Is there any way when one mod overrides another's (or the base game"s) technology, that any mods that call for it, default to the one that overrode it?
Or else you get situations like this
Question about hiding technologies in mods.
- bobingabout
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Re: Question about hiding technologies in mods.
That should already be the case... you can force it to overwrite if you specify the other mod as an optional dependency.
Re: Question about hiding technologies in mods.
So it's the mod's fault completely? there's coding to prevent this kind of mishap?
Because i want to know which mod is at fault.
Because i want to know which mod is at fault.
Re: Question about hiding technologies in mods.
Your mod should:
1. Add the new tech in data.lua
The override mod should:
1. Do the changes in data-updates.lua
2. Loop through data.raw.technology and each prerequisites sub-table to update the prerequisites.
1. Add the new tech in data.lua
The override mod should:
1. Do the changes in data-updates.lua
2. Loop through data.raw.technology and each prerequisites sub-table to update the prerequisites.