Page 1 of 1

Native mods

Posted: Sun Sep 28, 2025 1:53 pm
by ILYADNEPR
I am almost entirely sure this would not be added, but this could be game-changing.
Native mods means compiling mods to work directly with the game engine.
Why? Performance. Mod belt-balancer-2 adds one entity, belt balancer. It balances all the belt sides all the belts connected to and from the structure, but there is a problem. my small base (400 spm red green blue gray and white science) is 40 ups(20-30 ms). Time usage shows that 10 of 20 milliseconds is taken by belt-balancer-2, because i use these balancers everywhere in my main bus and sushi setups. Imagine how much less time this would take if it was native?

Re: Native mods

Posted: Sun Sep 28, 2025 7:09 pm
by eugenekay
Good News! Version 2.0.7 added a built-in "Lane Splitter" entity. It is a shrunken version of the normal Splitter.
09-28-2025, 15-04-36.png
09-28-2025, 15-04-36.png (93.88 KiB) Viewed 201 times
It is only accessible through the Map Editor by default. The Lane Splitters mod adds a Crafting recipe, with a variant for each Tier of Belts.

Changing the game's C++ code by Mod Developers is unlikely to happen unless the Game is open-sourced. This is reportedly planned to happen "at some point".

Good Luck!

Re: Native mods

Posted: Mon Sep 29, 2025 8:39 am
by Koub
[Koub] Moved to Modding interface request from Ideas and Suggestions.