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 ...
Search found 48 matches
- Wed Jul 15, 2026 8:23 pm
- Forum: Bug Reports
- Topic: [2.1.11] Some menu simulations "break" on larger screens
- Replies: 2
- Views: 313
- Sun Jul 12, 2026 2:26 pm
- Forum: Bug Reports
- Topic: [2.1.9] Can't hover over space connections if there is a sprite rendered there.
- Replies: 1
- Views: 257
[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 ...
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 ...
- 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: 515
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 ...
- Fri Jul 10, 2026 10:04 pm
- Forum: Ideas and Suggestions
- Topic: Simplify quality system
- Replies: 10
- Views: 820
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.
- Fri Jul 10, 2026 9:46 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 14
- Views: 3572
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 ...
- Fri Jul 03, 2026 11:59 am
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 15
- Views: 903
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 ...
- Mon Jun 29, 2026 9:32 pm
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 15
- Views: 903
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 ...
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 ...
- Sat Jun 27, 2026 6:50 pm
- Forum: Modding interface requests
- Topic: Multi-Channel Surface Effects
- Replies: 6
- Views: 1376
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 ...
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 ...
- Fri Jun 26, 2026 2:19 pm
- Forum: Modding interface requests
- Topic: Render planet graphics from lua code
- Replies: 8
- Views: 536
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 ...
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 ...
- Thu Jun 25, 2026 5:58 pm
- Forum: Modding interface requests
- Topic: More prototype flags for the new features.
- Replies: 6
- Views: 473
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 ...
- Thu Jun 25, 2026 3:58 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 14
- Views: 3572
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 ...
- Wed Jun 24, 2026 5:39 pm
- Forum: Modding interface requests
- Topic: Setting Parent Body for a SpaceLocation
- Replies: 14
- Views: 3572
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.
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.
- Wed Jun 24, 2026 9:28 am
- Forum: Modding interface requests
- Topic: Render planet graphics from lua code
- Replies: 8
- Views: 536
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 ...
Also to let Cerys use those graphics ...
- Wed Jun 24, 2026 8:52 am
- Forum: Modding interface requests
- Topic: More prototype flags for the new features.
- Replies: 6
- Views: 473
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 ...
https://mods.factorio.com/mod ...
- 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: 515
- 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: 515
[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 ...
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 ...
- Fri Apr 17, 2026 7:29 pm
- Forum: Modding interface requests
- Topic: collision-layer is not enough
- Replies: 8
- Views: 1519
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 ...
- Sun Apr 12, 2026 5:07 pm
- Forum: Modding interface requests
- Topic: collision-layer is not enough
- Replies: 8
- Views: 1519
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.
- Sat Apr 11, 2026 9:53 pm
- Forum: Modding interface requests
- Topic: collision-layer is not enough
- Replies: 8
- Views: 1519
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 ...
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 ...
- Sat Dec 06, 2025 12:37 pm
- Forum: Not a bug
- Topic: Can't place item ghosts into proxy inventories
- Replies: 4
- Views: 828
Re: Can't place item ghosts into proxy inventories. [2.0.72]
I expected it to go towards the inventory that it is targeting. Maybe with a flag on the proxy inventory itself? If it needs a hint if the target inventory is anywhere near. It may break if the proxy is on a different surface.
After looking at it more, maybe with an exception of the linked chest as ...
After looking at it more, maybe with an exception of the linked chest as ...