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* Unpatch saves started with save patching disabled Turning factorio.enable_save_patching off did nothing to a save that was patched before. Its control.lua still loaded every module, so the clusterio_api interface, player_sync's join handling and the other module event handlers kept running with no plugin on the host side. When patching is disabled the instance now restores the original control.lua that patching kept as scenario.lua and removes the module files, locale files included, as listed in clusterio.json. The patch info stays with an empty module list so the patch number keeps counting. Otherwise patching the save again would reuse the number stored in the game and on_server_startup would not be raised. Data the modules put in storage is left alone. PatchInfo.fromSave dropped the version read from the save, so the check against newer patch versions never fired. It now keeps it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * Remove scenario.lua when unpatching a save Unpatching moves scenario.lua back to control.lua instead of copying it, so the save only keeps clusterio.json for the patch number. Patching such a save again copies control.lua back to scenario.lua. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>