Search found 5 matches

by BBoaSorte
Wed Jan 10, 2018 5:52 pm
Forum: Modding help
Topic: Change tech to researched
Replies: 11
Views: 2511

Re: Change tech to researched

darkfrei wrote:
BBoaSorte wrote:remains unresearched..
Well.. Thanks for the help. I'll start a new map.
It means that you cave custom force, not the 'player'
i dont know what this means, but i tried to install a new mod to force the change
by BBoaSorte
Wed Jan 10, 2018 4:18 pm
Forum: Modding help
Topic: Change tech to researched
Replies: 11
Views: 2511

Re: Change tech to researched

remains unresearched..
Well.. Thanks for the help. I'll start a new map.
by BBoaSorte
Wed Jan 10, 2018 3:34 pm
Forum: Modding help
Topic: Change tech to researched
Replies: 11
Views: 2511

Re: Change tech to researched

darkfrei wrote:

Code: Select all

script.on_configuration_changed(function(data)
  -- here forces iterator, except neutral and enemy; or just only one force
  game.forces['player'].technologies['worker-robots-speed-1'].researched = true
end)
There's something to trigger this?
by BBoaSorte
Tue Jan 09, 2018 4:58 pm
Forum: Modding help
Topic: Change tech to researched
Replies: 11
Views: 2511

Re: Change tech to researched

DaveMcW wrote:

Code: Select all

player.force.technologies['worker-robots-speed-1'].researched = true

thanks.. This works on a new game. Any sugestion to make it work on a loaded save?
by BBoaSorte
Tue Jan 09, 2018 4:07 pm
Forum: Modding help
Topic: Change tech to researched
Replies: 11
Views: 2511

Change tech to researched

Hello..
there's some way to set a technology to be researched without use /c ?

i tried some codes, but didn't work..

i tried to make the worker robot speed researched, but still remain unresearched..


script.on_event(defines.events.on_player_joined_game, function(event)

local player = game ...

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