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Changing pollution absorption of existing terrain tiles
Posted: Tue Sep 06, 2016 10:36 am
by yesimon
I tried tweaking something basic such as:
Code: Select all
data.raw["tile"]["grass"].emissions_per_tick = -1000.0
But the debug show pollution values seems to indicate that it's still absorbing -0.008 (third value in column)
Re: Changing pollution absorption of existing terrain tiles
Posted: Tue Sep 06, 2016 1:27 pm
by LuziferSenpai
There are more than 1 tile ^^
Re: Changing pollution absorption of existing terrain tiles
Posted: Tue Sep 06, 2016 5:33 pm
by yesimon
I know
Re: Changing pollution absorption of existing terrain tiles
Posted: Tue Sep 06, 2016 9:35 pm
by aubergine18
If you can make a very small mod that illustrates the issue, upload to bug report forum so the devs can investigate.
Note: Is it possible that some other mod is changing the value after your mod?
Re: Changing pollution absorption of existing terrain tiles
Posted: Tue Sep 06, 2016 11:02 pm
by yesimon
I've attached a simple mod that changes emissions_on_tick to -1000.0 on all tiles.
Re: Changing pollution absorption of existing terrain tiles
Posted: Wed Sep 07, 2016 5:26 am
by Rseding91
emissions_per_tick is not a valid property for tiles... Did you even look at how the base game does it? data\base\prototypes\tile\tiles.lua
Re: Changing pollution absorption of existing terrain tiles
Posted: Wed Sep 07, 2016 6:29 am
by yesimon
Thanks, it looks like setting the ageing property does what I want. I only checked the Lua API reference and the page for TilePrototype is very misleading
http://lua-api.factorio.com/0.14.1/LuaT ... otype.html
Re: Changing pollution absorption of existing terrain tiles
Posted: Wed Sep 07, 2016 6:43 am
by Rseding91
The API docs page is about the runtime Lua API. The values it can provide are often more complex/processed then the raw prototype properties.