Search found 59 matches

by MeteorSwarm
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

Add ability to read orphaned storage tables on load, enabling cleanly forking mods

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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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.
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...
by MeteorSwarm
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 ...

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