Search found 28 matches

by MeteorSwarm
Sun Jul 26, 2026 1:27 am
Forum: Documentation Improvement Requests
Topic: [2.1.12] LuaPlayer::drag_wire(): Returned value described as a boolean, actual return is a table.
Replies: 0
Views: 51

[2.1.12] LuaPlayer::drag_wire(): Returned value described as a boolean, actual return is a table.

07-25-2026, 18-26-47.png
07-25-2026, 18-26-47.png (107.45 KiB) Viewed 51 times
The current description of the output of LuaPlayer::drag_wire() is incorrect. It is described as a boolean in the documentation, but the actual output is a table containing the position dragged from.
by MeteorSwarm
Fri Jul 24, 2026 9:52 pm
Forum: Modding interface requests
Topic: CargoBayPrototype::allow_loading (boolean)
Replies: 0
Views: 54

CargoBayPrototype::allow_loading (boolean)

Now that cargo bay prototypes allow enabling unloading, adding another field that enables loading seems like an obvious addition to complete the ability for cargo bays to extend cargo landing pads, balance concerns notwithstanding.
by MeteorSwarm
Wed Jul 22, 2026 9:40 pm
Forum: Resolved for the next release
Topic: [2.1.12] Recipes with custom tooltips display incorrect tooltip when crafting high quality version.
Replies: 2
Views: 206

[2.1.12] Recipes with custom tooltips display incorrect tooltip when crafting high quality version.

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07-22-2026, 14-37-03.png

When viewing the tooltips for a non-normal quality recipe with custom tooltips in an assembling machine, the incorrect tooltip value is shown. In the first screenshot shown, showing a rare recipe, the tooltip value for the recipe at normal ...
by MeteorSwarm
Tue Jul 21, 2026 11:27 pm
Forum: Modding interface requests
Topic: Add RecipePrototype field to restrict recipes from being crafted in certain qualities
Replies: 0
Views: 78

Add RecipePrototype field to restrict recipes from being crafted in certain qualities

I would like the ability to ban certain qualities from being selected on recipes. I have posted screenshots showing an example recipe that I would like to be able to ban legendary quality from. This recipe's purpose is quality upcycling, so it should not be selectable on the highest possible quality ...
by MeteorSwarm
Sun Jul 19, 2026 10:30 pm
Forum: Not a bug
Topic: [2.1.11] "confirm-gui" custom input fires when confirming with keyboard, but not with mouse.
Replies: 1
Views: 129

[2.1.11] "confirm-gui" custom input fires when confirming with keyboard, but not with mouse.

When adding a custom input tracking "confirm-gui" inputs, GUI confirmations done via keyboard are captured, while GUI confirmations done via mouse are not captured.

To reproduce: Create a mod that adds a custom input tracking "confirm-gui."

In data:
data:extend {{
type = "custom-input",
name ...
by MeteorSwarm
Sun Jul 19, 2026 6:07 pm
Forum: Not a bug
Topic: [2.1.11] Rocket silo prototype with enlarged rocket capacity(and other changes) unable to launch most cargo
Replies: 2
Views: 310

Re: [2.1.11] Rocket silo prototype with enlarged rocket capacity(and other changes) unable to launch most cargo

Thank you for your response. This is likely enough information to fix the bug on my end. I still think that the current experience of attempting to ship cargo to a space platform on a silo unsupported by the platform hub feels unpolished, and would benefit from a notification indicating that the ...
by MeteorSwarm
Fri Jul 17, 2026 8:34 pm
Forum: Not a bug
Topic: [2.1.11] Rocket silo prototype with enlarged rocket capacity(and other changes) unable to launch most cargo
Replies: 2
Views: 310

[2.1.11] Rocket silo prototype with enlarged rocket capacity(and other changes) unable to launch most cargo

I've attached a save that contains test sites for four rocket silo prototypes:



1. The vanilla rocket silo placed on Nauvis.
2. The vanilla rocket silo placed on Muluna. Using PlanetsLib's entity replacement engine, this entity has doubled rocket lift from the vanilla rocket silo.
3. The big ...
by MeteorSwarm
Wed Jul 15, 2026 3:03 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.11] Roboport prototypes do not disable themselves upon running out of power.
Replies: 4
Views: 592

Re: [2.1.11] Roboport prototypes do not disable themselves upon running out of power.

I've made a workaround for myself that mostly fixes the issue, but I would appreciate a proper fix that makes this sort of hack unnecessary. https://github.com/nicholasgower/planet ... d0f09a9d90
by MeteorSwarm
Wed Jul 15, 2026 2:53 pm
Forum: Resolved Problems and Bugs
Topic: [2.1.11] Roboport prototypes do not disable themselves upon running out of power.
Replies: 4
Views: 592

Re: [2.1.11] Roboport prototypes do not disable themselves upon running out of power.

I believe the issue might be related some differences between the vanilla roboport and Muluna's burner roboport.

I've written the following debug code to print all parts of the burner roboport and vanilla roboport with different fields.

local diffs = ""

for field,value in pairs(data.raw.roboport ...
by MeteorSwarm
Wed Jul 15, 2026 6:17 am
Forum: Resolved Problems and Bugs
Topic: [2.1.11] Roboport prototypes do not disable themselves upon running out of power.
Replies: 4
Views: 592

[2.1.11] Roboport prototypes do not disable themselves upon running out of power.

When cutting off power from a roboport prototype, the roboport will not remove itself from the logistic network as should happen. Instead, robots will remain queued to the roboport, while the robots in the middle of charging will remain suspended in a charging state while no energy is supplied to ...
by MeteorSwarm
Mon Jul 13, 2026 5:42 pm
Forum: Assigned
Topic: [raiguard][2.1.10] Temperature-based fluid energy sources ignore temperature ranges defined in prototypes.
Replies: 0
Views: 223

[raiguard][2.1.10] Temperature-based fluid energy sources ignore temperature ranges defined in prototypes.

In Muluna, Moon of Nauvis version 2.4.11, the mod's "Steam crusher", which is intended to take any temperature steam up to 500 C, is restricted to only accept 15 C steam. This behavior contradicts the behavior defined for the prototype.

07-13-2026, 10-38-27.png

Expected behavior
I would expect ...
by MeteorSwarm
Fri Jul 10, 2026 6:14 pm
Forum: Ideas and Suggestions
Topic: Replace "Rocket capacity" tooltip with "weight per item" tooltip when "Rocket capacity" is less than one standard rocket
Replies: 0
Views: 150

Replace "Rocket capacity" tooltip with "weight per item" tooltip when "Rocket capacity" is less than one standard rocket

In a recent Muluna update, I've added a script that doubles the rocket lift of all rocket silos when placed on Muluna. To use this idea, I'm about to push an update that raises the weight of an item added by the Muluna mod from 1 ton to 2 tons, meaning it can only be launched into orbit by standard ...
by MeteorSwarm
Thu Jul 09, 2026 5:20 am
Forum: Modding interface requests
Topic: LogisticSection::filters should work on constant combinators
Replies: 1
Views: 175

LogisticSection::filters should work on constant combinators

At the moment, LogisticSection::filters does not return any values or change any values when applied to a constant combinator. This means that LogisticSection::set_slot() is the only method of writing data to the output of a constant combinator, which performs poorly when done over for many signals ...
by MeteorSwarm
Tue Jul 07, 2026 8:40 am
Forum: Already exists
Topic: LuaEntity::secondary_rocket_parts RW
Replies: 3
Views: 284

Re: LuaEntity::secondary_rocket_parts RW

https://github.com/danielmartin0/PlanetsLib/blob/8c18f51e7a31af50715ec20cb857fe9c594112ed/scripts/entity-replacement.lua#L167

I'm not sure my experience matches your claim. I've linked a function named Public.transfer_entity_state(entity,new_entity), which seeks to copy every single characteristic ...
by MeteorSwarm
Tue Jul 07, 2026 12:10 am
Forum: Already exists
Topic: LuaEntity::secondary_rocket_parts RW
Replies: 3
Views: 284

LuaEntity::secondary_rocket_parts RW

LuaEntity::rocket_parts currently exists to allow reading/writing the current number of rocket parts in the rocket's first progress bar, but there appears to be no way of reading or writing the secondary rocket parts progress bar. This would benefit my entity replacement system for PlanetsLib, which ...
by MeteorSwarm
Wed Jun 24, 2026 2:02 am
Forum: Assigned
Topic: [raiguard][2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)
Replies: 4
Views: 1529

[raiguard][2.1.7] Fluid mixing prevention breaks existing fluidboxes from 2.0 mods (Example code provided)

Nothing in the documentation or changelog suggests that it's necessary to change fluidbox code to accommodate the new fluid mixing prevention system described in FFF 442. This is why I think the following behavior is a bug. The newest stable version of Muluna for 2.0.X uses fluidbox code in the ...

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