Search found 163 matches
- Wed Jul 22, 2026 11:10 pm
- Forum: Bug Reports
- Topic: [2.1.9] Can't hover over space connections if there is a sprite rendered there.
- Replies: 2
- Views: 391
Re: [2.1.9] Can't hover over space connections if there is a sprite rendered there.
How else? Adding layers to the graphics of the sun. 
- Fri Jul 10, 2026 3:05 pm
- Forum: Bug Reports
- Topic: [2.1.9] surface_vertical_offset makes planet images get cropped
- Replies: 0
- Views: 246
[2.1.9] surface_vertical_offset makes planet images get cropped
I am relaying this request from my collaborator.
Increasing the parameter surface_vertical_offset makes more room for the atmosphere, but it does this by cropping the planet, which causes glitchy-looking graphics that seem like a bug (especially as the planet rotates).
A preferred behavior would ...
Increasing the parameter surface_vertical_offset makes more room for the atmosphere, but it does this by cropping the planet, which causes glitchy-looking graphics that seem like a bug (especially as the planet rotates).
A preferred behavior would ...
- Fri Jul 10, 2026 1:31 am
- Forum: Modding interface requests
- Topic: Visible planets on non-space platform surfaces
- Replies: 2
- Views: 225
Visible planets on non-space platform surfaces
Right now Cerys has a static 'screenshot' of Fulgora in the background, which would be nice to be detailed and animated.
Aside from turning Cerys into a space platform which seems rather unrealistic, is there any workable approach to create a 'planet rendering' using the same logic used on space ...
Aside from turning Cerys into a space platform which seems rather unrealistic, is there any workable approach to create a 'planet rendering' using the same logic used on space ...
- Sat Jun 27, 2026 9:49 am
- Forum: Modding interface requests
- Topic: Entity: 1x1 Lane swapper
- Replies: 0
- Views: 138
Entity: 1x1 Lane swapper
Ref: viewtopic.php?p=693717, where I requested a 1x1 Lane mixer.
In case it is technically easier, the other possibility I mentioned would also be interesting, a 1x1 Lane swapper.
In case it is technically easier, the other possibility I mentioned would also be interesting, a 1x1 Lane swapper.
- Fri Jun 12, 2026 12:23 pm
- Forum: Modding interface requests
- Topic: Entity: 1x1 Lane balancer
- Replies: 8
- Views: 801
Re: Entity: 1x1 Lane balancer
This request is still desired for my mod despite the new changes to inserter lane settings.
- Wed Jun 03, 2026 8:38 pm
- Forum: Modding interface requests
- Topic: Entity: 1x1 Lane balancer
- Replies: 8
- Views: 801
Entity: 1x1 Lane balancer
The internal 1x1 Lane splitter entity was added in Factorio 2.0. If fed a single-lane input, it distributes that lane across both output lanes, balancing them. However, for a full two-lane input AB, it just transposes the lanes to BA.
I haven't seen a mod make use of it, and I believe that's ...
I haven't seen a mod make use of it, and I believe that's ...
- Tue Jun 02, 2026 9:04 pm
- Forum: Modding interface requests
- Topic: Runtime read of the player's quickbar count
- Replies: 0
- Views: 171
Runtime read of the player's quickbar count
Having this in game state or events would be useful in drawing GUIs to avoid overlapping the quickbars.
- Mon Jun 01, 2026 2:57 pm
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 9
- Views: 1319
- Mon Jun 01, 2026 2:57 pm
- Forum: Modding interface requests
- Topic: Item flag hide-spoilage-bar-in-inventories
- Replies: 0
- Views: 146
Item flag hide-spoilage-bar-in-inventories
This week in asking for an inch after being given a one already, we have a follow-up to https://forums.factorio.com/viewtopic.php?t=133072.
Depending on how difficult this is to implement, and whether along with "hide-spoilage-bar-in-world" it suffices to hide the spoilage bar everywhere, this ...
Depending on how difficult this is to implement, and whether along with "hide-spoilage-bar-in-world" it suffices to hide the spoilage bar everywhere, this ...
- Sun May 31, 2026 12:52 pm
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 9
- Views: 1319
Re: ItemPrototype::spoil_bar_visible
Reopening this with a new request: Would it be difficult to add one or more further booleans which hide the spoil bar inside inventories (including the cursor)? This is a less common use case, but creative modders will find uses for it.
- Thu May 28, 2026 12:16 pm
- Forum: Implemented mod requests
- Topic: Quality support for radius_visualisation_specification
- Replies: 10
- Views: 2650
Re: Quality support for radius_visualisation_specification
Thank-you Bilka!
- Fri Mar 13, 2026 7:05 am
- Forum: Implemented mod requests
- Topic: ItemPrototype::spoil_bar_visible
- Replies: 9
- Views: 1319
ItemPrototype::spoil_bar_visible
For items that spoil in a loop into each other, especially with short timers, when sitting on belts it can sometimes be visually noisy to have the spoil bar visible (when in alt mode). An API like this defaulting to true would allow modders to disable this behavior.
For this proposal I believe the ...
For this proposal I believe the ...
- Mon Feb 16, 2026 6:06 pm
- Forum: Modding interface requests
- Topic: Space-effect parallax in camera GUIs
- Replies: 0
- Views: 483
Space-effect parallax in camera GUIs
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 ...
For certain ...
- Fri Feb 13, 2026 6:04 pm
- Forum: Modding interface requests
- Topic: RecipePrototype::single_use
- Replies: 3
- Views: 791
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: 791
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: 4324
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: 4324
[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: Implemented mod requests
- Topic: Quality support for radius_visualisation_specification
- Replies: 10
- Views: 2650
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: 587
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: 592
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.