Place to get help with not working mods / modding interface.
4 posts • Page 1 of 1
Hello ppl, I hope y'all are great, so, I'm new to modding, and I searched a little bit ( 3 days maybe ) and I can't find a proper ( and simple ) way to check if a mod exist inside control.lua, could u guys please give me an example?
https://lua-api.factorio.com/latest/Lua ... ctive_mods
Code: Select all
if game.active_mods["SomeModName"] then ... end
"If Stalin had a good writeup on programming, would linking that be dangerous?"
Note: LuaGameScript is only accessible inside of event handlers.
But there is LuaBootstrap which should work even if LuaGameScript isn't available. So just replace "game.active_mods" with "script.active_mods" …
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!