Changing recipes in a bunch of k2sebz mods
Posted: Wed Aug 16, 2023 5:16 pm
Hello dudes!
Some time ago, I wanted to comprehensively change recipes and technologies in a bundle of k2+se+ mods, and I, however, unexpectedly ran into the fact that I can't just prescribe, for example,, since I'm from I call nil, which is logical, as there is no such function, but I can write an ingredient replacement Does anyone know how easy it is, without rewriting the recipe from scratch, to add to he has ingredients?
And i am so sory for my english :)
Some time ago, I wanted to comprehensively change recipes and technologies in a bundle of k2+se+ mods, and I, however, unexpectedly ran into the fact that I can't just prescribe, for example,
Code: Select all
krastorio.add_ingredient("repair-pack", "stone-tablet", 5)Code: Select all
krastorio.recipes.replaceIngredient("basic-tech-card", "wood", {"stone-tablet", 5})And i am so sory for my english :)