GodModulePlus


Extends 'God Module' (by No0Vad) for '5dim's New Module' (by 5Dim)

Content
1 year, 10 months ago
1.1
977
Cheats

b Lua errors on load.

1 year, 10 months ago

In prototypes/changes.lua you need to comment out the lines that say ITEM, RECIPE, TECHNOLOGY they cause syntax errors otherwise.

Also the last line has a comma at the end that shouldn't be there.

1 year, 10 months ago

Thank you very much for your support :)

1 year, 10 months ago

Absolutely my pleasure, I see you also fixed the category issue, I had fixed that locally as well, back to using the official version :) Thank you for the mod!

1 year, 10 months ago

Thx mate, but I still have issues putting it in the right inventory tab. Any tips?

1 year, 10 months ago

No, Im afraid I dont. I presume youre talking about the crafting categories, but looking through the module source Im not seeing how its set. Sorry my expertise is with Lua itself not necessarly Factorio modding.

1 year, 10 months ago

Mine neither, but still thx for trying.

1 year, 10 months ago
(updated 1 year, 10 months ago)

You could try doing what 5dim does for the pollution module:

        itemPollution = table.deepcopy(data.raw.module["speed-module"])
        recipePollution = table.deepcopy(data.raw.recipe["speed-module"])
        techPollution = table.deepcopy(data.raw.technology["speed-module"])

and then just setting the new values on the now-copied tables.

He does that for tiers 1 and 4-10, for tiers 2 and 3 he copies speed-module-2 and speed-module-3 respectively.

1 year, 10 months ago

I'm just lost xD. I just used a world where the recipe was locked, but the research was already done.

1 year, 10 months ago

Put

event.on_init(function()
    for _, force in pairs(game.forces) do
        force.recipes["god-module-pollution"].enabled = force.technologies["god-module"].researched
    end
end)

in control.lua should solve that.

1 year, 10 months ago

thx, it's implemented in 0.1.1

1 year, 10 months ago

Glad I could help :)

1 year, 10 months ago

i think it should be "script.on_init" instead of "event.on_init"

1 year, 10 months ago
(updated 1 year, 10 months ago)

It should be, my mistake, sorry :) I was just gonna tell you that!

Also, I did warn expertise was with Lua and not factorio modding (though I know a little :))

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