Community research snapshotInspected 1 September 2026
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Reference
Research status
This page separates observations from working assumptions. Use snapshot 0.0.1.11-25019767 when reporting a
result.
Confirmed in the inspected files
- The build contains 702 readable Lua files and 355 readable
.santpfiles. - Generated client and host LuaLS API annotations ship beside the Lua source.
- The asset loader searches
Gamedata/, installationMods/, thenUserModsPath, usingPathToIDas the override key. - The asset loader reads loose files and ZIP-format
.sanpackarchives. - The game creates separate host and client Lua states and enforces a Lua hash gate for multiplayer.
.santpfiles are outside the Lua hash even though template mismatches can desynchronize simulation.Trebuchet.dllcontains readable managed symbols and map-editor code.Build.jsondefines debug settings used by the player build, including six Lua and artist log levels.- The inspected installation contains 150
.sanmapfiles andExtraneousMapGen.exe.
Supported by code, not tested end to end
- Replacing and appending scripts through an activated mod.
- Loose-file and sanpack override behavior for every asset type.
- Opening the compiled map editor and saving a valid map.
- Using the file watcher for safe Lua reloads.
Open research tasks
- Find what populates
Mods_Active, if anything. - Run one harmless Lua append and one cosmetic sanpack override.
- Identify the player-build map-editor entry condition and required scene.
- Check current developer policy before publishing loader or multiplayer experiments.
Not found
- A complete mod activation and dependency workflow.
- A managed DLL plugin loader in the main assembly.
- A stable public API guarantee for Lua or managed symbols.
The generated Lua API data and searchable reference are tracked in the separate API-reference issue.