if mod in the control stage?

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heloo22
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if mod in the control stage?

Post by heloo22 »

possible to check if mod exist inside control.lua :?:
cause this doesnt do it:
if mods[" "] then

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DaveMcW
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Re: if mod in the control stage?

Post by DaveMcW »

Code: Select all

if game.active_mods["mod-name"] then

Pi-C
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Re: if mod in the control stage?

Post by Pi-C »

DaveMcW wrote:
Fri Feb 05, 2021 2:51 pm

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if game.active_mods["mod-name"] then
game.active_mods will be available only when loading the game has completed, but you may want to access the mod list before that (i.e. while on_load is active). Querying script.active_mods is more versatile (it's available right after control.lua has been entered).
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!

heloo22
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Re: if mod in the control stage?

Post by heloo22 »

DaveMcW wrote:
Fri Feb 05, 2021 2:51 pm

Code: Select all

if game.active_mods["mod-name"] then
when loading a map this pops up:
attempt to index global 'game' a nil value

heloo22
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Re: if mod in the control stage?

Post by heloo22 »

Pi-C wrote:
Fri Feb 05, 2021 3:02 pm
DaveMcW wrote:
Fri Feb 05, 2021 2:51 pm

Code: Select all

if game.active_mods["mod-name"] then
game.active_mods will be available only when loading the game has completed, but you may want to access the mod list before that (i.e. while on_load is active). Querying script.active_mods is more versatile (it's available right after control.lua has been entered).
yes this one seems to do the trick

if script.active_mods[" "] then

thank you guys :D

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