Search found 10 matches
- Wed Aug 29, 2018 7:53 pm
- Forum: Modding help
- Topic: Cant access technologies in control.lua[Solved]
- Replies: 7
- Views: 3108
Re: Cant access technologies in control.lua
Thanks to everyone, It works now.
- Wed Aug 29, 2018 12:33 am
- Forum: Modding help
- Topic: Cant access technologies in control.lua[Solved]
- Replies: 7
- Views: 3108
Re: Cant access technologies in control.lua
Why are you using a library to do logging when you can just do: log("your contents here") ?
Thanks! The problem was actually the logger, which for some reason only printed one line.
The only reason i used it was to get all of the log into a separate file, but im not sure if that is possible
Thanks! The problem was actually the logger, which for some reason only printed one line.
The only reason i used it was to get all of the log into a separate file, but im not sure if that is possible
- Wed Aug 29, 2018 12:31 am
- Forum: Modding help
- Topic: Cant access technologies in control.lua[Solved]
- Replies: 7
- Views: 3108
Re: Cant access technologies in control.lua
Thanks! My problem is solved noworzelek wrote:Don't call LuaForce.reset() because it does what name implies - it will reset researched techs.
Also there is a dictonary technology_prototypes that might give you all the info without need to create a force.
- Mon Aug 27, 2018 4:16 pm
- Forum: Modding help
- Topic: Cant access technologies in control.lua[Solved]
- Replies: 7
- Views: 3108
Cant access technologies in control.lua[Solved]
I just wanted to print out all technologies into a file, but for some reason it doesnt show a single one:
Control.lua
require("libs/logger")
local function GetTech()
LOGGER = Logger.new("datascan", "technology", false)
LOGGER.log("Start")
local dummyforce = game.create_force("dummy")
dummyforce ...
Control.lua
require("libs/logger")
local function GetTech()
LOGGER = Logger.new("datascan", "technology", false)
LOGGER.log("Start")
local dummyforce = game.create_force("dummy")
dummyforce ...
- Sat Feb 10, 2018 11:51 am
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 51623
Re: [MOD 0.16.x] MadClown01's Thermonuclear Bombs & Thorium
Yes I get the same Error.
Easy fix change this:
to this:
Just a small mistake its already like this everywhere else. 
Easy fix change this:
Code: Select all
icon = "Clowns-Nuclear/graphics/icons/ore-5.png",
Code: Select all
icon = "__Clowns-Nuclear__/graphics/icons/ore-5.png",

- Thu Feb 08, 2018 6:51 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 43328
Re: [MOD 0.16.x] MadClown01's Science
There is a problem when loading this mod:
It says "angels-plate-lead" doesnt exist. (In recipe: "alt2-science-pack-1")
Im unsure what is causing this, but one way to fix this is to check if the item exists before adding the recipe:
if data.raw.item["angels-plate-lead"] then
//add recipe
else ...
It says "angels-plate-lead" doesnt exist. (In recipe: "alt2-science-pack-1")
Im unsure what is causing this, but one way to fix this is to check if the item exists before adding the recipe:
if data.raw.item["angels-plate-lead"] then
//add recipe
else ...
- Wed Feb 07, 2018 3:10 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 51623
Re: [MOD 0.16.x] MadClown01's Thermonuclear Bombs & Thorium
There is a bug when you play with angelsrefining, but without thorium ore enabled.
To fix this you could change this (in data-final-fixes):
--Temporary:
if mods["angelsrefining"] then
require("prototypes.recipes.angels-thorium")
table.insert(data.raw["technology"]["advanced-ore-refining-4 ...
To fix this you could change this (in data-final-fixes):
--Temporary:
if mods["angelsrefining"] then
require("prototypes.recipes.angels-thorium")
table.insert(data.raw["technology"]["advanced-ore-refining-4 ...
- Sat Jan 13, 2018 11:19 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 51623
Re: [MOD 0.16.x] MadClown01's Thermonuclear Bombs & Thorium
There is a error, when loading this mod without angelsrefining: data-final-fixes.lua (line:2)
if angelsmods.refining then
require("prototypes.recipes.angels-thorium")
table.insert(data.raw["technology"]["advanced-ore-refining-4"].effects, {type = "unlock-recipe", recipe = "thorium-pure-processing ...
if angelsmods.refining then
require("prototypes.recipes.angels-thorium")
table.insert(data.raw["technology"]["advanced-ore-refining-4"].effects, {type = "unlock-recipe", recipe = "thorium-pure-processing ...
- Sun Jul 30, 2017 12:17 am
- Forum: Modding help
- Topic: [Solved] Need help
- Replies: 2
- Views: 1677
Re: [Solved] Need help
thanks for the help it works now 

- Sat Jul 29, 2017 10:49 pm
- Forum: Modding help
- Topic: [Solved] Need help
- Replies: 2
- Views: 1677
[Solved] Need help
So i wanted to write a mod for angelsrefining(0.7.23) and youki industries(0.5.71){factorio 0.15.31}
I only wanted to add a few recipes, but got stuck here:
{
type = "recipe",
name = "crystal_production", order="a",
energy_required = 2.0,
enabled = "true",
ingredients = {{name="y-unicomp-a2 ...
I only wanted to add a few recipes, but got stuck here:
{
type = "recipe",
name = "crystal_production", order="a",
energy_required = 2.0,
enabled = "true",
ingredients = {{name="y-unicomp-a2 ...