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by y.petremann
Wed Sep 23, 2026 9:09 am
Forum: Releases
Topic: Version 2.1.20
Replies: 14
Views: 9710

Re: Version 2.1.20



I was trying to make SpaceLocationPrototype able to depend on another location but that adds complexity on factorio side (resolving chains of parent locations and throwing an error if loop is detected) and creates some extra problems for mods if they want to compute position of a space location ...
by y.petremann
Tue Sep 22, 2026 4:07 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 16
Views: 4557

Re: Setting Parent Body for a SpaceLocation

Okay, this is not fixed by 2.1.20, but an alternative has been provided and in some way it can be better used since it permit more liberty:
Added SpaceLocationPrototype::origin
Added SpaceConnectionPrototype::shape
Added SpaceConnectionPrototype::origin

09-22-2026, 17-53-39.png
I tested ...
by y.petremann
Tue Sep 22, 2026 12:59 pm
Forum: Releases
Topic: Version 2.1.20
Replies: 14
Views: 9710

Re: Version 2.1.20


For SpaceLocationPrototype, origin sets where center of the orbit is and where distance/orientation puts the planet. For SpaceConnectionPrototype, origin is only used by shape="arc" as a center point. (oh no, i failed to update docs for distance/orientation, it is still referencing the sun ...
by y.petremann
Tue Sep 22, 2026 12:57 pm
Forum: Releases
Topic: Version 2.1.20
Replies: 14
Views: 9710

Re: Version 2.1.20



I was trying to make SpaceLocationPrototype able to depend on another location but that adds complexity on factorio side (resolving chains of parent locations and throwing an error if loop is detected) and creates some extra problems for mods if they want to compute position of a space location ...
by y.petremann
Tue Sep 22, 2026 12:12 pm
Forum: Releases
Topic: Version 2.1.20
Replies: 14
Views: 9710

Re: Version 2.1.20

Added SpaceConnectionPrototype::shape.
Added SpaceConnectionPrototype::origin.
Added SpaceLocationPrototype::origin.
This is not SpaceLocationPrototype::parent, but to what it looks like it seems that it would work the same way
by y.petremann
Sun Sep 20, 2026 7:52 pm
Forum: Resolved Problems and Bugs
Topic: Some entities with tall don't get translucent
Replies: 5
Views: 732

Re: Some entities with tall don't get translucent

I think this is it, in that case items doesn't have to fade, for comparison, train doesn't fade until they are sufficiently on the ramp, which is the thing I think would be expected.
09-20-2026, 21-50-59.png
09-20-2026, 21-50-59.png (145.72 KiB) Viewed 569 times
09-20-2026, 21-50-48.png
09-20-2026, 21-50-48.png (161.77 KiB) Viewed 569 times
by y.petremann
Sun Sep 20, 2026 9:37 am
Forum: Resolved Problems and Bugs
Topic: Some entities with tall don't get translucent
Replies: 5
Views: 732

Re: Some entities with tall don't get translucent

I understand that the belt part (and item on top) are tricky to make transparent, can at least the structure part be transparent ?

I think that any modder that tell the entity to be tall has similar assumption.
by y.petremann
Sun Sep 20, 2026 8:38 am
Forum: Resolved Problems and Bugs
Topic: Some entities with tall don't get translucent
Replies: 5
Views: 732

Some entities with tall don't get translucent

I'm making a mod for elevated logistics, I've defined a belt-ramp which is a linked-belt and tall
when using the toggle visibility of tall entities, the belt-ramp became unselectable which is expected, but doesn't get translucent.
It's expected that an entity which is tall would get translucent ...
by y.petremann
Sun Sep 20, 2026 8:00 am
Forum: Modding interface requests
Topic: rotation/variations for selection box
Replies: 1
Views: 165

rotation/variations for selection box

I'm making an elevated entity that is above ground and have 4 directions, I want to do things like elevated rails but with a "simple-entity-with-force"

Problem:

selection box rotate are only defined once and rotate with the entity
selection_box = { { -0.5, -1.5 }, { 0.5, -0.5 } }
image.png ...
by y.petremann
Mon Aug 17, 2026 8:23 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 16
Views: 4557

Re: Setting Parent Body for a SpaceLocation

I've taken some times to actually try to showcase what would be different if we were using the parent property.

I've updated the original message with images of a demo I've made about implementing the parent property

- No more orbit sprite to put simply for a simple line
- Space Connections to ...
by y.petremann
Thu Jun 25, 2026 8:59 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 16
Views: 4557

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 ...
by y.petremann
Wed Jun 24, 2026 10:16 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 16
Views: 4557

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 ...
by y.petremann
Tue Jun 23, 2026 9:42 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 16
Views: 4557

Re: Setting Parent Body for a SpaceLocation

Would really love if this would be part of 2.1
by y.petremann
Tue Jun 23, 2026 9:42 pm
Forum: Ideas and Suggestions
Topic: Improve Wire Rendering
Replies: 12
Views: 3289

Re: Improve Wire Rendering

Would really love if this would be part of 2.1
by y.petremann
Tue Jun 23, 2026 9:26 pm
Forum: Releases
Topic: Version 2.1.7
Replies: 305
Views: 232836

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 ...
by y.petremann
Fri Jun 05, 2026 11:22 am
Forum: News
Topic: Friday Facts #441 - Space logistics improvements
Replies: 127
Views: 31457

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.
by y.petremann
Thu Oct 23, 2025 8:30 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 28
Views: 32565

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 ...
by y.petremann
Wed Oct 22, 2025 8:09 pm
Forum: General discussion
Topic: WASM instead of Lua
Replies: 13
Views: 5155

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 ...
by y.petremann
Wed Oct 22, 2025 7:34 pm
Forum: Releases
Topic: Version 2.0.72
Replies: 28
Views: 32565

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 ...

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