Help with replicator mod

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radix_s
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Help with replicator mod

Post by radix_s »

Hello,
this is my first mod where I want to learn things before I carry on with my ideas.

For starters I want to create a cheat mod where there will be replicators capable of making every other item in game (including added by mods). So far I have managed to clone an assembler entity and give it a different color, I can place it in game no problem now, but further steps are giving me a bit of a headache of how all this is structured.
The plan seems to be (I have been digging in some other mods but it all is a little overwhelming to me):
- Create a new entity/item for the replicator (done),
- Fetch all manufacturable recipes (products, buildings, items and fluids), cycle them, strip resource requirements and assign to the replicator all possible recipes.
- Make sure those recipes get unlocked only when their techs get researched.

So my question is, how to assign recipes to a building, make this recipe unlockable when its technology is researched (preferably hide the recipe in the technology) without breaking the standard assemblers/furnances etc. and how to scan for all recipes, including the modded ones - should it go to data-final-fixes.lua or can be only achieved in control.lua after the game is fully loaded?

thank you for any help!
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yaim904
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Re: Help with replicator mod

Post by yaim904 »

What you ask is very complex, however, I recommend you to understand the Breaking Game mod.

In a section the entities, items and recipes of the game are filtered.
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