other.lua
if mods["aai-industry"] then
data.raw.wall["dect-simple-concrete-wall"] = nil
data.raw.item["dect-simple-concrete-wall"] = nil
data.raw.recipe["dect-simple-concrete-wall"] = nil
data.raw.recipe["dect-concrete-wall-from-stone-wall"] = nil
data.raw.gate["dect-simple-concrete-gate"] = nil
data.raw.item["dect-simple-concrete-gate"] = nil
data.raw.recipe["dect-simple-concrete-gate"] = nil
data.raw.recipe["dect-concrete-gate-from-stone-gate"] = nil
else
if settings.startup["dectorio-walls"] and settings.startup["dectorio-walls"].value then
data.raw.recipe["stone-wall"].hidden = true
data.raw.item["stone-wall"].hidden = true
data.raw.recipe["gate"].hidden = true
data.raw.item["gate"].hidden = true
data.raw.wall["dect-stone-brick-wall"].localised_name = { "entity-name.stone-wall" }
data.raw.gate["dect-stone-brick-gate"].localised_name = { "entity-name.gate" }
for k, v in pairs(data.raw.technology["stone-wall"].effects) do
if v.recipe == "stone-wall" then v.recipe = "dect-stone-brick-wall" end
end
for k, v in pairs(data.raw.technology["gate"].effects) do
if v.recipe == "gate" then v.recipe = "dect-stone-brick-gate" end
end
end
end
if mods["AsphaltRoadsPatched"] then
data.raw["item-subgroup"]["Arci-asphalt-1"].group = "dectorio"
data.raw["item-subgroup"]["Arci-asphalt-1"].order = "i-r"
data.raw["item-subgroup"]["Arci-asphalt-2"].group = "dectorio"
data.raw["item-subgroup"]["Arci-asphalt-2"].order = "i-r"
data.raw["item-subgroup"]["Arci-asphalt-3"].group = "dectorio"
data.raw["item-subgroup"]["Arci-asphalt-3"].order = "i-r"
end
if mods["space-exploration"] then
data.raw["item-subgroup"]["landfill"].group = "dectorio"
data.raw["item-subgroup"]["landfill"].order = "l-b"
end
Wrapping the else block in an if-then, checking if Walls and Gates is enabled, seems to work for me.