Changing effect etc. of entities in dependent mod
Posted: Tue Mar 10, 2020 10:26 am
Hi,
So I have a bunch of mods, but would like to tweak them a bit.
What I did I created a simple mod with dependencies on the mods I want to tweak.
Example: one mod adds higher tiers of modules. I want to tweak their effects, for example, make bonuses the same as vanilla, but make penalties a bit smaller, to justify the cost.
I already know how to refer to base files: for example.
However, how do I refer to the modules being added by one of the dependent mods? The mod adds for example "productivity-module-4".
If i try to refer to it as above then upon loading I get an error, that this line return "nil", eg. this entity does not exist.
Any tips?
Thanks in advance.
So I have a bunch of mods, but would like to tweak them a bit.
What I did I created a simple mod with dependencies on the mods I want to tweak.
Example: one mod adds higher tiers of modules. I want to tweak their effects, for example, make bonuses the same as vanilla, but make penalties a bit smaller, to justify the cost.
I already know how to refer to base files:
Code: Select all
data.raw.module["speed-module-3"].effect = {...}
However, how do I refer to the modules being added by one of the dependent mods? The mod adds for example "productivity-module-4".
If i try to refer to it as above
Code: Select all
data.raw.module["productivity-module-4"].effect = {...}
Any tips?
Thanks in advance.