Terra Palus (2.1)


Terra Palus by Lukah, updated for Factorio 2.1: a hybrid swamp moon of Gleba with both biters and pentapods. Mine Palusium ore and use UV light to freeze those that would see you destroyed.

Content
10 days ago
2.1
117
Factorio: Space Age Icon Space Age Mod
Planets Combat Environment Mining Fluids Power

Changelog

Version: 0.4.0
Date: 2026-10-14
  Features:
    - [locale] Polish translation by S3BA
    - [settings] Startup setting "Stromatolites on Terra Palus", off by default
    - [settings] Startup setting "Uranium ore on Terra Palus", off by default
  Bugfixes:
    - [compat] Resource Spawner Overhaul leaves Terra Palus and palusium ore alone, so the moon gets its palusium and spawners
    - [compat] Tenebris Prime and Terra Palus each generate their own terrain when both are installed
    - Enemies frozen when a save switches from Terra Palus no longer stay frozen forever
    - Gleba's plants and mud basins generate as in vanilla again: Terra Palus defines its own noise expressions instead of overriding gleba_plants_noise and gleba_mud_basins
    - [graphics] Clouds over Terra Palus default to opacity 0.7, so they no longer hide the ground; the startup setting still goes up to 1
    - [graphics] Inhibitor lamps have the circuit connector of the small lamp: wires attach to it instead of the lamp's center
    - Inhibitor lamps, UV spotlights and armor charging stations built or removed by another mod's script work as if built by hand
    - No more "noise expression is not defined" warnings for yumako and jellystem when Terra Palus generates
    - [sound] Palusium ore has the walking and driving sounds of vanilla ores
    - Terra Palus loads when another mod removes the autoplace of the pentapod spawners
    - The biolab and the agricultural tower are no longer placeable on every planet and space platform: their surface conditions are widened just enough for Terra Palus instead of cleared
    - The cached list of enemy forces lives in storage, so a player joining a multiplayer game cannot desync from it
    - The mod loads when another mod has replaced circuit_connector_definitions without the vanilla lamp and laser turret entries
    - The night vision warning shows when a player joins on Terra Palus
    - The pentapod spawner sliders of the map generator and the four spawner startup settings change how many spawners Terra Palus gets
Version: 0.3.0
Date: 2026-10-14
  Info:
    - Published as terrapalus-updated, a fork of Terra Palus 0.2.8 by Lukah
  Features:
    - Support Factorio 2.1
Version: 0.2.8
Date: 2025-12-10
  Bugfixes:
    - Fixed multiplayer desync caused by first-tick rescan using local variable
    - Sticker refresh now uses synchronized storage flag via on_player_joined_game event
    - Frozen/thawing entity stickers now properly reapply after save/load in both single-player and multiplayer
Version: 0.2.7
Date: 2025-12-09
  Localization:
    - Updated all translation files with missing strings for v0.2.4+ content
    - Added translations for Ultravium Power Systems (batteries, charging stations)
    - Added translations for UV Personal Equipment (defense turret, personal shield)
    - Languages updated: Spanish, French, Hindi, Russian, Simplified Chinese
Version: 0.2.6
Date: 2025-12-01
  Compatibility:
    - Added Enemy Race Manager (ERM) compatibility - UV effects now work on all ERM enemy races
    - Inhibitor lamps now freeze Zerg, Protoss, and other ERM units
    - UV Spotlights now target and freeze ERM units
    - UV Personal Shield now freezes nearby ERM units
    - UV turret flee effect now works on ERM units
  Technical:
    - Added ERM Remote API integration for proper enemy force detection
    - Fallback pattern matching for other mods with custom enemy forces
    - Enemy force list cached for 5 seconds to minimize performance impact
Version: 0.2.5
Date: 2025-11-30
  Graphics:
    - Added custom UV turret shooting sprite with pink UV glow effect
    - Added custom UV turret raising/folding animation sprite
    - Added custom inhibitor lamp technology icon
    - Added custom UV battery technology icon (Ultravium Power Systems tiers 1-3)
    - Added custom UV battery item icon (all battery variants)
    - Added custom personal UV defense technology icon
    - Added custom personal UV defense equipment sprite (equipment grid)
    - Added custom personal UV defense item icon
Version: 0.2.4
Date: 2025-11-27
  Features:
    - Added Ultravium Battery - consumable item that charges power armor with 10 MJ
    - Added Ultravium Battery Pack - consumable item that charges power armor with 50 MJ
    - Added Ultravium Power Cell - consumable item that charges power armor with 200 MJ
    - Added Armor Charging Station - wireless charging for power armor/vehicles within 15 tiles
    - Added Armor Charging Station MK2 - extended range (22 tiles) and 2 MW charging rate
    - Added Armor Charging Station MK3 - maximum range (30 tiles) and 4 MW charging rate
    - Added UV Defense Turret (equipment) - personal laser turret that causes enemies to flee
    - Added UV Personal Shield (equipment) - freezes nearby enemies within 10 tiles
    - Added Strafer Projectile Interception - UV Personal Shield destroys incoming Strafer projectiles
    - Added 3 new technologies: Ultravium Power Systems (tiers 1-3), UV Personal Equipment
  Changes:
    - Ultravium fluid now has practical uses (batteries, charging stations)
    - Charging stations only draw power when actively charging players/vehicles
    - UV Personal Shield consumes 20 kJ per enemy frozen, 5 kJ per projectile intercepted
  Info:
    - Solves the "no solar power on Terra Palus" problem for power armor users!
    - No longer need to be best buddies with Steam / Nuclear power, pump that juice right out of the planet's core!
Version: 0.2.3
Date: 2025-11-27
  Features:
    - Add space age mod tag!
Version: 0.2.2
Date: 2025-11-24
  Performance:
    - Batch processing: Frozen entities (20/tick), spotlights (5/tick), lamps (10/tick)
    - Throttled spotlight targeting to run every 30 ticks (2x/sec) instead of every tick
    - Spatial partitioning: Lamps cached by surface for faster range checks
    - Entity caching: Spotlights tracked via build/destroy events, eliminates find_entities_filtered calls
    - O(1) list operations: Swap-and-pop removal instead of table.remove for lamps/spotlights
    - Event handler optimization: Pre-defined lookup tables for UV turrets and enemy types, early exits
    - Loop optimization: Single-pass for finding closest unfrozen enemy (combined filtering + distance calc)
    - Local variable caching for positions and frequently accessed globals
  Bugfixes:
    - Fixed inhibitor lamps not firing freeze events after game load
    - Fixed Factorio 2.0 compatibility (global -> storage migration)
    - Added sticker reapplication on load for frozen/thawing entities
Version: 0.2.1
Date: 2025-11-23
  Features:
    - Adds a configurable multiplier (0.1x - 10x) for inhibitor lamp power consumption, allowing players to adjust energy costs to their preference (thanks Lithium941!). Affects all lamp variants: inhibitor-lamp, mk2, mk3, and damage variant.
    - Updated Russian locale cfg (please let me know if any of these translations are incorrect!)
    - Adds locale support for Spanish, French, Hindi, and Mandarin Chinese (please let me know if any of these translations are incorrect!)
Version: 0.2.0
Date: 2025-11-23
  Features:
    - Added UV Turret MK2 (Range 35, Damage 35, 2.5x modifier)
    - Added UV Turret MK3 (Range 42, Damage 45, 3x modifier)
    - Added UV Turret (Area) - AoE damage to all enemies within 6 tile radius
    - Added UV Turret (Chain) - Primary target + splash damage to nearby enemies within 8 tiles
    - Added UV Spotlight - Turret-based directional lamp that targets and freezes enemies
    - Added Inhibitor Lamp MK2 (40% increased freeze radius)
    - Added Inhibitor Lamp MK3 (80% increased freeze radius)
    - Added Inhibitor Lamp (Damage) - Freezes enemies + applies 50% slow and damage over time
    - Custom icons and entity graphics for inhibitor lamps
  Changes:
    - UV Spotlight uses rapid target switching (0.25s freeze, 30s duration) for crowd control
    - Frozen enemies set to neutral force so turrets ignore them and retarget
    - Flee behavior now works with all turret variants
  Bugfixes:
    - Fixed lamps not working after game load (rescan in on_configuration_changed)
    - Fixed UV Spotlight not detecting pentapods (added spider-unit to entity filter)
    - Fixed spotlight logic to properly enable/disable based on unfrozen enemy presence
Version: 0.1.9
Date: 2025-11-23
  Major Changes:
    - Added 30+ new mod settings for extensive planet customization
      - Surface Properties: temperature, gravity, solar power, magnetic field
      - Day/Night Cycle: cycle duration in minutes
      - Terrain Scale: elevation scale, biome scale, mud basin scale
      - Starting Area: multiplier, distance, radius, fertile radius
      - Resource Distribution: fertile spot radius, spacing, region size, candidate spots
      - Enemy Spawning: spawner frequency/size, small spawner frequency/size, safe zone radius
      - Visual Effects: fog opacity and RGB color, cloud opacity and RGB color
  Bugfixes:
    - Fixed Palusium ore not spawning in starting area (was set to has_starting_area_placement = false)
    - Increased Palusium ore density from 0.9 to 8 (now spawns like iron instead of uranium)
    - Increased Palusium ore patches per km² from 1.25 to 2.5
    - Added locale strings for all new mod settings
    - Allowed captive biter spawner placement with Aquilo tech (thanks SeymourWilliamsJr!)
    - Allowed fish breeding on Terra Palus (thanks SeymourWilliamsJr!)
Version: 0.1.8
Date: 2025-11-23
  Bugfixes:
    - Fixed missing orbit graphic for PlanetLib (thanks Samario, lasagna11 and Kjorn!)
    - Slightly adjusted orbit to actually connect with the planet
    - Fixed incorrect Changelog.txt dates to be 2025-11 not 2025-01 (thanks Samario, that's a typo on my part)
Version: 0.1.7
Date: 2025-11-22
  Bugfixes:
    - Fixed daytime not being set to midnight on Terra Palus (now properly sets on player arrival and mod update)
Version: 0.1.6
Date: 2025-11-22
  Localization:
    - Added Russian translation (thanks to Neuromantix!)
    - Fixed missing locale strings for map generation settings (lowland size, moisture threshold, fertile soil frequency)
Version: 0.1.5
Date: 2025-11-22
  Info:
    - First off, my sincere apologies for the year-long delay between updates! Life got busy, but I'm back and committed to improving Terra Palus based on all your fantastic feedback.
    - This mod is released under the MIT License - feel free to fork, modify, and build upon it!
    - Special thanks to everyone who took the time to report issues and suggest improvements.
  Major Changes:
    - Complete recipe rebalance (thanks Samario, rajonrondo76, dragon_gawain, Mouseas for the detailed feedback!)
      - Palusium Ore: mining time reduced from 3s to 0.1s, now requires 50 water
      - Palusium Plate: 50 ore → 4 ore, crafting time 3.2s, now allows productivity
      - Palusium Powder: 25 plate → 5 ore, moved to assembler, allows productivity
      - Palusium Crystal: 25 powder + 25 water → 10 powder + 500 water, 15s craft time, allows productivity
      - Overall cost reduced from ~3 million ore per lamp (this was unintended, I was still learning!) to something actually achievable!
    - UV Turret improvements (thanks rajonrondo76 for the effectiveness feedback)
      - Damage increased from 1 to 25
      - Fire rate doubled (cooldown 40 → 20)
      - Range increased from 24 to 28 tiles
      - Beam duration extended for better visual effect
    - Solar power in orbit increased from 20% to 100% (thanks Kalasen!)
    - Added biolab and agricultural tower support - Terra Palus now has a reason to establish a base! (thanks dragon_gawain for the suggestion)
    - Optional PlanetsLib integration for proper orbit visualization around Gleba (still new to this, might not 100% work - thanks Kryzeth!)
  Bugfixes:
    - Inhibitor lamp recipe now properly locked behind technology (thanks Kryzeth, cackling.fiend, thekabal, PieMC!)
    - Fixed lamp stopping work after power loss/restore cycle (thanks Lithium941!)
    - Fixed lamp working without power when disabled via circuit network (thanks Lithium941!)
    - Added weight parameters to all items for rocket transport (thanks Lithium941, PieMC!)
  Quality of Life:
    - Default lamp color changed to purple for better visibility (thanks Fr_Dae!)
    - Added purple minimap visualization for lamps
    - Night vision no longer forcibly removed - now just displays a warning (thanks Scherazade!)
  Technical:
    - Added data-updates.lua for PlanetsLib orbit support (still new to this, might not 100% work)
    - Added data-final-fixes.lua for Gleba entity compatibility
Version: 0.1.4
Date: 2024-11-16
  Changes:
    - Bumped minimum Factorio 'base' version from 2.0.13 to 2.0.15
    - Terra Palus:
      - No longer orbits the system's sun
      - Updated surface render parameters to include purple fog
    - Tech Tree:
      - Added new tech (UV Turret)
      - Minor changes to inhibitor lamp functions
    - Added 3 music tracks to rotation
    - Added changelog.txt so I don't look weird
  Bugfixes:
    - Fixed placeholder tech tree icons
    - I probably made more bugs so... watch out for those (and let me know so I can fix them!)