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

Posted: Sun Aug 30, 2015 11:46 am
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

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

Posted: Sun Aug 30, 2015 5:05 pm
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?

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

Posted: Sun Aug 30, 2015 8:00 pm
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.

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

Posted: Mon Aug 31, 2015 2:39 am
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

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

Posted: Mon Aug 31, 2015 2:23 pm
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?

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

Posted: Mon Aug 31, 2015 2:26 pm
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()

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

Posted: Mon Aug 31, 2015 2:43 pm
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...

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

Posted: Mon Aug 31, 2015 4:58 pm
by Adil
Feel free to add one.

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

Posted: Mon Aug 31, 2015 6:44 pm
by Damrus
Thank you guys for the info!