Search found 49 matches

by front
Sun Aug 23, 2026 3:45 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.1.14] Elevated rail caps are displayed wrong
Replies: 1
Views: 716

[Rseding91] [2.1.14] Elevated rail caps are displayed wrong

I don't have better words, the rail sprite is consistently displayed wrong on every elevated rail cap except *maybe* vertical rail from bellow (that is still wrong, but that is just the best at hiding the problem). The rail in every diagonal and horizontal orientation should be behind the rail cap ...
by front
Wed Jul 15, 2026 8:23 pm
Forum: Not a bug
Topic: [2.1.11] Some menu simulations "break" on larger screens
Replies: 3
Views: 581

[2.1.11] Some menu simulations "break" on larger screens

I found a few menu sims where the stuff outside of them is visible on high resolutions. I was looking at it with mods, then I came across some vanilla and space age ones.
I'm not asking you to prepare for every resolution, but I don't think that this is too extreme to accommodate. Too many of them ...
by front
Sun Jul 12, 2026 2:26 pm
Forum: Pending
Topic: [2.1.9] Can't hover over space connections if there is a sprite rendered there.
Replies: 3
Views: 714

[2.1.9] Can't hover over space connections if there is a sprite rendered there.

You can't hover over a space connection to get information about it, if an otherwise transparent sprite is rendered there.
You can get the menu, if you can pick out the place where it intersects with an orbit's line. It is also kindof inconsistent about when it lets me hover over the path and when ...
by front
Fri Jul 10, 2026 10:11 pm
Forum: Minor issues
Topic: [2.0.76] Incompatible mods report circular dependencies instead of incompatibility
Replies: 4
Views: 693

Re: [2.0.76] Incompatible mods report circular dependencies instead of incompatibility


Thanks for the report. The current dependency system does not support this scenario and I don't see a simple solution to make it work. Incompatible dependencies require the mod that it is incompatible with have its dependencies resolved before the engine decides "ok, the mod is active and valid ...
by front
Fri Jul 10, 2026 10:04 pm
Forum: Ideas and Suggestions
Topic: Simplify quality system
Replies: 10
Views: 1062

Re: Simplify quality system

Not the answer you want from me, but with 2.1 recipes can affect quality directly so modders can revamp this system.
by front
Fri Jul 10, 2026 9:46 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 15
Views: 4121

Re: Setting Parent Body for a SpaceLocation


For me the main problem are orbits and space connections:
- unfortunatly space connection curve selection is actually unsolvable with planetslib currently, if we could at least have a way to define our own curve
- for orbit I proposed that planetslib would get shipped with a set of pre generated ...
by front
Fri Jul 03, 2026 11:59 am
Forum: Modding interface requests
Topic: Add custom spoilage categories
Replies: 23
Views: 1923

Re: Add custom spoilage categories


If this was added, it would need to be integrated into Factoriopedia which would be the majority of the work. It would also need to account for a given thing spoiling and having any number of possible results. Right now it's simply a trigger that runs - and can do functionally anything.


Don't ...
by front
Mon Jun 29, 2026 9:32 pm
Forum: Modding interface requests
Topic: Add custom spoilage categories
Replies: 23
Views: 1923

Re: Add custom spoilage categories

I'm usually a strong critique of even my own ideas, so I rarely say this. This needs to be in the game.

This is not only added visual clarity (even for space age).
On the top of that it lets mods interact with each other in ways that currently can only be done either by custom apis (different one ...
by front
Sat Jun 27, 2026 6:50 pm
Forum: Modding interface requests
Topic: Multi-Channel Surface Effects
Replies: 6
Views: 1545

Re: Multi-Channel Surface Effects

With module categories, yes I want this.
I was messing with using this to create a custom environmental hazard (affect some machines on the surface), it works but I need to have the local machine set be immune to all surface effects, instead of only "relevant channels". eg, a non-electric machine ...
by front
Fri Jun 26, 2026 2:19 pm
Forum: Modding interface requests
Topic: Render planet graphics from lua code
Replies: 8
Views: 756

Re: Render planet graphics from lua code

I know exactly what I want now. Make this field an array, and let us add multiple backdrop definitions.

https://lua-api.factorio.com/latest/types/SurfaceRenderParameters.html#platform_backdrop

It has a position and a radius, and we can use those to place and position multiple ones of them.

We ...
by front
Thu Jun 25, 2026 5:58 pm
Forum: Modding interface requests
Topic: More prototype flags for the new features.
Replies: 6
Views: 682

Re: More prototype flags for the new features.

This request is not really actionable as is - you are asking for unspecified things to be possible to be disabled in unspecified ways. I'd have to guess whether you mean the ability for the radar to connect to the circuit network at all (which is already possible to disable), or whether you mean ...
by front
Thu Jun 25, 2026 3:58 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 15
Views: 4121

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 front
Wed Jun 24, 2026 5:39 pm
Forum: Modding interface requests
Topic: Setting Parent Body for a SpaceLocation
Replies: 15
Views: 4121

Re: Setting Parent Body for a SpaceLocation

Add this as a related request.
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.
by front
Wed Jun 24, 2026 9:28 am
Forum: Modding interface requests
Topic: Render planet graphics from lua code
Replies: 8
Views: 756

Render planet graphics from lua code

I did not see anything relevant in the api, but it would be nice if we could display a planet's space rendering from lua. Mainly to cover for one feature of visible planets in space, where it also displays planetslib moons around the planet you currently orbit.
Also to let Cerys use those graphics ...
by front
Wed Jun 24, 2026 8:52 am
Forum: Modding interface requests
Topic: More prototype flags for the new features.
Replies: 6
Views: 682

More prototype flags for the new features.

We got a bunch of new features for radars and space platform hubs, and I'd like to get options to disable them. Sounds weird, but being able to disable cross platform logistics allows mods like this to exist, and let us replace those features to change the gameplay.

https://mods.factorio.com/mod ...
by front
Mon Jun 01, 2026 3:33 pm
Forum: Minor issues
Topic: [2.0.76] Incompatible mods report circular dependencies instead of incompatibility
Replies: 4
Views: 693

Re: Incompatible mods report circular dependencies instead of incompatibility

Loewchen wrote: Sun May 31, 2026 9:41 pm Add the version of the game to the title please, see 3638.
Sorry, fixed.
by front
Sun May 31, 2026 2:35 pm
Forum: Minor issues
Topic: [2.0.76] Incompatible mods report circular dependencies instead of incompatibility
Replies: 4
Views: 693

[2.0.76] Incompatible mods report circular dependencies instead of incompatibility

Hello!

I got a report like this, for the Outer Rim , with this other paracelsin k2so compat mod that I am marking as incompatible.
05-31-2026, 16-27-03.png

The circularity comes from me "depending" on this compat mod by marking it incompatible, xy's k2so and its nulls's fork optionally depending ...
by front
Fri Apr 17, 2026 7:29 pm
Forum: Modding interface requests
Topic: collision-layer is not enough
Replies: 8
Views: 1824

Re: collision-layer is not enough


Better tile placement rule options, or using them more creatively, would be a better solution than 'just add more collision layer slots'


Creative use is absolutely not an option. You can add some layers to libraries, but that gets organizational problems.
But, if we could get the autplace ...
by front
Sun Apr 12, 2026 5:07 pm
Forum: Modding interface requests
Topic: collision-layer is not enough
Replies: 8
Views: 1824

Re: collision-layer is not enough

Would it be better or worse if we tried to emulate this with complex tile placement rules? I'm mostly just theory crafting.
by front
Sat Apr 11, 2026 9:53 pm
Forum: Modding interface requests
Topic: collision-layer is not enough
Replies: 8
Views: 1824

Re: collision-layer is not enough

I'm going to necro this to explain the exact situation.

With some mod combinations we are hitting the collision layer limits. We're are also in the spot where we can't even try to merge any of those (that option was already excluded as either not being worth it, or not possible). The surface ...

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