Search found 532 matches

by BraveCaperCat
Mon Jul 27, 2026 10:23 pm
Forum: Modding interface requests
Topic: [2.1] Unintuitive force behaviour on LuaRendering methods
Replies: 7
Views: 469

Re: [2.1] Unintuitive force behaviour on LuaRendering methods



Quite strangely, the draw methods on LuaRendering will draw to all forces if the forces parameter is set to an empty table. Thankfully, this behaviour is documented, (otherwise this would definitely be going in Bug Reports) but I don't see any reason why anyone would want this behaviour or how ...
by BraveCaperCat
Sat Jul 18, 2026 2:40 pm
Forum: Modding interface requests
Topic: [2.1] Unintuitive force behaviour on LuaRendering methods
Replies: 7
Views: 469

[2.1] Unintuitive force behaviour on LuaRendering methods

Quite strangely, the draw methods on LuaRendering will draw to all forces if the forces parameter is set to an empty table. Thankfully, this behaviour is documented, (otherwise this would definitely be going in Bug Reports) but I don't see any reason why anyone would want this behaviour or how it ...
by BraveCaperCat
Sat Jul 18, 2026 11:52 am
Forum: Modding interface requests
Topic: [2.1] Enabling space-locations by default
Replies: 0
Views: 132

[2.1] Enabling space-locations by default

I would like a property, probably enabled, to be added to SpaceLocationPrototype so that I can have a space location that's enabled even before any technologies are researched. This should probably replace the current hardcoded system that specifically enables nauvis.
by BraveCaperCat
Thu Jul 16, 2026 3:02 pm
Forum: Modding interface requests
Topic: Allow modded Landing Pad Unloading Bay to unload from Space Platform Hub
Replies: 5
Views: 499

Re: Allow modded Landing Pad Unloading Bay to unload from Space Platform Hub


Given you can insert into the hub and extract with the unloading bay - this is functionally item teleportation. Mods can already do that with a linked container or proxy container if they want to allow teleporting items.


I don't see how that's relevant? The problem here is that if landing pad ...
by BraveCaperCat
Thu Jul 16, 2026 2:55 pm
Forum: Won't implement
Topic: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers
Replies: 6
Views: 609

Re: Replace mine/turret/gate polling with non-blocking (detect-only) collision layers

Note that collisions themselves have to be polled for (checked for collision) on every tick. it would only affect entities that poll for multiple different things at the same time, so it very likely wouldn't affect the base game. For mods, it would allow an increase in performance in some situations ...
by BraveCaperCat
Thu Jul 16, 2026 2:40 pm
Forum: Implemented mod requests
Topic: Tooltip field that's modifiable at runtime
Replies: 4
Views: 791

Re: Tooltip field that's modifiable at runtime

This should probably be moved to Implemented mod requests, now that it's implemented.
by BraveCaperCat
Thu Jul 16, 2026 2:38 pm
Forum: Modding interface requests
Topic: Visible planets on non-space platform surfaces
Replies: 2
Views: 272

Re: Visible planets on non-space platform surfaces

Would be possible if 134210 is implemented.
by BraveCaperCat
Thu Jul 16, 2026 2:34 pm
Forum: Modding interface requests
Topic: Render planet graphics from lua code
Replies: 8
Views: 671

Re: Render planet graphics from lua code


I have a planet currently that I want to look like an abandoned space station (and soon abandoned space ships), and that makes more sense to be a static, flat, and ideally non-circular sprite. I definitely don't want to give the player the impression of some spherical or larger land mass awaits ...
by BraveCaperCat
Thu Jul 16, 2026 2:19 pm
Forum: Modding interface requests
Topic: [2.1] Ellipse rendering
Replies: 0
Views: 127

[2.1] Ellipse rendering

I would like the ability to draw ellipses and arcs of ellipses using LuaRendering in the same way that we can already draw circles and arcs of circles. Preferably, there'd also be a way to draw other kinds of conics and a way to give the ellipse/conic a gradient effect, but for now, I don't ...
by BraveCaperCat
Thu Jul 16, 2026 1:51 pm
Forum: Modding interface requests
Topic: Render planet graphics from lua code
Replies: 8
Views: 671

Re: Render planet graphics from lua code

Yeah, I'd really like this.
Maybe a C function that constructs some LuaRenderedSprite object, given things like the orientation/position of the planet/light source(s), that we can pass to LuaRendering::draw_sprite's sprite parameter instead of a SpritePath.
by BraveCaperCat
Mon Jun 29, 2026 3:34 pm
Forum: Won't implement
Topic: on_module_changed (assembler, furnace)
Replies: 18
Views: 7070

Re: on_module_changed (assembler, furnace)


Detecting when modules change can be done with the current modding API. Modules can only be changed by a player manually moving them, by item request proxies ("ghosts"), or by scripting.

For players manually placing/removing modules: a player can only change modules for an entity if it's their ...
by BraveCaperCat
Sat Jun 27, 2026 6:40 pm
Forum: Modding interface requests
Topic: Custom quality definitions
Replies: 1
Views: 230

Re: Custom quality definitions

Here's my proposal for how exactly this could be done:

We add a modifiers property to the quality prototype of the type dictionary[string -> dictionary[string -> Struct]] where the Struct has a type property of the type "additive"|"multiplicative" and a value property of the type double .

The ...
by BraveCaperCat
Fri Jun 26, 2026 11:37 am
Forum: News
Topic: Friday Facts #444 - 2.1 Experimental release
Replies: 73
Views: 25290

Re: Friday Facts #444 - 2.1 Experimental release

Why wasn't the character limit on the forums mentioned? You obviously seemed to have a problem with posting the changelog here, as you wouldn't have had to split it into one long post and an even longer post otherwise.

On that note... why was the first post shorter than the second?
by BraveCaperCat
Tue Jun 23, 2026 3:14 pm
Forum: Resolved Requests
Topic: [2.1] RecipePrototype::requires_ingredients_to_unlock_results
Replies: 4
Views: 389

Re: [2.1] RecipePrototype::requires_ingredients_to_unlock_results


Where does it say that `hidden` is a string? https://lua-api.factorio.com/2.1.7/prototypes/PrototypeBase.html#hidden clearly shows it as being boolean.


I'm talking about the requires_ingredients_to_unlock_results property, which is a boolean as described on the page, but with a default value of ...
by BraveCaperCat
Tue Jun 23, 2026 2:16 pm
Forum: Resolved Requests
Topic: [2.1] RecipePrototype::requires_ingredients_to_unlock_results
Replies: 4
Views: 389

[2.1] RecipePrototype::requires_ingredients_to_unlock_results

On the 2.1 docs, for the new property requires_ingredients_to_unlock_results , the recipe prototype page says that it's of type boolean yet the page also says that it has a default value of "Value of hidden ". This doesn't make sense, as the boolean and string types are generally considered to be ...
by BraveCaperCat
Tue Jun 23, 2026 1:13 pm
Forum: Documentation Improvement Requests
Topic: [2.1] Link colour
Replies: 0
Views: 177

[2.1] Link colour

On the 2.1 version of the docs, some links appear to have gotten coloured blue/green/a different orange for links that go from one section of the docs to another. (e.g. prototype docs to auxiliary docs) I personally don't like this change and would like a way to either revert the colours to the ...

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