For anyone coming here with a similar problem, here is my solution:
I made a script in my migrations folder called "barreling.lua", which checks to see if the barreling technologies are unlocked, and if they are, it enables the recipes.
for index, force in pairs(game.forces) do
if force ...
Search found 2 matches
- Wed Jan 10, 2024 9:51 am
- Forum: Modding help
- Topic: Trouble with auto_barrel [SOLVED]
- Replies: 2
- Views: 677
- Tue Jan 09, 2024 7:33 am
- Forum: Modding help
- Topic: Trouble with auto_barrel [SOLVED]
- Replies: 2
- Views: 677
Trouble with auto_barrel [SOLVED]
Hello, I am currently working on a mod. I have a fluid which I have created. The following is in a file required by my data.lua:
local liquid_pyrolysis_oil ={{
type = "fluid",
name = "liquid-pyrolysis-oil",
default_temperature = 25,
heat_capacity = "0.1KJ",
base_color = {r=0.8,g=0.8,b=0.8 ...
local liquid_pyrolysis_oil ={{
type = "fluid",
name = "liquid-pyrolysis-oil",
default_temperature = 25,
heat_capacity = "0.1KJ",
base_color = {r=0.8,g=0.8,b=0.8 ...