Search found 163 matches

by thesixthroc
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 ...
by thesixthroc
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 ...
by thesixthroc
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.
by thesixthroc
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.
by thesixthroc
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 ...
by thesixthroc
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.
by thesixthroc
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 ...
by thesixthroc
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.
by thesixthroc
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 ...
by thesixthroc
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 ...
by thesixthroc
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.
by thesixthroc
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 ...
by thesixthroc
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 ...
by thesixthroc
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, ...
by thesixthroc
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.
by thesixthroc
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.

Go to advanced search