Barerock wrote: Fri Jan 12, 2024 4:20 pm
Pardon my directness, but that isn't helpful.
I can pardon your directness, np. I can't forgive your attitude though.
Barerock wrote: Fri Jan 12, 2024 4:20 pm
I know where modding resources are, what I need is a hand to guide where I go from there outside of: "here's a dictionary, learn the entire thing,"
"I refuse to read the tutorial, now tell me what it says"
The page I linked is just a few sentences. If that is "the entire thing" and you can't even read that then why should I bother helping you?
Or if you don't read the tutorial so you can't understand the basic terminology, why come here and complain about not understanding the words and saying that we should explain it to you. If you want to skip the tutorial and documentation then you should be fine on your own. And if you can't progress without help then you don't deserve it, if you skipped the help that was offered.
I never said "read all documentation pages".
If there's anything confusing after you have tried reading the page I linked and the tutorial then you can ask questions then.
But if you had just read the pages I linked instead of just dismissing them before reading you would have seen that the tiny amount of text has "Runtime stage - control" as a header. Guess what link you should click?
https://lua-api.factorio.com/latest/ wrote:Runtime Stage - control
The runtime stage takes place alongside normal gameplay, and allows interaction with the game world in a number of ways. It is based on events being fired for mods to react to, with the API functionality being provided via objects of various classes.
If you click the link you see this page:
Runtime API Docs
During the runtime stage, the game fires events for mods to react to, with functionality being accessible via the methods and attributes of various classes. To access instances of these classes, a handful of global objects are provided, as listed below.
The runtime stage is the game's third and final stage, taking place after the settings and prototype stages.
All important details are explained via the Data Lifecycle.
The data lifecycle link has a lot more info, this page is densely packed with pretty much everything on how a mod is structured. This is required reading imo, if I was the dictator of the world I would force modders to read this page and give very cruel punishments to those who ask questions as a direct consequence of not bothering to look at it. But the tutorial teaches you the basics as well.
Barerock wrote: Fri Jan 12, 2024 4:20 pmwhen what I want is to know the definition of one word and I don't speak the language.
You don't want the definition of
one word. You don't understand the difference between prototype and runtime stage, so if I tell you the answer you wont understand and will just ask about the "next word", and so on. You are trying to trick me into writing your mod for you without knowing what it takes to do it. I see the whole sentence, you are lost.
control.lua is directly in the mod directory. If it doesn't exist then you create it and write your runtime code there. Though if you are making a mod to fix things then don't edit anything within someone elses mod, do your edits from your own mod. The pole prototype is read-only in this stage, you can't make the prototype "pole" change force into neutral here. But you can change the force of individual entities, like poles, as they are built in the game. For this you need the runtime events API.
Now I've taught you many "words" and you have many sentences left to learn. So show me that you can do that without help...