--[[ Copyright (c) 2017 David-John Miller AKA Anoyomouse * Part of the Warehousing mod * * See License.txt in the project directory for license information. --]] -- Borrowed from FreeER -- - https://forums.factorio.com/viewtopic.php?f=14&t=7161&start=10#p67540 -- reload recipes and technologies in game from prototypes (aka update existing ones with changes) -- for i, player in ipairs(game.players) do player.force.reset_recipes() player.force.reset_technologies() end for index, force in pairs(game.forces) do -- generate technology / recipes tables once and store them local tech = force.technologies local recipes = force.recipes -- if this tech exists and is researched then if tech["warehouse-research"] and tech["warehouse-research"].researched then -- these checks are really only for if another mod changes things if recipes["storehouse-basic"] then recipes["storehouse-basic"].enabled = true end end if tech["warehouse-logistics-research"] and tech["warehouse-logistics-research"].researched then if recipes["storehouse-passive-provider"] then recipes["storehouse-passive-provider"].enabled = true end if recipes["storehouse-storage"] then recipes["storehouse-storage"].enabled = true end if recipes["storehouse-active-provider"] then recipes["storehouse-active-provider"].enabled = true end if recipes["storehouse-requester"] then recipes["storehouse-requester"].enabled = true end end if tech["warehouse-smart-research"] and tech["warehouse-smart-research"].researched then if recipes["storehouse-smart"] then recipes["storehouse-smart"].enabled = true end end end