On removing a mod from a save, it should be possible for other mods to read storage tables of removed mods before the storage is deleted. This would enable the smooth transition of saves from using one mod to using a fork of the mod.
This feature request is in response to the sudden disappearance ...
Search found 59 matches
- Thu Sep 03, 2026 6:03 am
- Forum: Modding interface requests
- Topic: Add ability to read orphaned storage tables on load, enabling cleanly forking mods
- Replies: 3
- Views: 306
- Wed Sep 02, 2026 6:16 pm
- Forum: Modding discussion
- Topic: Workarounds for entity prototypes limited to ElectricEnergySource?
- Replies: 1
- Views: 659
Re: Workarounds for entity prototypes limited to ElectricEnergySource?
For my mod "Muluna, Moon of Nauvis," I added a burner roboport to the game which solved this problem with some relatively inexpensive on_tick scripting and a recipe on_craft event. You will need two entities for this that work together.
1. Roboport entity with electric energy source, but with input ...
1. Roboport entity with electric energy source, but with input ...
- Wed Aug 26, 2026 7:57 pm
- Forum: Releases
- Topic: Version 2.1.17
- Replies: 2
- Views: 8068
Re: Version 2.1.17
This issue I reported recently was addressed in this update, but it is not mentioned in these update notes, and the documentation for LuaEntity.update_connections() has not been updated yet. viewtopic.php?t=135860
- Wed Aug 26, 2026 7:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.16] Roboport entities do not refresh roboport connections following mod update
- Replies: 3
- Views: 664
Re: [2.1.16] Roboport entities do not refresh roboport connections following mod update
Thank you! I've tested this migration in 2.1.17, and I can confirm it addresses this issue. I was initially confused when I did not notice any update to the description of LuaEntity.update_connections() in the latest documentation, so you should definitely update that documentation to mention that ...
- Tue Aug 25, 2026 7:13 pm
- Forum: Modding interface requests
- Topic: Add FusionGeneratorPrototype::input_to_output_fluid_ratio
- Replies: 2
- Views: 763
Re: Add FusionGeneratorPrototype::input_to_output_fluid_ratio
+1, though for Muluna, I worked around this problem relatively easily by adding a "cooled steam" fluid to Muluna's condenser turbine that is turned back into water in a chemical plant at a 100:2.5 ratio before productivity bonuses. This workaround has the benefit of allowing recipe productivity to ...
- Tue Aug 25, 2026 7:01 pm
- Forum: Modding interface requests
- Topic: FusionGeneratorPrototype::smoke
- Replies: 0
- Views: 142
FusionGeneratorPrototype::smoke
At the moment, fusion generator prototypes are incapable of producing smoke particles while working, as generators do. This is a problem for fusion generator prototypes that are intended to be steam turbines that output recyclable water as a byproduct, as Muluna's condenser turbine is. If I could ...
- Mon Aug 24, 2026 11:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.16] Roboport entities do not refresh roboport connections following mod update
- Replies: 3
- Views: 664
[2.1.16] Roboport entities do not refresh roboport connections following mod update
Whether this issue should be considered a bug or a modding interface request is unclear to me, so I will post it as a bug.
This is in response to this bug report I've received.
Recently, I posted an update to Muluna that increased the logistic range of burner roboports from the range of vanilla ...
This is in response to this bug report I've received.
Recently, I posted an update to Muluna that increased the logistic range of burner roboports from the range of vanilla ...
- Mon Aug 24, 2026 6:04 am
- Forum: Modding interface requests
- Topic: RadiusVisualisationSpecification: Add field to maintain normal opacity when entity can not be built by the player
- Replies: 0
- Views: 182
RadiusVisualisationSpecification: Add field to maintain normal opacity when entity can not be built by the player
I've received this report that Muluna's Burner Roboport's radius visualisation is uncomfortable to look at, due to the way that the visualisation flashes the entire screen with one color, then another color when the cursor is out of range of the manual placement, then another color when the cursor ...
- Sat Aug 22, 2026 5:47 pm
- Forum: Implemented mod requests
- Topic: Event type: on_surface_day_begins
- Replies: 3
- Views: 394
Re: Event type: on_surface_day_begins
Thank you! I was in the middle of implementing a version of this event in PlanetsLib, and I decided that firing the event when daytime == 0.5 would be more useful for most things, but since it's already possible to create delayed functions by creating rendering objects with a limited lifespan that ...
- Thu Aug 20, 2026 9:02 pm
- Forum: Implemented mod requests
- Topic: Event type: on_surface_day_begins
- Replies: 3
- Views: 394
Event type: on_surface_day_begins
This event would fire whenever the daytime value of a surface rolls back to 0, indicating the beginning of a new day. This event would make it possible to do dynamic weather events that persist on a day-to-day basis. Currently, the only way to do this is to run on_tick events, which can create an ...
- Sat Aug 15, 2026 8:58 pm
- Forum: Modding interface requests
- Topic: Improved global effects
- Replies: 2
- Views: 619
Re: Improved global effects
This effect has been somewhat addressed by the addition of LuaEntity::local_effect, enabling global effects via scripting that adds effects to entities on the planet.
- Sat Aug 15, 2026 8:49 pm
- Forum: Modding interface requests
- Topic: ModuleEffect Prototype: A prototype to add new module effects evaluated for entities.
- Replies: 3
- Views: 374
ModuleEffect Prototype: A prototype to add new module effects evaluated for entities.
There are several methods that one could currently use to write new module effects in the current API without needing a ModuleEffect prototype, though doing so requires heavy use of mod-data and custom tooltips:
1. As Rigor Module does, by creating recipe copies for all recipes that support the ...
1. As Rigor Module does, by creating recipe copies for all recipes that support the ...
- Fri Aug 14, 2026 9:57 pm
- Forum: Modding interface requests
- Topic: Linked game control: "move"
- Replies: 2
- Views: 235
Re: Linked game control: "move"
Sure. What I'm doing is using an on_tick event to generate particles that appear to be debris kicked up by players on Muluna. Data-based footstep particle effects are insufficient because it's not possible to modify the initial velocity of particles based on outside factors, such as a player's ...
- Fri Aug 14, 2026 9:20 pm
- Forum: Modding interface requests
- Topic: Linked game control: "move"
- Replies: 2
- Views: 235
Linked game control: "move"
There is no linked game control for when a player moves their character with an analog stick. This leaves the only possible way to check if a player starts moving being defines.events.on_player_changed_position, which is less performant than a single event that runs when the player starts walking ...
- Thu Aug 13, 2026 11:09 pm
- Forum: Modding interface requests
- Topic: LuaPlayer::analog_walking_state: a field containing direction and magnitude of player's walking state
- Replies: 1
- Views: 819
Re: LuaPlayer::analog_walking_state: a field containing direction and magnitude of player's walking state
I've gotten around this issue by calculating the player's actual velocity by subtracting the player's current position from their previous tick's position. This results in an increase of about 50% in the cost of the walking particle script, from around 0.1 ms/player/tick to 0.15 ms/player/tick ...
- Thu Aug 13, 2026 11:06 pm
- Forum: Duplicates
- Topic: [raiguard][2.1.10] Temperature-based fluid energy sources ignore temperature ranges defined in prototypes.
- Replies: 3
- Views: 564
Re: [raiguard][2.1.10] Temperature-based fluid energy sources ignore temperature ranges defined in prototypes.
Thank you for the response. The actual issue is related to other "Fluid mixing" issues, where the game engine appears to count bidirectional fluidboxes as part of the same fluidbox, making them "mixed" and therefore unable to connect to other fluid boxes. Feel free to mark this as a duplicate. Once ...
- Wed Aug 12, 2026 8:44 pm
- Forum: Duplicates
- Topic: [2.1.14] Chest quality indicator overlaps with quality indicator on items on chest inventory preview
- Replies: 1
- Views: 169
[2.1.14] Chest quality indicator overlaps with quality indicator on items on chest inventory preview
08-12-2026, 13-38-56.png
When viewing chests in alt mode, the icons of a few items within the chest are displayed as a preview. The quality of these items is indicated. When viewing quality chests in alt mode, the quality indicator of the chest perfectly overlaps with the quality indicator of one ...
When viewing chests in alt mode, the icons of a few items within the chest are displayed as a preview. The quality of these items is indicated. When viewing quality chests in alt mode, the quality indicator of the chest perfectly overlaps with the quality indicator of one ...
- Mon Aug 10, 2026 4:51 am
- Forum: Modding interface requests
- Topic: Add custom spoilage categories
- Replies: 23
- Views: 1954
Re: Add custom spoilage categories
In the meantime while Wube considers adding this to the base game, I've gone ahead and added this feature to a dev branch of PlanetsLib. The library supports adding new spoil categories with PlanetsLib.create_spoil_category(prototype):
lua
PlanetsLib.create_spoil_category{
name = "diffusible ...
lua
PlanetsLib.create_spoil_category{
name = "diffusible ...
- Fri Aug 07, 2026 2:23 pm
- Forum: Modding interface requests
- Topic: LuaPlayer::analog_walking_state: a field containing direction and magnitude of player's walking state
- Replies: 1
- Views: 819
LuaPlayer::analog_walking_state: a field containing direction and magnitude of player's walking state
Alternative name: LuaPlayer::vector_walking_state
This field makes it possible to determine the character's direction and magnitude of walking state. When using a keyboard, magnitude is always 1, but on a gamepad, magnitude is proprotional to the magnitude of the character's stick pitch from [0,0 ...
This field makes it possible to determine the character's direction and magnitude of walking state. When using a keyboard, magnitude is always 1, but on a gamepad, magnitude is proprotional to the magnitude of the character's stick pitch from [0,0 ...
- Thu Aug 06, 2026 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.1.14] Assigning number to shared probability does not cause a crash on load.
- Replies: 1
- Views: 444
[2.1.14] Assigning number to shared probability does not cause a crash on load.
A recent update to Cerys accidentally applied a number to the shared_probability field, and because the game did not crash on seeing this field, the update was pushed to the portal. This seems like an error that the game would be capable of catching on load to stop errors like these from being made ...