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Allow accessing equipment prototype

Posted: Sat Aug 22, 2015 5:00 am
by SHiRKiT
Currently, there's already a way to get attributes from item/entity/fluid prototypes, but there's no actual way of getting attributes from an equipment. The goal I wanted to achieve is to allow supporting moded personal roboports on the mod I created, by getting the number of bots supported by a personal roboport and the range it covers.

I'm leaving this here just as a reminder for Rsending.

Re: Allow accessing equipment prototype

Posted: Sun Aug 23, 2015 12:20 pm
by Adil
Wait a minute, you cannot alter or create prototypes ingame. You wouldn't be able to grab the vanilla personal roboport parameters on the fly and put them in your modded one.
During the data loading process you have the access to all prototypes that are already loaded and vanilla roboport is accessible under

Code: Select all

data.raw['roboport-equipment']['personal-roboport-equipment']

Re: Allow accessing equipment prototype

Posted: Thu Aug 27, 2015 10:00 pm
by DaveMcW
data.raw is not accessible from control.lua.

Re: Allow accessing equipment prototype

Posted: Sun Sep 13, 2015 11:45 pm
by vzybilly
I think the full thing here would be to change values of prototypes in a game, like a tech to increase personal roboport range?

more of a moddy way, if you're standing on concrete then it's range increases to the same change as walking speed?