If you are using the latest versions (0.17.7 / 0.18.3), the code should not have hard-coded part, it should be fully modular.
Say, if you want to add a new pipe-to-ground entity (where type = "pipe-to-ground"
), then go to prototypes
folder and you will find pipe-to-ground.lua
. Open the file with a decent text editor (never use Windows "Notepad"...)
You will find the local PT_specs
table. Try to understand the existing entry I have made for vanilla "pipe-to-ground", then add (duplicate then modify) a new entry for your modded entity with the correct name.
The file and code structures are the same as Schall Machine Scaling. Actually I think its prototypes\assembling-machine.lua
is a better file to learn how to start with adding a new entry. (Say, try to add AM1 and AM2 to the file.)
PS1: There is only one exception entity that cannot go fully modular: the nuclear reactor.
The number of heat pipe connections are limited by the game. So they cannot go fully modular like other entities. I have to apply a custom set of points to go around the limitation, while still looking nice and still support neighbouring bonus.
PS2: The nuclear reactor (as mentioned by PS1) is the best example AGAINST your request in another post about generic scaling. The auto-created entities can fail to work, if not undergo tests. Generic scaling is an ambitious but dumb idea to generate a lot of game-breaking errors.