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Mod to boost Blue Science
Posted: Thu May 20, 2021 1:51 am
by hyspeed
Hi,
I'd like to create a simple mod that changes the output of Blue Science to twice what it currently provides.
I've written a of couple mods, so I understand that part. What I don't know is how to change a recipe.
Could someone post the basic structure of what I need to do to modify this?
(I think this science is out of line with the other ones and this addresses it.)
thanks
Re: Mod to boost Blue Science
Posted: Thu May 20, 2021 6:37 am
by ickputzdirwech
You can see what a general recipe prototype looks like in in the wiki:
https://wiki.factorio.com/Prototype/Recipe. In case you want to simply change the vanilla recipe and don’t have any other mods installed that mess with it you can just look up the recipe in the base game data
https://github.com/wube/factorio-data/b ... .lua#L2104. Otherwise hover over the recipe in game and press ctrl-shift-F to see which parameters are specified and which mods changed the recipe.
So in this case the following line should do the trick:
Code: Select all
data.raw.recipe[“chemical-science-pack”]result_count = 4
Recipe prototypes are indeed quite complicated since they can have normal and expensive variants (but don’t have to). And the results can either be specified with “result” and “result_count” or “results”
Re: Mod to boost Blue Science
Posted: Thu May 20, 2021 10:49 pm
by hyspeed
Thank you.
When I got into it, I realized the change I wanted to make was to the crafting time (aka energy_required).
I also learned that the quotes(") from this website don't go well with copy / paste. I got an ugly error about unexpected char(266).
Re: Mod to boost Blue Science
Posted: Fri May 21, 2021 6:28 am
by ickputzdirwech
Glad I could help
The thing with the quotation mark is really annoying. I blame my smartphone. Thanks for letting me know.