[SOLVED] Edit starting inventory

Place to get help with not working mods / modding interface.
Post Reply
DannyDavidDJ
Burner Inserter
Burner Inserter
Posts: 9
Joined: Sun May 26, 2024 4:33 pm
Contact:

[SOLVED] Edit starting inventory

Post by DannyDavidDJ »

Help, I've been trying to edit starting inventory.
Remove starter items on Freeplay and add new ones.

I tried pasting code from other discussions but nothing helped
Could anyone help me with code for Control.lua and any other necessary with code and files i need?

(also, if you could explain how it works, that would be great)

Thanks in advance :)
Last edited by DannyDavidDJ on Mon May 27, 2024 7:43 am, edited 1 time in total.

mmmPI
Smart Inserter
Smart Inserter
Posts: 2879
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Edit starting inventory

Post by mmmPI »

Maybe you'd have more chance taking example on a mod that does something similar to what you want to achieve, one whose license allows taking example :)

As of now there is very little information you are giving that could help diagnose the problems

DannyDavidDJ
Burner Inserter
Burner Inserter
Posts: 9
Joined: Sun May 26, 2024 4:33 pm
Contact:

Re: Edit starting inventory

Post by DannyDavidDJ »

I want to change players starting inventory when starting a new game.

I tried that.
script.on_event(defines.events.on_player_created, function(event)
local player = game.players[event.player_index]
player.insert({name="iron-plate", count=800})
end)
No errors or anything, but it doesn't work.

There's something i'm doing wrong? Maybe i missed something?

mmmPI
Smart Inserter
Smart Inserter
Posts: 2879
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Edit starting inventory

Post by mmmPI »

I can't say for sure, but it seem you are not inserting item in the inventory as it's done in this mod :
https://github.com/brevven/CarStart/blo ... ontrol.lua

DannyDavidDJ
Burner Inserter
Burner Inserter
Posts: 9
Joined: Sun May 26, 2024 4:33 pm
Contact:

Re: Edit starting inventory

Post by DannyDavidDJ »

It works! I've been trying for hours haha :D

Thank you so much!

One more thing, do you also know how to delete starting items? Factorio gives some stuff and i would like to get rid of them

mmmPI
Smart Inserter
Smart Inserter
Posts: 2879
Joined: Mon Jun 20, 2016 6:10 pm
Contact:

Re: Edit starting inventory

Post by mmmPI »


DannyDavidDJ
Burner Inserter
Burner Inserter
Posts: 9
Joined: Sun May 26, 2024 4:33 pm
Contact:

Re: Edit starting inventory

Post by DannyDavidDJ »

Thank you so much!

although now, the script that delete items won't let me spawn with other items i want ^^;

DannyDavidDJ
Burner Inserter
Burner Inserter
Posts: 9
Joined: Sun May 26, 2024 4:33 pm
Contact:

Re: Edit starting inventory

Post by DannyDavidDJ »

SOLVED

If anyone need help with this, here's the code

it was that simple...
-- Clear the player inventory
local function clear_inv(e)
local player = game.players[e.player_index]
player.clear_items_inside()
player.insert{name = "car", count = 1}
end

-- Disable the crash site and skip cutscene
local function disable_crash()
-- If we're in freeplay, disable the crash site

if remote.interfaces["freeplay"] then
remote.call("freeplay", "set_disable_crashsite", true)
end
end

script.on_event(defines.events.on_player_created, clear_inv) -- on player created
script.on_init(disable_crash) -- on mod init


Thanks everyone for help! :D

Gweneph
Inserter
Inserter
Posts: 33
Joined: Thu Nov 14, 2019 11:51 pm
Contact:

Re: [SOLVED] Edit starting inventory

Post by Gweneph »

There's also a freeplay interface for setting the starting items if you want to use that.

You can check in base/scenarios/freeplay/freeplay.lua for how to call it.

Pi-C
Smart Inserter
Smart Inserter
Posts: 1664
Joined: Sun Oct 14, 2018 8:13 am
Contact:

Re: [SOLVED] Edit starting inventory

Post by Pi-C »

Gweneph wrote:
Wed May 29, 2024 11:11 pm
There's also a freeplay interface for setting the starting items if you want to use that.
But this interface will only be available if the "Freeplay" scenario is used. You can get the active scenario by reading script.level.
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!

DannyDavidDJ
Burner Inserter
Burner Inserter
Posts: 9
Joined: Sun May 26, 2024 4:33 pm
Contact:

Re: [SOLVED] Edit starting inventory

Post by DannyDavidDJ »

It's fine, It's solved. But thanks for everything :D

codyfactorio
Burner Inserter
Burner Inserter
Posts: 5
Joined: Thu Jun 06, 2024 6:39 pm
Contact:

Re: [SOLVED] Edit starting inventory

Post by codyfactorio »


Post Reply

Return to “Modding help”