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Hiding/unhiding planets, space locations and routes

Posted: Mon Aug 03, 2026 7:38 pm
by VascoDaLlama
TL;DR
Allow modders to hide/unhide planets, space locations and routes based on triggers.
What?
The current public API only allows us to apply the "hidden" flag on planets and space locations during the prototype stage. This means it isn't possible to hide a planet from the space map and then reveal it when a certain trigger is met (e.g. tech researched) without completely restarting the game.

I suggest (if possible) allowing modders to dynamically hide/unhide planets and space locations. 2.1 is adding the ability to hide recipes in the Factoriopedia until they are researched, so I figured this might be possible with planets too.
Why?
A lot of mods and mod packs add a ton of content which can overwhelm players. Hiding recipes in the Factoriopedia is a great addition which can allow players to adapt to new information and is, in my opinion, a wonderful addition to the game. The space map, however, hasn't gotten the same treatment. I think players might appreciate the following:
  • A sense of exploration and discovery that comes with the space map slowly filling out with new destinations once you unlock them (via tech or other triggers).
  • No information overload when opening the space map for the first time and being shown dozens of potential destinations.
  • Possibility for modders to add secret locations that only appear later in the game (lore-building, story potential, avoid endgame spoilers)
I'm especially interested in the last point, because it would allow for very creative modding projects when it comes to overhaul mods and creating a story that progresses during gameplay.

I hope this is somehow possible within the game engine and look forward to hearing your opinions! :)

Re: Hiding/unhiding planets, space locations and routes

Posted: Sun Sep 20, 2026 5:11 pm
by ArsStels
I’d also ask to add this; it would be incredibly cool.

Re: Hiding/unhiding planets, space locations and routes

Posted: Sun Sep 20, 2026 11:28 pm
by sparr
Would you want this information to be attached to a force, with a list of planets that are visible (like unlocked technologies), or attached to a planet, with a list of forces that can see it (like luarendering forces)? The two approaches would necessarily have different requirements for a modder using them and different behaviors in various situations.

Re: Hiding/unhiding planets, space locations and routes

Posted: Mon Sep 21, 2026 11:46 am
by sparr
Is there a use case where this needs to be triggered by something other than the research that would normally make the planet selectable?

Re: Hiding/unhiding planets, space locations and routes

Posted: Wed Sep 23, 2026 3:09 am
by PentaGooseKnife
sparr wrote: Mon Sep 21, 2026 11:46 am Is there a use case where this needs to be triggered by something other than the research that would normally make the planet selectable?
Space exploration style planet discovery, being able to unlock new space routes between planets, swapping out planets for other planets due to an event (planet exploding, dimensional mishaps), just to name a few.