I did not see anything relevant in the api, but it would be nice if we could display a planet's space rendering from lua. Mainly to cover for one feature of visible planets in space, where it also displays planetslib moons around the planet you currently orbit.
Also to let Cerys use those graphics in the background as you look down at Fulgora, so it does not need to be a static sprite anymore.
Render planet graphics from lua code
- FluidNatalie
- Burner Inserter

- Posts: 18
- Joined: Tue Oct 14, 2025 7:52 pm
- Contact:
- y.petremann
- Filter Inserter

- Posts: 445
- Joined: Mon Mar 17, 2014 4:24 pm
- Contact:
Re: Render planet graphics from lua code
I know exactly what I want now. Make this field an array, and let us add multiple backdrop definitions.
https://lua-api.factorio.com/latest/typ ... m_backdrop
It has a position and a radius, and we can use those to place and position multiple ones of them.
We also tried doing a ringworld, and this may work if we could place two, and flip the normals on one of them so it curves inside instead of outside forming a circle. That may also be hackable to make something visually orbit the planet.
https://lua-api.factorio.com/latest/typ ... m_backdrop
It has a position and a radius, and we can use those to place and position multiple ones of them.
We also tried doing a ringworld, and this may work if we could place two, and flip the normals on one of them so it curves inside instead of outside forming a circle. That may also be hackable to make something visually orbit the planet.
- AndreusAxolotl
- Burner Inserter

- Posts: 7
- Joined: Mon Aug 04, 2025 6:26 pm
- Contact:
- BraveCaperCat
- Filter Inserter

- Posts: 531
- Joined: Mon Jan 15, 2024 10:10 pm
- Contact:
Re: Render planet graphics from lua code
Yeah, I'd really like this.
Maybe a C function that constructs some LuaRenderedSprite object, given things like the orientation/position of the planet/light source(s), that we can pass to LuaRendering::draw_sprite's sprite parameter instead of a SpritePath.
Maybe a C function that constructs some LuaRenderedSprite object, given things like the orientation/position of the planet/light source(s), that we can pass to LuaRendering::draw_sprite's sprite parameter instead of a SpritePath.
Re: Render planet graphics from lua code
I have a planet currently that I want to look like an abandoned space station (and soon abandoned space ships), and that makes more sense to be a static, flat, and ideally non-circular sprite. I definitely don't want to give the player the impression of some spherical or larger land mass awaits them. Currently my best option is to try and reverse engineer the PlatformBackdrop so I can invert my graphic. That way I can try and force it emulate a flat sprite.
- BraveCaperCat
- Filter Inserter

- Posts: 531
- Joined: Mon Jan 15, 2024 10:10 pm
- Contact:
Re: Render planet graphics from lua code
I'm currently wondering how that's relevant to this interface request...Starchie wrote: Thu Jul 16, 2026 2:31 pm I have a planet currently that I want to look like an abandoned space station (and soon abandoned space ships), and that makes more sense to be a static, flat, and ideally non-circular sprite. I definitely don't want to give the player the impression of some spherical or larger land mass awaits them. Currently my best option is to try and reverse engineer the PlatformBackdrop so I can invert my graphic. That way I can try and force it emulate a flat sprite.
Re: Render planet graphics from lua code
Sorry, I misinterpreted the request. I was envisioning rendering from lua to allow more arbitrary graphics options, separate to how planets are rendered from PlatformBackdrop. Rather than the using using PlatformBackdrop in more areas.BraveCaperCat wrote: Thu Jul 16, 2026 2:34 pm I'm currently wondering how that's relevant to this interface request...

