Search found 93 matches

by Villfuk02
Thu Jul 23, 2026 12:41 pm
Forum: Ideas and Suggestions
Topic: [2.1] Roboports should report ghost entities
Replies: 25
Views: 2098

Re: [2.1] Roboports should report ghost entities

The game is already collecting the information about what items are needed to build the ghosts and reports to the player what is missing. It does not process all ghosts every tick, but instead sweeps through them, so the total count is not available. However, this incomplete list is enough for the ...
by Villfuk02
Wed Jul 22, 2026 12:12 pm
Forum: Not a bug
Topic: [2.1.11] Incorrect star parallax in space platform view
Replies: 8
Views: 3753

Re: [2.1.11] Incorrect star parallax in space platform view

It is not about taste or being scientifically accurate, just pick whether the stars are in front of the planet or behind it, not both.
by Villfuk02
Wed Jul 22, 2026 12:02 pm
Forum: Not a bug
Topic: [2.1.11] Incorrect star parallax in space platform view
Replies: 8
Views: 3753

[2.1.12] Incorrect parallax in space platform view.

When moving around in a space platform view, the star parallax scrolls faster than the planet. This makes them seem closer than the planet which contradicts the fact they are rendered behind the planet. I am not complaining about realism, I am reporting a geometrical impossiblity implied by the ...
by Villfuk02
Wed Jul 22, 2026 11:40 am
Forum: Resolved Problems and Bugs
Topic: [2.1.12] Potential beacons shown in tooltip for entities not affected by beacons
Replies: 1
Views: 529

[2.1.12] Potential beacons shown in tooltip for entities not affected by beacons

Place a beacon next to a captive biter spawner or another entity that is asembling-machine-like but does not accept beacons. A potential beacons field will be shown in the tooltip. Does not matter whether the beacon is powered or not nor whether it is built or just blueprinted. 07-22-2026, 13-36-52 ...
by Villfuk02
Tue Jul 21, 2026 9:16 am
Forum: Implemented Suggestions
Topic: [2.1] Adjust star parallax to be plausible
Replies: 11
Views: 1375

Re: [2.1] Adjust star parallax to be plausible

Because the setting I mentioned affects the stars in the background, not the planet.
by Villfuk02
Wed Jul 15, 2026 5:52 pm
Forum: Implemented Suggestions
Topic: [2.1] Adjust star parallax to be plausible
Replies: 11
Views: 1375

Re: [2.1] Adjust star parallax to be plausible

Here's a better comparison.
fixed_speed_0.1.webm
(4.46 MiB) Downloaded 145 times
broken.webm
(4.53 MiB) Downloaded 107 times
by Villfuk02
Wed Jul 15, 2026 2:25 pm
Forum: Implemented Suggestions
Topic: [2.1] Adjust star parallax to be plausible
Replies: 11
Views: 1375

Re: [2.1] Adjust star parallax to be plausible

It's also a very easy fix, all you have to do is change this value

Code: Select all

data.raw["tile-effect"]["space"].space.scroll_factor
to a lower value like 0.1
by Villfuk02
Wed Jul 15, 2026 1:45 pm
Forum: Not a bug
Topic: [2.1.11] Incorrect star parallax in space platform view
Replies: 8
Views: 3753

Re: [2.1.11] Incorrect star parallax in space platform view


Not a bug generally means that the game engine is doing what it was programmed to do, and there is not a Crash or otherwise Broken behaviour to be fixed. It does not mean that it is Realistic - this is a Video Game.

Requests for changes go in Ideas and Suggestions .

Good Luck!


This isn't ...
by Villfuk02
Wed Jul 15, 2026 12:36 pm
Forum: Not a bug
Topic: [2.1.11] Incorrect star parallax in space platform view
Replies: 8
Views: 3753

Re: [2.1.11] Incorrect star parallax in space platform view

The stars render behind the planet, so they are supposed to be further away than the planet. However the parallax speed suggests they are closer to the camera than the planet. This is disorienting and clearly incorrect, how is that not considered a bug?
by Villfuk02
Mon Jul 06, 2026 3:40 pm
Forum: Assigned
Topic: [raiguard][2.1.8] Fluid is not shared evenly
Replies: 66
Views: 19703

Re: [raiguard][2.1.8] Fluid is not shared evenly

07-06-2026, 17-30-44.png

Anything wrong with doing it like this?
The main pipeline capacity is the capacity of all the pipes plus the passthrough fluidboxes, the input-only and output-only buffers are separate. However, the input buffers fill from the pipeline only when the fraction they are ...
by Villfuk02
Mon Aug 25, 2025 2:39 pm
Forum: Not a bug
Topic: [2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should
Replies: 7
Views: 2190

[2.0.60] Space platform doesn't stop requesting and never leaves planet orbit when it should

Setup:
Make a space platform with some schedule traveling between planets. On one stop, have a request that is unable to be filled all at once, either by constantly depleting the requested item, or by having the supply at the planet really slow. In either case, the goal is to have a constant stream ...
by Villfuk02
Sat Nov 09, 2024 7:11 pm
Forum: Resolved Problems and Bugs
Topic: [Genhis] [2.0.15] The TechnologyPrototype flag essential is always false
Replies: 1
Views: 2010

[Genhis] [2.0.15] The TechnologyPrototype flag essential is always false

In control.lua force.technologies[tech].prototype.essential always returns false.
For example when I do /c print(game.player.force.technologies["logistic-science-pack"].prototype.essential), it prints false.

However, in the in-game prototype explorer, it shows true for the correct technologies.
by Villfuk02
Wed Sep 15, 2021 10:42 am
Forum: Modding interface requests
Topic: "hidden" flag and Production window
Replies: 1
Views: 1867

Re: "hidden" flag and Production window

I'm running into the same issue, please add an option to hide a fluid from statistics completely.
by Villfuk02
Wed Sep 15, 2021 10:26 am
Forum: Modding interface requests
Topic: Add a heat generator option for modders
Replies: 3
Views: 2504

Add a heat generator option for modders

TL;DR
There are generators that generate electricity from items (burner) or fluids , but none can generate electricity directly from heat .

WHY?
I'm making a mod where I have a thermoelectric generator, but I can't just make it generate electricity from heat, because the game does not support ...
by Villfuk02
Mon Aug 30, 2021 3:58 pm
Forum: Ideas and Requests For Mods
Topic: Spectral Overhaul - Ambitious overhaul mod - looking for a team
Replies: 2
Views: 2549

Re: Ambitious overhaul mod - looking for a team

Main challenges:
- More complicated entities
- Graphics
- Sound effects
- coming up with diverse enough things
by Villfuk02
Mon Aug 30, 2021 2:54 pm
Forum: Ideas and Requests For Mods
Topic: Spectral Overhaul - Ambitious overhaul mod - looking for a team
Replies: 2
Views: 2549

Spectral Overhaul - Ambitious overhaul mod - looking for a team

I'd like to make an overhaul mod, but I won't be able to do it alone, so I'm looking for people to work with .

Main goals:
- Not too complex in the early game
- Every playthrough is different
- New logistic challenges
- In research, more emphasis on discovery

HOW?
3 different kinds of each type ...

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