Changed mod for personal use, ran in to a problem.

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Damrus
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Changed mod for personal use, ran in to a problem.

Post by Damrus »

hey there,

So I've edited quite a few mods for my own personal use in the past, but I'm now hitting a problem with the greenhouse mod. I wanted to make it ''more'' compatible with the treefarm mod, so I could make rubber and alien plants in the greenhouses.

I managed to make sure the greenhouses now use the treefarm germling seed by changing the recipe but I can't seem to add the other recipes. The tech unlocks them but the building doesn't show them as options to use.

Would any of you mind taking a look at what I did wrong?

Kind regards!

https://www.dropbox.com/s/0nom5ncbvlgvf ... 2.zip?dl=0

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Adil
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Re: Changed mod for personal use, ran in to a problem.

Post by Adil »

Well, everything seems okay there (though I can't test it in game). Are you testing the effects in a running save game or in a game started anew each time?
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

Damrus
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Re: Changed mod for personal use, ran in to a problem.

Post by Damrus »

I was testing it in a running game.

I have to admit. i wasn't sure about reseting recipies and tech in a game since 0.12's changes.

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Re: Changed mod for personal use, ran in to a problem.

Post by FalcoGer »

if you change recepies you have to reload the tech and recepies by console.

https://forums.factorio.com/wiki/inde ... odding_FAQ

Code: Select all

for i, player in ipairs(game.players) do player.force.resetrecipes() end
for i, player in ipairs(game.players) do player.force.resettechnologies() end

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Re: Changed mod for personal use, ran in to a problem.

Post by Quizer »

Entering this into the console just throws up error messages. How do I enter this into the game console in proper lua syntax to force it to refresh the tech and recipes?

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Klonan
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Re: Changed mod for personal use, ran in to a problem.

Post by Klonan »

Quizer wrote:Entering this into the console just throws up error messages. How do I enter this into the game console in proper lua syntax to force it to refresh the tech and recipes?
try this

Code: Select all

/c game.forces.player.reset_recipes()
    game.forces.player.reset_technologies()

Quizer
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Re: Changed mod for personal use, ran in to a problem.

Post by Quizer »

Klonan wrote:try this

Code: Select all

/c game.forces.player.reset_recipes()
    game.forces.player.reset_technologies()
Thanks, that worked! I wasn't really looking forward to starting a new game just to play with the modifications I'd made.

Kinda frustrating that the information on the wiki doesn't actually contain the copy-and-paste solution, though...

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Adil
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Re: Changed mod for personal use, ran in to a problem.

Post by Adil »

Feel free to add one.
I do mods. Modding wiki is friend, it teaches how to mod. Api docs is friend too...
I also update mods, some of them even work.
Recently I did a mod tutorial.

Damrus
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Re: Changed mod for personal use, ran in to a problem.

Post by Damrus »

Thank you guys for the info!

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