Modding mining drills to work without an ore patch

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Octavio
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Modding mining drills to work without an ore patch

Post by Octavio »

Hi,
I'm trying to mod the mining drills to work without an ore patch. I mostly succeeded. I changed its type to be an assembler and set the respective recipes. Everything works fine except that the drills are completely invisible. I imagine that they lost all the graphics and animation references.

Does anyone know an easy way to keep the original graphics and animations without having to copy all the respective code from the original?

Here's an extract of the code I have so far (data.lua)...
data:extend({
{
type = "recipe-category",
name = "mining"
}
})

data:extend({
{
type = "recipe",
name = "coal",
category = "mining",
enabled = true,
ingredients = {},
energy_required = 8,
result = "coal"
}
})

local drill = data.raw['mining-drill']['burner-mining-drill']
data.raw['mining-drill']['burner-mining-drill'] = nil
drill.type = "assembling-machine"
drill.crafting_speed = 1
drill.crafting_categories = {"mining"}
data:extend({drill})
Trific
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Re: Modding mining drills to work without an ore patch

Post by Trific »

Use table.deepcopy like this:

Code: Select all

local drill = table.deepcopy(data.raw['mining-drill']['burner-mining-drill'])
data.raw['mining-drill']['burner-mining-drill'] = nil
drill.type = "assembling-machine"
drill.crafting_speed = 1
drill.crafting_categories = {"mining"}
data:extend({drill})
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Optera
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Re: Modding mining drills to work without an ore patch

Post by Optera »

If you also want that drill to be affected by mining productivity research you'll have to use hidden beacons with productivity modules and update them in control.
Octavio
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Re: Modding mining drills to work without an ore patch

Post by Octavio »

Trific wrote: Sat Mar 20, 2021 5:47 am Use table.deepcopy like this:

Code: Select all

local drill = table.deepcopy(data.raw['mining-drill']['burner-mining-drill'])
data.raw['mining-drill']['burner-mining-drill'] = nil
drill.type = "assembling-machine"
drill.crafting_speed = 1
drill.crafting_categories = {"mining"}
data:extend({drill})
That didn't work. Still invisible. :-(
I'm guessing that the program looks for different properties for the animations in assemblers and mining drills.
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DaveMcW
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Re: Modding mining drills to work without an ore patch

Post by DaveMcW »

Yes, assembling-machine uses "animation" while mining-drill uses "animations".

I'm surprised you got as far as you did, I would strongly recommend only copying something of the same type.

Code: Select all

local drill = table.deepcopy(data.raw['assembling-machine']['assembling-machine-2'])
drill.name = "custom-mining-drill"
drill.crafting_speed = 1
drill.crafting_categories = {"mining"}
drill.animation = table.deepcopy(data.raw['mining-drill']['burner-mining-drill'].animations)
data:extend({drill})
I also recommend you don't steal entity names from the base game, as that will cause a bunch of mod conflicts.
Octavio
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Re: Modding mining drills to work without an ore patch

Post by Octavio »

drill.animation = table.deepcopy(data.raw['mining-drill']['burner-mining-drill'].animations)
Thanks a lot! That worked.
And I appreciate the advice. I'm quite new to modding.
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