Search found 93 matches
- Wed Aug 05, 2026 2:16 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
Thanks so much!
- 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 ...
- Wed Jul 22, 2026 1:22 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 reddit post about this https://www.reddit.com/r/factorio/s/PWvHJrgswe
- 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.
- 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 ...
- 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 ...
- 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.
- 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.
- 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 to a lower value like 0.1
Code: Select all
data.raw["tile-effect"]["space"].space.scroll_factor- 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 ...
- Wed Jul 15, 2026 1:14 pm
- Forum: Implemented Suggestions
- Topic: [2.1] Adjust star parallax to be plausible
- Replies: 11
- Views: 1375
- 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?
- 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 ...
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 ...
- 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 ...
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 ...
- Sun Nov 10, 2024 10:17 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15][Space Age DLC] Inconsistent recipe output information
- Replies: 5
- Views: 3364
Re: [2.0.15][Space Age DLC] Inconsistent recipe output information
Yeah, the 20 x Ice melting is very odd.
- 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.
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.
- 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.
- 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 ...
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 ...
- 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
- More complicated entities
- Graphics
- Sound effects
- coming up with diverse enough things
- 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 ...
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 ...