Factory Glow


Automatically adds warm ambient lighting and recipe-colored glow to factory buildings, power poles, assemblers, refineries, chemical plants, miners, and other machinery.

Tweaks
11 days ago
2.1
63

Changelog

Version: 1.0.0
Date: 2026-08-30
  Features:
    - First public-ready release for Factorio 2.1 and Space Age.
    - Added the final Factory Glow thumbnail.
  Changes:
    - Removed the temporary Night Test button and all related runtime handlers.
    - Updated release metadata and searchable description.
    - Retained the rebuild command for migration recovery.
Version: 0.6.0
Date: 2026-08-30
  Features:
    - Expanded passive lighting coverage across major vanilla and Space Age infrastructure.
    - Added accumulators, pumps, offshore pumps, cargo bays, and other platform infrastructure.
    - Made warm industrial light the default for unclassified supported buildings.
    - Added restrained green lighting to nuclear and biological infrastructure.
    - Added restrained cool lighting to fusion, cryogenic, electromagnetic, lightning, and orbital collection infrastructure.
    - Retained warm lighting for foundries, heating towers, thrusters, boilers, generators, and other heat-based structures.
    - Continued to exclude labs for compatibility with dedicated lab visual mods.
Version: 0.5.0
Date: 2026-08-30
  Changes:
    - Increased active refinery and chemical-plant light radius.
    - Modestly increased active refinery and chemical-plant intensity.
    - Preserved warm passive lighting and positioned fluid-color accents.
    - Excluded all labs from Factory Glow lighting to avoid conflicts with Disco Science and similar lab visual mods.
Version: 0.4.0
Date: 2026-08-30
  Changes:
    - Increased fluid-color saturation while preserving each fluid's hue.
    - Reduced the generic centered operating glow on chemical plants and refineries.
    - Increased the strength of localized process lights.
    - Reduced process-light radius to prevent colored ground flooding.
    - Moved refinery fluid lights outward toward tanks and pipework.
    - Preserved the existing warm passive-light balance.
Version: 0.3.0
Date: 2026-08-30
  Features:
    - Added explicit green, red, and blue operating glow for the three vanilla circuits.
    - Added automatic operating-light colors derived from recipe fluid outputs.
    - Added a second positioned process light to chemical plants.
    - Added multiple positioned process lights to oil refineries for multi-fluid recipes.
    - Preserved warm passive illumination beneath active recipe colors.
    - Added a startup setting to enable or disable recipe-colored lighting.
Version: 0.2.0
Date: 2026-08-30
  Changes:
    - Replaced powered hidden lamp entities with entity-attached render lights.
    - Factory Glow no longer appears in electric network consumption statistics.
    - Passive lights no longer consume electricity or create helper entities.
    - Added recipe-tinted operating lights to supported crafting machines.
    - Increased passive building and power-pole light visibility.
    - Added a small glow to wooden power poles.
Version: 0.1.0
Date: 2026-08-30
  Features:
    - Added passive lighting to medium and large power poles and substations.
    - Added footprint-scaled lighting to common base and Space Age factory structures.
    - Added brighter working lights to assembling machines, furnaces, and mining drills.
    - Added Off, Subtle, Standard, and Bright startup presets.
    - Added optional experimental logistics lighting, disabled by default.
    - Added a temporary Night Test button for visual testing.
    - Added explicit incompatibility with Lightorio to prevent duplicate lighting.