Enable runtime manipulation of graphics_variation

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TheAero1221
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Enable runtime manipulation of graphics_variation

Post by TheAero1221 »

TL;DR
Wondering if its possible for devs to expose graphics_variation read/write at runtime for individual entities, and potentially add graphics_variation as an option for all prototypes.

What?
Currently graphics_variation is consulted for certain specific entities at entity creation time. I would like it if all entities had the ability to have their graphics_variation change based on conditional logic at runtime, also. In addition, it would be preferable if graphics_variation was an option for all entities that currently have only one static image assigned in the base game, just to open the door for modders.

Why?
The ability to change the graphics/image of already placed entities on command could enable a suite of beneficial capabilities for modders. You could potentially achieve things like local transparency, special "animations", etc. that others have asked for, without requiring mods to go through the expensive/unreliable process of destroying->replacing entities with their visual variants. Transparency is a common ask for things like elevated rails, trees, and large power poles... currently mods that address these desires use the destroy->replace method mentioned before. Mods that want to replace visuals for entities that currently do not allow variants need to implement new variants from the originating prototype.

I'm sure there are also things that the modding community could do with this that I cant even account for. The possibilities are huge, and the current lack of this functionality is frustrating.
Rseding91
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Re: Enable runtime manipulation of graphics_variation

Post by Rseding91 »

If you want to get ahold of me I'm almost always on Discord.
TheAero1221
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Re: Enable runtime manipulation of graphics_variation

Post by TheAero1221 »

Thanks for the reply! As a follow up, or... perhaps a clarification on what I'm asking for- can we please get graphics_variation read/write capability for all prototypes (including the ones that currently return nil)? I imagine this might be a big ask. But Im hoping it could possibly just be like an unused stub added to each prototype that modders can hook into to do things like make entities transparent, add animations, visual damage states, etc. not just for the entities that currently support graphics_variation but for all entities.
Rseding91
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Re: Enable runtime manipulation of graphics_variation

Post by Rseding91 »

Having something support graphics variation runtime means it must physically store that value in the entity + save and load it. This means more memory usage runtime, longer times to save/load games, and bigger save files. We don't have it on every single entity because those are costs that have to be there regardless of any mod using that feature.
If you want to get ahold of me I'm almost always on Discord.
TheAero1221
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Re: Enable runtime manipulation of graphics_variation

Post by TheAero1221 »

Hopefully not coming across as disrespectful or argumentative by continuing the conversation at this point. This is just capability that I would very much appreciate- is there not a way to make it so that graphics_variation maybe only applies to an entity if there is a mod that registers with the hook when the game launches? Or perhaps some other way to change the visuals of entities that is less costly?
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