when trying to hide a surface from the remote view starmap the only real option currently is to mark the surface as hidden.
hidden surfaces still show alerts (which in my opinion is a good thing), however the alert center loses the ability to navigate to specific alerts on said surface.
the expected behavior is either:
A) the alert overview always shows the alerts regardless of wether the surface is hidden or not
B) hidden surfaces produces no automatic/scripted alerts, and we get a force.set_visible_on_starmap(surface, bool) option
practical usecase:
currently trials are underway to make space exploration and space age co-exist, SE adds a ton of surfaces (planet, moons, orbits, ships) which we do _not_ want visible on the SA starmap since that quickly grows long and rather unmanageable, marking a thing as hidden is generally quite a drastic measure since in most cases it is supposed to hide something from the player completely, although surfaces are a special case since with gps tags you can still view hidden ones too.
reproduction steps:
- /c game.player.teleport({0,0}, game.create_surface("hidden"))
- /cheat all
- place roboport, power, disable personal roboport, and place a random ghost
- notice how the alert center has a row for it
- /c game.player.force.set_surface_hidden("hidden", true)
- notice how the alert center does not have a row for it
[2.0.76] hidden surfaces show incomplete alerts
[2.0.76] hidden surfaces show incomplete alerts
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