Stellar Foundry is a planetary industry overhaul built around surveys, expeditions, interplanetary freight, and cross-world manufacturing.
Mods introducing new content into the game.
Version: 1.6.0
Date: 2026-05-11
Features:
- Orbital deck surface (96x96) for late-game cargo handling. Gated by
um-stellar-forge-infrastructure; freight arrives via vanilla cargo
landing pads on the orbital surface.
- Aurelith body tint differentiation: brine, caldera, acid, and aurelith
machine families now have distinct color schemes. Reactor cores tinted
to match their family.
- Sound scaffolding for the mod's machines: transport silos and chemical
plant clones now have working_sound entries.
- Aurelith stress event transitions play short sound cues, rate-limited
to one per 180 ticks per surface.
- SE icon migrations for four vanilla-deepcopy items where the Space
Exploration graphics pack provides better art.
Bugfixes:
- Crew transfer launch animation works correctly with vanilla rocket
silos in Factorio 2.0. The animation now plays through ascent with
the player visible in the cargo pod, and the player lands at (0,0)
on the destination surface. Camera follows the rocket during ascent.
- Muluna integration overhauled. cargo-landing-pad is now craftable so
planets can receive cargo deliveries. The five Muluna technologies
that previously had no valid prerequisite after the Space Platform
route was hidden are now re-rooted on um-muluna-survey. Their original
research triggers (mine an asteroid chunk, build a digger on Muluna)
are preserved. Recipe unlocks across the full 23-tech Muluna cascade —
anorthite, alumina, aluminum, alice propellant, wood cultivation,
greenhouses, advanced boiler, steam crusher, telescopes — are
restored where earlier load passes had stripped them. Players can now
research through Muluna's progression as planet-muluna intended.
- Fixed startup crash when item flags={"hidden","only-in-cursor"} were
passed to a 2.0 item prototype that no longer accepts those flag
strings. Replaced with hidden=true and hidden_in_factoriopedia=true.
- PlanetsLib dependency constraint corrected to >= 1.3.0 (was loosely
specified, allowed incompatible 1.2.x installations).
- Aurelith pole rupture locale description corrected to match runtime
behaviour (the event destroys rails only, not other entities).
- Cleaned developer-note leakage ("1.7+", scratch annotations) from six
player-facing locale strings and guidance.lua.
- Thumbnail resized from 288x288 to 144x144 per mod portal requirements.
Changes:
- Muluna integration consolidated into a single file
(prototypes/foundation/muluna-integration.lua). Scattered handling in
data-final-fixes.lua and a previous patch file are gone. The pass
writes an audit log line — search factorio-current.log for
"[Stellar Foundry] muluna-integration:" to verify it ran and see
exactly which techs and recipes it touched.
- um-muluna-survey now grants only what it should: the Muluna space-
location, the survey rocket and transfer capsule recipes, the
crusher and asteroid-collector machine recipes, and cargo-landing-
pad. Asteroid-crushing and Muluna intermediate recipes are unlocked
by their own techs, preserving real progression rather than
flattening the cascade onto one research step.
- Audit tool: added [NO-WV] scan for entities missing working
visualisations, surfacing the existing tracked-debt list of vanilla
sprites that still need replacement.
Version: 1.5.7
Date: 2026-05-10
Changes:
- info.json: PlanetsLib dependency now has a minimum version constraint (>= 1.3.0).
Previously listed bare with no version, which could allow installation of incompatible
old versions without a useful error message.
- Added docs/release/portal-description.md: ready-to-paste mod portal description in
Factorio BBCode. Covers mod identity, three-world overview, transport philosophy, visual
dependencies, and current status. Update the [Status] section and add contact info
before each upload.
- Added docs/release/pre-release-test-session.md: structured test session covering all
transport regression cases (T1-T7), Aurelith runtime (A1-A5), visual/audio spot-checks
(V1-V4), and audit tool verification (D1-D3). Includes explicit go/no-go criteria.
Run this before every portal submission.
Version: 1.5.6
Date: 2026-05-05
Changes:
- Sound pass: improved machine-sounds.lua stubs using the full confirmed base-game path set.
um-heavy-frame-press now uses rocket-silo-working-1.ogg (large machinery feel).
um-ore-compression-yard now uses car-stone-impact-2.ogg (bulk ore impact).
um-subshell-bore now uses rocket-silo-working-1.ogg (massive drilling).
All other buildings retain the best-fitting confirmed path with appropriate volumes and
rate-limiting. All entries still carry TODO(sound-pass) markers for the SE/cryo pass.
- Added prototypes/sounds/aurelith-event-sounds.lua: standalone sound prototypes for the
three Aurelith shell transition events: um-aurelith-stress-warning (silo-alarm-short),
um-aurelith-rupture (car-stone-impact-2), um-aurelith-refreeze (oil-refinery hiss).
All are base-game stubs with TODO(sound-pass) markers for ice/cryo replacement.
- scripts/aurelith_runtime/alerts.lua: added positional play_sound calls in
notify_transition for all three state transitions (stable->stressed, stressed->ruptured,
ruptured->stable). Previously only visual notifications (flying text + chat) fired on
shell state changes; now all transitions produce audio feedback per the bible mandate
("rupture/refreeze have animation and sound feedback"). Rate-limited to 180 ticks per
surface to prevent audio spam on mass-transition events.
- Added docs/release/foundation-gate-checklist.md: comprehensive evaluation of all eleven
Design Bible foundation gate conditions against current source state. Verdict: FOUNDATION
CANDIDATE STABLE. Two tracked polish tracks remain open (sound quality, vanilla entity
body sprites) but are not gate-blocking. Recommended pre-orbital pre-flight: transport
regression suite, one Aurelith play-through review, /um_audit_assets live verification.
Version: 1.5.5
Date: 2026-05-05
Changes:
- Visual differentiation pass: the four Caldera/Aurelith buildings that shared the same
chemical-plant.png body sprite are now distinguishable at idle without opening a UI,
satisfying the Design Bible's readability requirement.
- se-entity-graphics-pass.lua: added body tinting block. All four chemical-plant-body
buildings now receive the same tint family used in their inventory icons, sourced from
g.tints in se-graphics-shared.lua:
um-brine-refinery -> T.brine (grey-blue, matches brine icon)
um-containment-vessel -> T.caldera (orange, matches containment icon)
um-caustic-processor -> T.acid (green, matches caustic icon)
um-pressure-sluice -> T.aurelith (ice-blue, matches pressure-sluice icon)
- se-entity-graphics-pass.lua: added reactor deepcopy body tints. um-refreeze-tower and
um-aurelith-thermal-regulator (both heating-tower deepcopies) now receive T.aurelith
tint on their picture layers, identifying them as Aurelith-world structures.
- se-entity-graphics-pass.lua: added um-orbital-crucible and um-plasma-forge-core to
entity_names so sync_entity_icon_from_item covers these entities.
- se-new-content-icons.lua: added orbital_machine_icons section covering um-orbital-crucible
and um-plasma-forge-core with SE-layered icons (cargo-rocket/big-heat-exchanger for the
crucible; rocket-fuel-tank/big-heat-exchanger for the plasma forge). These icons propagate
to item, recipe, and entity via the craftable() helper, replacing the bare stellar-own
single-icon definitions those items previously used.
Version: 1.5.4
Date: 2026-05-05
Changes:
- Animation pass: all production buildings now have at least one working visual layer
that fires only while crafting, satisfying the Design Bible's foundation gate requirement.
- um-caustic-processor: was working_visualisations = nil (completely dead). Now has full
4-layer petrochem set (mixer-tint/overlay + pipe-tint/overlay) plus a constant hot-orange
light. Distinguishes it from brine-refinery at a glance.
- um-pressure-furnace: was working_visualisations = nil with a static 1-frame body. Body
replaced with Angels blast-furnace-base + shadow; working_visualisations replaced with
blast-furnace fire/glow/working-light (same approach as structural-smeltery). Blue-shifted
tints signal pressurised heat vs open-air smelting.
- um-ferrite-extractor: was missing working_visualisations (crusher animation always ran,
no idle/active distinction). Added ore-dust glow overlay + warm impact light that fire
only while crafting.
- um-clathrate-cracker: same idle/active split fix as ferrite-extractor. WV tinted
cold-blue (Aurelith palette) to distinguish from Ferrus extractor.
- um-heavy-frame-press: was vanilla AM3 deepcopy with no WV override. Added blast-furnace
fire + orange-red glow (slower animation than pressure-furnace to read as a press cycle).
- um-ore-compression-yard: was vanilla AM3 deepcopy with no WV. Added ore-crusher-base as
WV-only active layer (does not run idle) + brown-orange dust glow.
- um-subshell-bore: had animation=nil and working_visualisations=nil both explicitly set.
Added cold-blue blast-furnace-glow + working-light WV layers with cryo tints, plus
constant blue ambient light while running.
- um-containment-vessel: had only 2 of 4 petrochem WV layers (missing pipe-tint and
pipe-overlay). Full 4-layer set now applied. Animation speed slowed to 0.4 to suggest
sealed pressurised flow. Faint cool-white containment light added.
- Asset audit (prototypes/audit/asset-audit.lua): added working-visualisation presence scan.
Checks every um-* assembling-machine and furnace for WV coverage at data-final-fixes
time. Reports [NO-WV] entries in the log and counts them in the audit summary. Future
regressions will be caught automatically.
Version: 1.5.2
Date: 2026-05-04
Major Features (Asset Audit Infrastructure):
- Data-stage asset audit. New module prototypes/audit/asset-audit.lua scans every Stellar-Foundry-owned prototype at data-final-fixes time and classifies every icon/animation/picture/sound path by source family. Output is logged to factorio-current.log under "[Stellar Foundry asset audit]" with summary counts and per-asset detail for flagged paths.
- Runtime command /um_audit_assets prints summary counts (APPROVED-AB / APPROVED-SE / STELLAR-OWN / VANILLA-INHERIT / FLAGGED-ANGELS / FLAGGED-OTHER) to chat. Bible's debug-tools requirement: "Asset audit command: checks missing sprites, invalid animation rectangles, missing sounds, icon paths, and dependency-family violations."
- Asset debt register at docs/graphics/asset-debt-register.md. Documents which prototypes use bible-flagged paths and tracks migration status. Bible-mandated documentation per the new "Asset, Animation, and Sound Standards" section.
Asset Migration (Tier 2 pilot - Subshell Bore):
- um-subshell-bore icon migrated from __angelssmeltinggraphics__/blast-furnace.png to __space-exploration-graphics__/uplink.png on both the item and entity prototypes.
- um-subshell-bore animation override removed entirely; the chemical-plant deepcopy's vanilla animation now shows through with a cold-blue tint (r=0.75 g=0.85 b=0.95) to evoke Aurelith's "cold, icy, fractured, pale, blue" surface language per the bible.
- um-subshell-bore working_visualisations override removed (was four angels-graphics blast-furnace fire/glow/working-light layers). The chemical-plant base does not have a flame visualization, so the bore now reads as a chemistry building with cold tint rather than a fire-lit furnace.
Notes:
- This is the FIRST asset migration of an angels-graphics-using prototype. 13 more prototype files still use angels paths and are tracked in the debt register. Each migration is its own scoped change because verifying SE asset paths requires checking the SE pack's filesystem, which is best done one building at a time.
- The angels-graphics packs remain hard dependencies in info.json. They are not yet removed because 13 other prototypes still reference angels paths. Removing the deps now would break the load. Removal happens after the last angels path is migrated.
- The subshell-bore now classifies as VANILLA-INHERIT (chemical-plant deepcopy) rather than FLAGGED-ANGELS. This is bible-progress but not bible-completion - the bible says non-planet industrial visuals should ultimately trace to SE graphics packs. A future migration would replace the chemical-plant base with an SE-pack equivalent.
- The Plasma Forge Core sprite from v1.5.1 is similar status (vanilla-inherit, not angels). Adding to the debt register so it gets a future SE migration too.
Caveats:
- The subshell-bore graphics_set tint loop assumes Factorio 2.0 chemical-plant uses graphics_set.animation.layers. If it's actually graphics_set.animation (single frame) or some other shape, the tint silently no-ops. The migration's primary goal (remove angels paths) is still achieved either way.
- The SE icon chosen (uplink.png) is bible-approved (Space Exploration packs 1-5) but is the same icon already used by Stellar Forge Platform. Visual collision in inventory; should be reassigned to a unique SE icon in a future polish pass.
Version: 1.5.1
Date: 2026-05-04
Bugfixes:
- Caldera corrosion runtime: warning-throttle state was a module-level local that reset across save-load. After a save-load you would see a duplicate "Caldera corrosion is damaging N pole(s)" message even if one had fired seconds before the save. Fixed by persisting the state in storage.universe.caldera_corrosion (first_refresh_tick, last_warning_tick, intro_warning_sent).
- Plasma Forge Core sprite was a single static frame from angels-smelting-graphics that read as an inert metal block rather than an active foundry. Removed the override so the assembling-machine-3 base animation (real animated frames with working visualizations) shows through. Added a warm-orange tint to suggest plasma heat. A custom sprite pass remains a future polish task.
Tuning:
- Caldera corrosion now has a 5-minute grace period from the moment standard poles are first observed on a save. New players who land on Caldera get a one-time intro warning ("Caldera atmosphere is hostile to standard electric poles. Damage will begin in 5 minutes. Research Caldera Containment to unlock the Caldera Insulated Pole...") before any damage starts. Pre-1.5.1 a player could lose poles before they understood the mechanic existed.
- Aurelith rupture-rail destruction now has a periodic safety-net sweep every 5 minutes that scans currently-ruptured chunks and destroys non-elevated, non-anchored rails. Pre-1.5.1 the destruction only fired AT the rupture transition, so rails placed on already-ruptured chunks survived indefinitely. The sweep gives consistent semantics: standard rails cannot exist on ruptured Aurelith chunks. Same exemption rule (name contains "elevated" OR starts with "um-").
Notes:
- No prototype changes, no save schema changes (storage.universe.caldera_corrosion is added as it's needed; existing v1.5.0 saves get an empty default and behave correctly).
- This is a pure tuning / fix pass per the bible's "foundation hardening" section. No new content.
- Custom sprite passes for Plasma Forge Core, Stellar Forge Platform, and the three v1.7.9 planet-grade poles are still deferred. The bible's Asset Standards (0.5 scale, custom canvas, baked shadows, glowing layers) require artwork that isn't yet authored.
Version: 1.5.0
Date: 2026-05-04
Info:
- Clean Mod Portal release package for the Stellar Foundry foundation/orbital line.
- Consolidates the public 1.5.0 release candidate with selected foundation, orbital-surface, migration-safety, graphics, locale, and Factorio 2.0 prototype fixes that were previously tracked in internal 1.5.x / 1.6.x cleanup notes.
Major Features:
- Keeps Stellar Foundry's direct silo-based transport spine: Freight Dispatch, Crew Transfer, Survey Launch, visible launch readiness, and direct destination routing.
- Keeps blank off-world starts: Ferrus, Caldera, Aurelith, and Orbital Forge do not grant free permanent cargo infrastructure; receiving pads and durable footholds are built by the player.
- Adds the full Orbital Forge production chain: platform frames, deck plates, cargo manifolds, vacuum conduits, crucibles, gravity anchors, forge control cores, thermal buses, scaffold segments, orbital billets, forge superstructure kits, logistics controllers, forge assembly matrices, and orbital completion parts.
- Adds Orbital Forge science, lab support, forge commissioning, cargo/crew handling, orbital foundry operation, forge expansion, and final Orbital Forge completion technology.
- Moves Orbital Forge presentation onto a custom orbital surface instead of normal Space Age platform logistics, preserving the mod's direct-launch identity while giving orbit a readable play space.
- Adds a starfield-style orbital void background and space-platform-style deck flooring so the orbital layer no longer reads as placeholder concrete/out-of-map art.
- Expands the three-world foundation: Ferrus as heavy extraction and structural manufacturing, Caldera as hostile brine/thermal chemistry, and Aurelith as shell-stress, vent, rupture, and refreeze-window industry.
- Adds bible-spec planet structures and routing support: Ferrite Extractor, Structural Smeltery, Heavy Frame Press, Ore Compression Yard, Brine Refinery, Thermal Separator, Containment Vessel, Pressure Furnace, Caustic Processor, and the Aurelith shell-management building family.
Changes:
- Consolidated the release notes into one public 1.5.0 entry; removed internal 1.5.x, 1.6.x, and 1.7.x changelog noise from the portal package while preserving all historical entries before 1.5.0.
- Cleaned the migration set so the 1.5.0 portal package includes only migration files valid up to 1.5.0.
- Repointed affected Ferrus and Caldera recipes toward real, craftable building categories so recipe-browser entries are not stranded in ghost categories.
- Kept legacy-to-bible naming compatibility where needed while presenting the public release around the bible-spec building identities.
- Uses Alien Biomes and Alien Biomes Graphics as the terrain/biome source language and Space Exploration graphics packs one through five for industrial, orbital, machine, icon, and effect presentation where suitable.
Bugfixes:
- Fixed duplicate locale sections and duplicate localized definitions that could stop Factorio at locale load.
- Fixed invalid entity prototype flags by replacing unsupported hidden flags with valid prototype-level hiding.
- Fixed Factorio 2.0 fluid-box schema issues by using explicit fluid box volume fields instead of old base_area/base_level fields.
- Fixed pipe connection coordinates that were outside the entity collision box on the Plasma Forge Core.
- Fixed broken core icon references by replacing fragile __core__/graphics/icons/mip paths with bundled Stellar Foundry transport/relay icons.
- Hardened migration and telemetry scans so missing legacy entity prototype names do not crash save loading.
- Fixed several direct transport edge cases from the 1.5.x cleanup line, including invisible/destinationless rocket launches, orbital crew-transfer resolution, freight arrival messaging, pending-launch cleanup, and stale landing-pad detection.
- Removed unsafe normalization logic that destroyed and recreated rocket silos or landing pads during repair paths.
Version: 1.4.0
Date: 2026-04-30
Major Features:
- Added the public Orbital Forge Layer foundation.
- Added first-pass orbital forge parts, orbital forge technologies, and relay-based orbital progression.
Changes:
- Added the three-world foundation loops for Ferrus, Caldera, and Aurelith.
- Added Space Exploration graphics-pack visual alignment and broad locale cleanup.
Version: 1.3.0
Date: 2026-04-25
Major Features:
- Added the public 1.3 transport release line for Stellar Foundry.
- Added unmanned survey launches: survey missions now open routes without requiring a landing pad, walkable spawn, or player arrival.
- Added capsule-based crew transfer for Ferrus, Caldera, Aurelith, Orbital Forge, and native Space Age planets.
- Added freight-first empty destination starts: destinations no longer receive free starter landing pads, crew pads, cargo silos, starter caches, scripted starter resources, or scripted concrete yards.
- Integrated native Space Age destinations into the Stellar Foundry survey/capsule route flow.
- Added Orbital Forge as a surveyed/commissioned route with orbital capsule support.
Changes:
- Crew transfer and freight delivery can now use surveyed natural arrival/drop zones when no landing pad is online.
- Transfer capsules are consumed on successful crew launch.
- Destination landing pads and paved yards are now player-built infrastructure, not automatic starter infrastructure.
- Rocket silo/front-hatch Enter access has been repaired and now works through the normal toggle-driving control path.
- Transport GUI text was cleaned up to explain survey, freight, crew capsule, and empty-start requirements.
Optimisations:
- Began splitting transport network code into smaller network support modules.
- Reduced redundant inventory scans and moved common hot-path transport lookup tables to module scope.
- Reduced staged-structure, hatch-marker, animation, and pending-transfer overhead.
Bugfixes:
- Fixed duplicate locale sections.
- Fixed duplicate generated recipe ingredients.
- Fixed a transport GUI crash caused by console_root scope ordering.
- Fixed survey launches incorrectly trying to land the player.
- Fixed crew transfer consuming a capsule before a safe arrival zone was available.
- Fixed old script-created destination landing pads/silos and starter concrete yards persisting in saves that had already run earlier migrations.
- Added /um_cleanup_destination_starts for manual cleanup of old script-created starter pads/silos and starter concrete if an old save needs it.
Version: 1.2.0
Date: 2026-04-22
Features:
- Added the Stellar Silo Console for structure-linked planetary transport.
- Added mission profiles for Freight Dispatch, Crew Transfer, and Survey Launch.
- Added direct surface-to-surface transport flow built around rocket silos and landing pads.
- Added expanded Ferrus, Caldera, and relay progression for the first full public multi-world arc.
Changes:
- Reworked launch flow, mission routing, and silo console behavior for cleaner interplanetary logistics.
- Improved payload handling, destination selection, and mission status feedback in the transport console.
- Improved presentation and packaging for the Mod Portal candidate release.
Bugfixes:
- Fixed multiple vanilla rocket-silo transport issues affecting cargo counting, crew transfer, and freight routing.
- Fixed several transport GUI issues related to payload display, hover behavior, and mission-state updates.
Version: 1.1.1
Date: 2026-04-14
Info:
- Gameplay polish mega patch for Stellar Foundry.
Features:
- Added Expedition Logistics with Expedition Fuel Canisters and upgraded Ferrus Industrial Payloads.
- Added Caldera Containment with Corrosion Sealant, Insulated Pipework, and Stabilized Caldera Payloads.
- Added Relay Operations with Signal Matrices and a deeper final relay-beacon assembly chain.
Changes:
- Reworked the mid-to-late progression arc so Ferrus Engineering and Caldera Refining flow into logistics optimization, containment hardware, orbital relay, and relay operations.
- Deepened Ferrus and Caldera return loops with upgraded payload recipes.
- Smoothed science costs and relay recipe requirements.
Bugfixes:
- Added migration coverage for updated route-state counters.
Version: 1.1.0
Date: 2026-04-12
Info:
- Major graphics and progression release for Stellar Foundry.
Features:
- Added hard dependencies on Space Exploration Graphics parts 1 through 5 for graphics-backed content.
- Added Ferrus Engineering, Caldera Refining, Heat Exchanger Core, Relay Frame, and Relay Beacon infrastructure.
Changes:
- Expanded the post-uplink progression into a fuller relay infrastructure layer.
- Restored dedicated survey technology icons for Ferrus and Caldera.
- Re-threaded midgame progression into clearer Ferrus, Caldera, and Relay lanes.
Bugfixes:
- Standardized technology icon sizes and cleaned relay prerequisite links.
Version: 1.0.2
Date: 2026-04-12
Changes:
- Standardized player-facing terminology to use Nauvis as the starting world.
- Improved progression guidance and emergency return fallback handling.
Bugfixes:
- Synced stored player location records with actual player surface on join, respawn, and surface changes.
Version: 1.0.1
Date: 2026-04-12
Bugfixes:
- Fixed ferrite ore resource prototype load failure caused by missing stage_counts.
- Fixed missing recipe icons on multi-output recipes.
- Added explicit icons for brine filtration and return payload unpacking recipes.
Version: 1.0.0
Date: 2026-04-12
Features:
- First Mod Portal release with Ferrus and Caldera expedition loops, cross-planet synthesis, and an orbital relay capstone.
- Added Orbital Relay research and Relay Uplink assembly as the first release-end objective.
Changes:
- Updated release metadata, description, bundled thumbnail, and migration coverage.
Bugfixes:
- Fixed runtime constants so Relay Uplink tracking resolves correctly during crafted-item events.