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Changing recipes in a bunch of k2sebz mods

Posted: Wed Aug 16, 2023 5:16 pm
by Bong_Cat
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,

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krastorio.add_ingredient("repair-pack", "stone-tablet", 5)
, since I'm from I call nil, which is logical, as there is no such function, but I can write an ingredient replacement

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krastorio.recipes.replaceIngredient("basic-tech-card", "wood", {"stone-tablet", 5})
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 :)

Re: Changing recipes in a bunch of k2sebz mods

Posted: Sat Aug 19, 2023 2:28 pm
by Bong_Cat
Okay, I find that K2 have own function addIngredient, and K2 recipes, I, now, can tweak)

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krastorio.recipes.replaceIngredient("basic-tech-card", "wood", {"stone-tablet", 5})