When empty space tiles (or others with `effect = "space"`) are viewed through a camera GUI, the parallax effect of the stars accounts for the zoom of the viewing player. If my understanding is correct, the position for parallax is taken as the position of the camera GUI on the screen.
For certain ...
Search found 151 matches
- Mon Feb 16, 2026 6:06 pm
- Forum: Modding interface requests
- Topic: Space-effect parallax in camera GUIs
- Replies: 0
- Views: 264
- Fri Feb 13, 2026 6:04 pm
- Forum: Modding interface requests
- Topic: RecipePrototype::single_use
- Replies: 3
- Views: 362
Re: RecipePrototype::single_craft
That is addressed in the OP.
- Fri Feb 13, 2026 1:09 pm
- Forum: Modding interface requests
- Topic: RecipePrototype::single_use
- Replies: 3
- Views: 362
RecipePrototype::single_use
Several times I have wanted to give the player a handcrafting recipe that they are only supposed to craft once. The recipe is disabled by script after they craft it (nowadays likely by a spoilage trigger), and a script processes the player's crafting queue to cancel any additional crafts of the one ...
- Thu Feb 12, 2026 9:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.75] Item cannot be launched to orbit manually
- Replies: 2
- Views: 1491
Re: [Genhis][2.0.75] Item cannot be launched to orbit manually
Thanks, much appreciated
- Thu Feb 12, 2026 7:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.75] Item cannot be launched to orbit manually
- Replies: 2
- Views: 1491
[Genhis][2.0.75] Item cannot be launched to orbit manually
It seems that since version 2.0.74, there is broken functionality for some items with `send_to_orbit_mode = "manual"`.
Attached is a save in which such an item (`cerys-hydrogen-bomb`) is placed in a rocket inventory. Clicking the silo, then 'Deliver cargo' and 'Orbit', has no effect and the rocket ...
Attached is a save in which such an item (`cerys-hydrogen-bomb`) is placed in a rocket inventory. Clicking the silo, then 'Deliver cargo' and 'Orbit', has no effect and the rocket ...
- Tue Feb 10, 2026 6:38 pm
- Forum: Modding interface requests
- Topic: Quality support for radius_visualisation_specification
- Replies: 6
- Views: 1384
Re: Quality support for radius_visualisation_specification
Cerys uses that trick elsewhere, but it isn’t feasible here. It's a freely buildable entity in a popular mod so the solution should be interchangeable in the various game systems: pipette, recipe signals, quality-switching shortcuts, ...
- Mon Feb 09, 2026 8:06 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::animations
- Replies: 2
- Views: 219
Re: ItemPrototype::animations
Thanks for the reply.
- Mon Feb 09, 2026 4:21 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::place_as_tile::consumed
- Replies: 2
- Views: 207
ItemPrototype::place_as_tile::consumed
This request is for a new optional field, defaulting to 1, which specifies how many of the item is consumed in order to place a tile inworld.
- Sun Feb 08, 2026 8:55 pm
- Forum: Modding interface requests
- Topic: ItemPrototype::animations
- Replies: 2
- Views: 219
ItemPrototype::animations
This request is for animated items on belts.
- Thu Feb 05, 2026 5:22 pm
- Forum: 1 / 0 magic
- Topic: [2.0.64] Failure to suppress MacOS system accent menu
- Replies: 4
- Views: 995
Re: [2.0.64] Failure to suppress MacOS system accent menu
This did not recur so far. Could be an OS bug I've upgraded out of.
- Tue Feb 03, 2026 3:15 pm
- Forum: Fixed for 2.1
- Topic: [2.0.73] LuaControl::mine_entity flying text appears at odd position
- Replies: 1
- Views: 225
[2.0.73] LuaControl::mine_entity flying text appears at odd position
Corner case: If you call `player.mine_entity` on an entity at {x, y} on a different surface to the player, flying text is created on the player's surface.
This wouldn't be a problem, but the flying text appears at {x, y} on the player's surface, which is confusing because this physical spot is ...
This wouldn't be a problem, but the flying text appears at {x, y} on the player's surface, which is confusing because this physical spot is ...
- Tue Jan 27, 2026 11:17 pm
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 731
Re: [2.0.72] Server-join mod downloader caches(?) too aggressively
Good point. Yes I think all relevant users had recently downloaded the first attempt at the hotfix. Of course the ideal is to test everything locally, but with ongoing live events more can happen.
- Tue Jan 27, 2026 7:16 pm
- Forum: Modding help
- Topic: [2.0.73] Hidden minable entities are impossible?
- Replies: 2
- Views: 306
Re: [2.0.73] Hidden minable entities are impossible?
Ah, for the upgrade planner. Thanks, that makes sense.
- Tue Jan 27, 2026 7:16 pm
- Forum: Modding interface requests
- Topic: Define Primary Recipe on Item / Fluid
- Replies: 9
- Views: 2042
- Tue Jan 27, 2026 6:15 pm
- Forum: Modding interface requests
- Topic: Burner asteroid collectors
- Replies: 1
- Views: 223
Burner asteroid collectors
This prototype can only use electric or void energy source types.
Adding burner if possible would be much appreciated!
Adding burner if possible would be much appreciated!
- Tue Jan 27, 2026 4:09 pm
- Forum: Modding help
- Topic: [2.0.73] Hidden minable entities are impossible?
- Replies: 2
- Views: 306
[2.0.73] Hidden minable entities are impossible?
Not sure whether this should go in Bug Reports or Modding Interface Requests. Either way, I'd like to hide the existing transport belts so I can add new ones for my mod. I'm hiding rather than deleting them for better compatibility, e.g. another mod may place them by script.
I understand this to be ...
I understand this to be ...
- Thu Jan 08, 2026 7:17 pm
- Forum: Modding interface requests
- Topic: Reacting to asteroid chunks being created
- Replies: 2
- Views: 379
Re: Reacting to asteroid chunks being created
I have implemented a workaround for the mod in question by deleting nearby chunks when the asteroid dies.
- Mon Jan 05, 2026 12:04 am
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 731
Re: [2.0.72] Server-join mod downloader caches(?) too aggressively
I wouldn’t expect an edge cache to be stale for all connecting users at once, unless users are getting poisoned.
The problem with “don’t do that” is when there’s a large server being hotfixed, repeated updates of the same mod are exactly the ones that are most valuable for the mod portal service to ...
The problem with “don’t do that” is when there’s a large server being hotfixed, repeated updates of the same mod are exactly the ones that are most valuable for the mod portal service to ...
- Thu Dec 25, 2025 9:43 pm
- Forum: Already exists
- Topic: Support mirroring in create_entity
- Replies: 3
- Views: 541
Support mirroring in create_entity
Small request, right now you have to write to `mirroring` after creating the entity.
- Tue Dec 23, 2025 1:00 am
- Forum: Bug Reports
- Topic: [2.0.72] Server-join mod downloader caches(?) too aggressively
- Replies: 4
- Views: 731
[2.0.72] Server-join mod downloader caches(?) too aggressively
I've noticed this issue a small fraction of the time when applying server modpack updates, and finally got around to making a report.
It's possible for the Factorio client when joining a multiplayer server to not understand that the newest version of a recently updated mod on the mod portal is able ...
It's possible for the Factorio client when joining a multiplayer server to not understand that the newest version of a recently updated mod on the mod portal is able ...