G'day all!
Im curious as to how I would go about disabling a technology added in the base game. Similarly, a recipe, item, etc.
Ive worked out that I can modify the existing ones, but there are some I want to disable entirely. Is this possible? I tried just setting them to nil but that started giving errors on starting the game.
Cheers!
delete/disable prototype
Re: delete/disable prototype
For recipes you could do sth. like (in data-final-fixes.lua or data-updates.lua)
Or try what https://forums.factorio.com/wiki/inde ... ipe#hidden does, discovered it a few days ago
If you disable all recipes for items/entities you don't want there's no way to create them, so it sort of works.
For techs you don't want you could remove all effects/costs/prerequisites, that way they are useless and researched as soon as clicked. Not nice but works
Code: Select all
data.raw["recipe"]["train-stop"].enabled = false
local unlocks = data.raw["technology"]["automated-rail-transportation"].effects
for i, eff in pairs(effects) do
if eff.name == "train-stop" then
table.remove(data.raw["technology"]["automated-rail-transportation"].effects, i)
break
end
end
If you disable all recipes for items/entities you don't want there's no way to create them, so it sort of works.
For techs you don't want you could remove all effects/costs/prerequisites, that way they are useless and researched as soon as clicked. Not nice but works
Code: Select all
local makeMeUseless = data.raw["technology"]["automated-rail-transportation"]
makeMeUseless.unit= { count = 0, ingredients = { }, time = 0}
makeMeUseless.prerequisites = nil
makeMeUseless.effects = nil
Re: delete/disable prototype
Ive made use of the hidden setting for recipes, but I see that one doesnt work for technologies. I guess Ill have to leave them visible in the tech list and modify the costs/effects as suggested.
Cheers for the help!
Cheers for the help!
Re: delete/disable prototype
https://forums.factorio.com/wiki/inde ... gy#enabledBlu3wolf wrote:Ive made use of the hidden setting for recipes, but I see that one doesnt work for technologies. I guess Ill have to leave them visible in the tech list and modify the costs/effects as suggested.
Cheers for the help!
If you want to get ahold of me I'm almost always on Discord.
Re: delete/disable prototype
Rseding91 wrote:https://forums.factorio.com/wiki/inde ... gy#enabled
I'll start looking at the wiki first from now on
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Re: delete/disable prototype
looking at the return value of the help() usually also helps. There's one for each object.
Re: delete/disable prototype
The wiki is far more helpful than that output it's updated for 0.12 (all except the LuaEntity which i'll be updating shortly here).ratchetfreak wrote:looking at the return value of the help() usually also helps. There's one for each object.
If you want to get ahold of me I'm almost always on Discord.