EDIT: LuaGameScript.entity_prototypes
My mods remote interface allows other mods to register certain entities with it, but I need to validate their prototype values to ensure they are set correctly (otherwise throw an error so the mod author can make required changes).
Problem is, it appears that I can only access the prototype of entities already placed on map - I don't really want to place an entity just so I can read its prototype then destroy it.
Is there a way to access prototype for an entity by it's name, rather than an actual instance of it on the map?
[solved] Entity prototype without placing entity?
- aubergine18
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[solved] Entity prototype without placing entity?
Last edited by aubergine18 on Thu Oct 20, 2016 11:25 pm, edited 2 times in total.
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Re: Entity prototype (control.lua) without placing entity?
I believe the table game.entity_prototypes is indexed by prototype name. So game.entity_prototypes["prototype-name"] should work for ya.
- aubergine18
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Re: [solved] Entity prototype without placing entity?
Yup, that's exactly what I want 

Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.