42 pm
- Forum: Ideas and Suggestions
- Topic: Improve Wire Rendering
- Replies: 12
- Views: 2686
Re: Improve Wire Rendering
Would really love if this would be part of 2.1
- Tue Jun 23, 2026 9:26 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 196
- Views: 120681
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 ...
- Fri Jun 05, 2026 11:22 am
- Forum: News
- Topic: Friday Facts #441 - Space logistics improvements
- Replies: 126
- Views: 21693
Re: Friday Facts #441 - Space logistics improvements
Wube never disapoint when it's back to it's FFF.
Some other studios tried the formula, but only Wube has the true recipe.
Some other studios tried the formula, but only Wube has the true recipe.
- Thu Oct 23, 2025 8:30 pm
- Forum: Releases
- Topic: Version 2.0.72
- Replies: 28
- Views: 29163
Re: Version 2.0.72
i meant more in the sense of "I like building random spaghetti nearby, and occasionally upgrading all power poles on the map to legendary even if not needed", which will inadvertently reconnect the separate power network by accident.
When a block works I usually don't upgrade things like power ...
- Wed Oct 22, 2025 8:09 pm
- Forum: General discussion
- Topic: WASM instead of Lua
- Replies: 13
- Views: 4165
Re: WASM instead of Lua
Rimworld modding is C# based, however as far as I understand Rimworld itself is programmed in C# (Unity engine) and the modding "API" is just a hook into the class and object structure directly. It's directly patching the game, not going through a well defined modding api. A different concept than ...
- Wed Oct 22, 2025 7:34 pm
- Forum: Releases
- Topic: Version 2.0.72
- Replies: 28
- Views: 29163
Re: Version 2.0.72
Yeah separating power grids is a pain though, because each time you put a power pole nearby it will just autoconnect the two networks and you need to undo it, making setups really hard to keep compact, which is likely the reason this change was implemented in the first place.
It also lags quite a ...
- Wed Oct 22, 2025 2:07 pm
- Forum: Releases
- Topic: Version 2.0.72
- Replies: 28
- Views: 29163
Re: Version 2.0.72
also gonna be funny when the speakers dont work from low power so you wont get notified something is wrong XD
Then do what real life system does: Make a secondary electric network for important things that need constant power even on global power failure.
On my factories I usually put ...
- Sun Oct 12, 2025 6:44 pm
- Forum: Ideas and Suggestions
- Topic: Improve Wire Rendering
- Replies: 12
- Views: 2686
Re: Improve Wire Rendering
Here it's totally unoptimised, consider that on every pixel, it will get to check if it's near a cable:
1) we have sdSegment that return the distance of any point to a segment defined by two points.
2) we have sdBezier which does a 12 point interpolation of a bezier curve, use sdSegment on each part ...
1) we have sdSegment that return the distance of any point to a segment defined by two points.
2) we have sdBezier which does a 12 point interpolation of a bezier curve, use sdSegment on each part ...
- Sun Oct 12, 2025 2:14 am
- Forum: Ideas and Suggestions
- Topic: Improve Wire Rendering
- Replies: 12
- Views: 2686
Re: Improve Wire Rendering
Curved rails are managed by sprites and it seems reasonable becaus eit can became really complex because they hold a lot of details.
But the fact is that wires are monocolored and mostly empty sprite that is stretched and skewed, on some cases they are so thin that they are barely visible.
My ...
But the fact is that wires are monocolored and mostly empty sprite that is stretched and skewed, on some cases they are so thin that they are barely visible.
My ...
- Wed Oct 08, 2025 4:19 pm
- Forum: Ideas and Suggestions
- Topic: Improve Wire Rendering
- Replies: 12
- Views: 2686
Re: Improve Wire Rendering
It shows a triangle of red wire on green background. ( and their shadow )
Can you highlight which number to modify to change the position of one point of the triangle for someone with no background in programming to see how it looks when the point are placed differently ?
There is PowerPole ...
- Wed Oct 08, 2025 8:10 am
- Forum: Ideas and Suggestions
- Topic: Improve Wire Rendering
- Replies: 12
- Views: 2686
Re: Improve Wire Rendering
Sorry for unknow reason, my shadertoy demo link has problems and the account too, so simple paste the code in a new shadertoy
- Sun Oct 05, 2025 3:10 pm
- Forum: Modding interface requests
- Topic: Getting event filter results
- Replies: 1
- Views: 463
Re: Getting event filter results
Also before I was just putting a simple example, but actually I'm trying to make something that would permit to register and dispatch micro events like:
player_built_entity.register({
{filter="type", type="constant-combinator"},
{filter="ghost_type", ghost_type="constant-combinator ...
player_built_entity.register({
{filter="type", type="constant-combinator"},
{filter="ghost_type", ghost_type="constant-combinator ...
- Sun Oct 05, 2025 2:59 pm
- Forum: Modding interface requests
- Topic: Getting event filter results
- Replies: 1
- Views: 463
Getting event filter results
I'm starting to build an event with lots filter case
To summarise to look like this:
script.on_event(defines.events.on_built_entity, function(event)
game.print(serpent.block(event))
end, {
{filter="type", type="constant-combinator"},
{filter="ghost_type", ghost_type="constant-combinator ...
To summarise to look like this:
script.on_event(defines.events.on_built_entity, function(event)
game.print(serpent.block(event))
end, {
{filter="type", type="constant-combinator"},
{filter="ghost_type", ghost_type="constant-combinator ...
- Sun Sep 28, 2025 12:06 am
- Forum: Ideas and Suggestions
- Topic: Improve Wire Rendering
- Replies: 12
- Views: 2686
Re: Improve Wire Rendering
I know it's been near one year, I've got some update about that.
I tried with my humble programming background to write my first ever shader for wire rendering demonstration
Go to https://shaderoo.org/?cmd=new and replace by the code bellow.
// Example: draw one wire
struct Wire {
vec3 from ...
I tried with my humble programming background to write my first ever shader for wire rendering demonstration
Go to https://shaderoo.org/?cmd=new and replace by the code bellow.
// Example: draw one wire
struct Wire {
vec3 from ...
- Sat Sep 27, 2025 4:50 am
- Forum: Modding interface requests
- Topic: [Space Age] Orbit Line Movement
- Replies: 6
- Views: 2362
Re: [Space Age] Orbit Line Movement
I've put link to you proposal in my Modding Interface Request
Setting Parent Body for a SpaceLocation
Setting Parent Body for a SpaceLocation
- Sat Sep 27, 2025 4:50 am
- Forum: Modding interface requests
- Topic: [Space Age] Space Connection Curving
- Replies: 1
- Views: 1059
Re: [Space Age] Space Connection Curving
I've put link to you proposal in my Modding Interface Request
Setting Parent Body for a SpaceLocation
Setting Parent Body for a SpaceLocation