Search found 532 matches
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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.
- 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.
- Thu Jul 16, 2026 2:37 pm
- Forum: Modding interface requests
- Topic: Better message for when modules are blocked by recipe's allowed_module_categories
- Replies: 1
- Views: 181
- 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 ...
- Thu Jul 16, 2026 2:32 pm
- Forum: Modding interface requests
- Topic: General localization for string setting values
- Replies: 7
- Views: 2796
- Thu Jul 16, 2026 2:30 pm
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 23
- Views: 1587
- 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 ...
- Thu Jul 16, 2026 2:09 pm
- Forum: Modding interface requests
- Topic: LuaRendering antialiasing
- Replies: 1
- Views: 235
- 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.
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.
- 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 ...
- 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 ...
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 ...
- 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?
On that note... why was the first post shorter than the second?
- 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 ...
- 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 ...
- 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 ...