In the following image, “oil-ocean-deep” was used on the left side and “oil-ocean-deep-2” on the right. As you can see, “oil-ocean-deep” uses the corresponding oil-out-of-map transitions, while “oil-ocean-deep-2” uses the water-out-of-map textures.
https://i.postimg.cc/fb3prHRh/Example-out-of-map ...
Search found 15 matches
- Thu Jul 09, 2026 9:40 pm
- Forum: Bug Reports
- Topic: [2.1.9] oil-ocean-deep-2 out of map transition using water-out-of-map textures
- Replies: 0
- Views: 38
- Wed Jul 08, 2026 4:17 pm
- Forum: Bug Reports
- Topic: [2.1.9] Not all available vulcanus-rock-medium textures are loaded as well as the emissive layer
- Replies: 0
- Views: 88
[2.1.9] Not all available vulcanus-rock-medium textures are loaded as well as the emissive layer
There are 16 vulcanus-rock-medium textures, but only 14 are loaded (variation_count) in the "decoratives-vulcanus.lua".
...
layers =
{
util.sprite_load("__space-age__/graphics/decorative/vulcanus-rocks/vulcanus-rock-medium", { scale = 0.5, variation_count = 14,multiply_shift=0.5 ...
...
layers =
{
util.sprite_load("__space-age__/graphics/decorative/vulcanus-rocks/vulcanus-rock-medium", { scale = 0.5, variation_count = 14,multiply_shift=0.5 ...
- Wed Jul 08, 2026 6:57 am
- Forum: Bug Reports
- Topic: [2.1.9] Obsolete assembling-machine-2 and chemical-plant textures
- Replies: 0
- Views: 142
[2.1.9] Obsolete assembling-machine-2 and chemical-plant textures
Under “Factorio\data\base\graphics\entity\assembling-machine-2”
there is an obsolete texture named “assembling-machine-2.png,”
and under “Factorio\data\base\graphics\entity\chemical-plant”
there is an obsolete texture named “chemical-plant.png.”
Neither of the two textures mentioned is used ...
there is an obsolete texture named “assembling-machine-2.png,”
and under “Factorio\data\base\graphics\entity\chemical-plant”
there is an obsolete texture named “chemical-plant.png.”
Neither of the two textures mentioned is used ...
- Wed Jul 08, 2026 6:46 am
- Forum: Bug Reports
- Topic: [2.1.9] Not all available stromatolite textures are loaded.
- Replies: 0
- Views: 116
[2.1.9] Not all available stromatolite textures are loaded.
There are 13 copper stromatolite and 13 iron stromatolite textures, but only 10 copper stromatolite and 11 iron stromatolite textures are loaded (variation_count) in the "decoratives-gleba.lua".
copper-stromatolite.lua:
return
{
width = 246,
height = 174,
shift = util.by_pixel( 5.5, 1.5 ...
copper-stromatolite.lua:
return
{
width = 246,
height = 174,
shift = util.by_pixel( 5.5, 1.5 ...
- Sun Jun 28, 2026 1:36 pm
- Forum: Bug Reports
- Topic: [2.1.8] Pink artefact in concrete.png, stone-path.png and foundation.png
- Replies: 0
- Views: 143
[2.1.8] Pink artefact in concrete.png, stone-path.png and foundation.png
There are pink artefacts in the first row of each of the following files: 'concrete.png' and 'stone-path.png' under 'data\base\graphics\terrain\water-transitions', and 'foundation.png' under 'data\space-age\graphics\terrain\water-transitions'.
https://i.postimg.cc/1t5kWgBd/concrete.png
https ...
https://i.postimg.cc/1t5kWgBd/concrete.png
https ...
- Thu Jun 25, 2026 3:49 pm
- Forum: Bug Reports
- Topic: [2.1.8] foundation-transitions-lightmap.png is not loaded in the tiles.lua
- Replies: 0
- Views: 135
[2.1.8] foundation-transitions-lightmap.png is not loaded in the tiles.lua
In the tiles.lua under data/space-age/prototypes/tiles.lua is the integration of the foundation-transitions-lightmap.png missing in the "transitions between transitions" part of the foundation.
The newly added lightmap (foundation-transitions-lightmap.png) for the transitions isn't used anywhere ...
The newly added lightmap (foundation-transitions-lightmap.png) for the transitions isn't used anywhere ...
- Tue Jul 29, 2025 6:33 pm
- Forum: Bug Reports
- Topic: [2.0.60] Unloaded stomper-corpse variations (multilayered problem) + Solution
- Replies: 0
- Views: 695
[2.0.60] Unloaded stomper-corpse variations (multilayered problem) + Solution
UPDATE [2.0.65]:
Update 2.0.65 has changed the situation.
Only the following two points remain from the original bug report:
missing stomper-corpse-effect-map (stomper/water_reflection/pictures)
stomper-corpse-1.png ---> ???
stomper-corpse-2.png ---> stomper-corpse-effect-map-1.png
stomper ...
Update 2.0.65 has changed the situation.
Only the following two points remain from the original bug report:
missing stomper-corpse-effect-map (stomper/water_reflection/pictures)
stomper-corpse-1.png ---> ???
stomper-corpse-2.png ---> stomper-corpse-effect-map-1.png
stomper ...
- Tue Jul 29, 2025 4:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Fearghall][2.0.60] "stomper-corpse-1.png" does not correspond with "stomper-corpse-1.lua"
- Replies: 1
- Views: 2131
[Fearghall][2.0.60] "stomper-corpse-1.png" does not correspond with "stomper-corpse-1.lua"
The "stomper-corpse-1.png" texture does not match the "stomper-corpse-1.lua" and "stomper-corpse-1-mask.png".
stomper-corpse-1.png:
https://i.postimg.cc/bZG2Rj26/stomper-corpse-1.png
stomper-corpse-1-mask.png:
https://i.postimg.cc/JypV7SpL/stomper-corpse-1-mask.png
stomper-corpse-1.lua ...
stomper-corpse-1.png:
https://i.postimg.cc/bZG2Rj26/stomper-corpse-1.png
stomper-corpse-1-mask.png:
https://i.postimg.cc/JypV7SpL/stomper-corpse-1-mask.png
stomper-corpse-1.lua ...
- Mon Jul 28, 2025 7:08 pm
- Forum: Assigned
- Topic: [v453000][2.0.11] Turbo Transport Belt Spritesheet has misaligned frame for all types
- Replies: 3
- Views: 2354
[2.0.60] Turbo Transport Belt Fozen Spritesheet has wrong frame for all directions
The 63rd frame of the turbo transport belt frozen layer is identical to the first frame of the sequence in all 20 directions. Therefore, the 63rd frame was inserted incorrectly, and the actual 63rd frame is missing.
In terms of the error description, this corresponds to the following bug report ...
In terms of the error description, this corresponds to the following bug report ...
- Thu Jul 10, 2025 7:56 am
- Forum: Not a bug
- Topic: [2.0.55] Excessive overdraw during the rendering of elevated rails.
- Replies: 6
- Views: 1330
Re: [2.0.55] Excessive overdraw during the rendering of elevated rails.
Hi, I am the author of the HD-Age mod.
In my image editing program, the alpha value is given in 8-bit from 0 to 255, and this value is 0 in the corresponding areas of the textures on the Alpha Channel. When transferred to the specification, 1/256 corresponds to this value. How is an alpha value of ...
In my image editing program, the alpha value is given in 8-bit from 0 to 255, and this value is 0 in the corresponding areas of the textures on the Alpha Channel. When transferred to the specification, 1/256 corresponds to this value. How is an alpha value of ...
- Tue Jan 28, 2025 6:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [Jerzy][2.0.23] Fusion generator animation appears to be missing a frame
- Replies: 2
- Views: 2514
Re: [Jerzy][2.0.23] Fusion generator animation appears to be missing a frame
The "fusion-generator-south-glow.png" still contains 6 frames and not 5 like the others.
- Thu Dec 26, 2024 10:48 am
- Forum: Assigned
- Topic: [v453000][2.0.11] Turbo Transport Belt Spritesheet has misaligned frame for all types
- Replies: 3
- Views: 2354
Re: [v453000][2.0.11] Turbo Transport Belt Spritesheet has misaligned frame for all types
To further specify the bug that still exists in 2.0.28:
The 63rd frame in the turbo transport belt frame sequence is identical to the first frame in the frame sequence for all 20 directions. Therefore, a wrong frame was inserted for the 63rd frame.
The 63rd frame in the turbo transport belt frame sequence is identical to the first frame in the frame sequence for all 20 directions. Therefore, a wrong frame was inserted for the 63rd frame.
- Sun Dec 01, 2024 12:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [GFX] [2.0.21] 70MB of unused old stomper-corpse textures
- Replies: 1
- Views: 2482
- Sun Dec 01, 2024 11:57 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.21] Asteroid textures are listed twice in variations array and spwan more often
- Replies: 1
- Views: 1817
- Sun Nov 03, 2024 7:28 pm
- Forum: Questions, reviews and ratings
- Topic: Problems with inserting hires tile textures
- Replies: 0
- Views: 752
Problems with inserting hires tile textures
Hi, I am in the process of creating several mods with high resolution textures. For the most part, I was able to add a lot of textures using the code provided by the TextureBase mod. Unfortunately it was not possible to replace the ground textures.
Now I am desperately trying to add them manually ...
Now I am desperately trying to add them manually ...

