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Author SHA1 Message Date
Simon Brodtmann
f43127d46b 2.0.34 2026-03-13 13:32:05 +01:00
Simon Brodtmann
3f694a59b3 Add migration for 2.0.33 2026-03-13 13:30:28 +01:00
Simon Brodtmann
6d17e58053 Add glass to the bio nursery if it exists 2026-03-04 23:32:28 +01:00
Simon Brodtmann
8d34571767 2.0.33 2026-02-24 22:46:46 +01:00
Simon Brodtmann
715068ee83 Add Polish language (thanks S3BA) 2026-02-24 22:38:49 +01:00
Simon Brodtmann
d1effd6696 Remove unused power-rails code 2026-02-24 22:36:20 +01:00
Simon Brodtmann
da1eb4d222 Remove wooden rails again 2026-02-24 22:31:28 +01:00
Simon Brodtmann
1eba1804d7 Allow productivity modules for Bio fuel conversion 1 2026-02-24 22:17:57 +01:00
Simon Brodtmann
95969446d1 Fix missing module slots for various entities 2026-02-24 22:15:13 +01:00
Simon Brodtmann
233eb08b0b Fix old recipe result code 2026-02-24 22:04:47 +01:00
Simon Brodtmann
22e27da6eb 2.0.32 2026-01-27 23:17:45 +01:00
Simon Brodtmann
bc50e46ed7 Fix modules for farm and nursery 2026-01-27 23:14:31 +01:00
Simon Brodtmann
9fa0928341 Add missing seed ingredient to the sapling recipe 2026-01-27 23:14:31 +01:00
Simon Brodtmann
d95e51113b Fix Angels compatibility 2026-01-27 23:14:31 +01:00
7ce072707c Updated Angels prototypes to new names (#11)
Have updated all Angels prototypes to new names, tested with Full Bobs+Angels+Omni

Reviewed-on: cacklingfiend/Bio_Industries_2#11
Co-authored-by: Adam Cirillo <adamncirillo@gmail.com>
Co-committed-by: Adam Cirillo <adamncirillo@gmail.com>
2026-01-13 16:56:45 +01:00
Simon Brodtmann
d595b444fc 2.0.31 2025-12-10 19:45:56 +01:00
Simon Brodtmann
923d31db2b Gardens have reduced crafting speed with quality 2025-11-24 22:41:04 +01:00
Simon Brodtmann
6e1ebd7fe3 2.0.30 2025-11-05 10:18:19 +01:00
9141272322 New scales for items that was too small. (#9)
Just simple scale increase for item mip textures. More info in last commit description.

![image](/attachments/63fa30f2-3fb7-4744-9439-4f8840fbf879)

Reviewed-on: cacklingfiend/Bio_Industries_2#9
Co-authored-by: MAGGen <maggen@noreply.example.org>
Co-committed-by: MAGGen <maggen@noreply.example.org>
2025-11-03 22:17:20 +01:00
Simon Brodtmann
7f7e973136 2.0.29 2025-11-02 18:45:53 +01:00
Simon Brodtmann
a52c40bad8 Remove settings check for wooden rails 2025-11-02 07:31:03 +01:00
Simon Brodtmann
ae98408dee editorconfig 2025-11-02 07:24:54 +01:00
Simon Brodtmann
f355cb92dc 2.0.28 2025-11-01 22:48:05 +01:00
209f7d621e Returned wooden rails. (#8)
Borrowed recipes from here and edited them to work with Factorio 2.0: https://github.com/TheSAguy/Bio_Industries
Recipes: `wooden rails recipe`, `alternative production science pack recipe`

Additional feature: added ability to replace/upgrade ralis (wood <-> iron)
Note: to degrade iron rails back to wooden variant ALL variations of rails must be manualy selected in upgrade plan interface.
Example:
![image](/attachments/9566fda8-d019-4e84-8304-0f5d70205261)

Reviewed-on: cacklingfiend/Bio_Industries_2#8
Co-authored-by: MAGGen <maggen@noreply.example.org>
Co-committed-by: MAGGen <maggen@noreply.example.org>
2025-11-01 14:52:19 +01:00
Simon Brodtmann
fe94c41817 Optimize png 2025-10-24 21:12:31 +02:00
Simon Brodtmann
550296dacb 2.0.27 2025-10-24 21:11:22 +02:00
Simon Brodtmann
a81fe11087 Huge wooden poles adjustments 2025-10-24 21:09:45 +02:00
b0f400607f More pt-BR translations
Hi, me again...
After seeing how it works in-game, I corrected the mod's name in the "locale.cfg" file that has uploaded in the last pull. Other languages ​​can use the same name if they want to translate the name and description. On mod search page is use the default name/description (english). However, once installed, the mod will be displayed in the interface language if it has a translation.

I believe this is the last change, but I will be watching to see if there are any new updates that can be translated.

mod name and description on the mods tab in the main menu
![image](/attachments/d8988136-d868-4340-b74c-1d5e339c1986)

the translated name highlighted in blue
![image](/attachments/ccf98338-353a-4d1d-947b-b3a31796e3bb)

Also, the last pull request did not update the mod version on merge..
Thanks!!

Reviewed-on: cacklingfiend/Bio_Industries_2#7
Co-authored-by: odnols <gusbra21@outlook.com>
Co-committed-by: odnols <gusbra21@outlook.com>
2025-10-24 11:47:27 +02:00
Simon Brodtmann
2d4b01b866 Upscale huge wooden pole 2025-10-24 10:41:45 +02:00
bc412064b8 Fixing translations and improving descriptions (#6)
Hello! Here is a pull request with the history of edits without conflicts.

Thank you for approving my pull request! After updating the mod, I noticed that there were several parts with grammatical errors involving item names. In this new pull request, I fixed all the errors that went unnoticed. Some item descriptions have been shortened to remove repeated names and make them easier to read, Overall, the proposed translation is almost as if it were official content, from wube itself ;P

I also added a new file called locale.cfg, but this is not working and displaying the translated mod name/description in the mod list, I believe the translation key is wrong, if you can see about it in the future... thanks!!

Reviewed-on: cacklingfiend/Bio_Industries_2#6
Co-authored-by: Slondo <slondo@noreply.example.org>
Co-committed-by: Slondo <slondo@noreply.example.org>
2025-10-22 23:21:14 +02:00
Simon Brodtmann
345d5dbe12 2.0.26 2025-10-21 15:43:03 +02:00
e04da93439 pt-BR translations (#4)
I added translations into Brazilian Portuguese to all lines (including the commented ones :P), using the names of items already in the game as a basis to keep the mod cohesive with the proposed language, I also adapted some words to make it easier for native speakers to understand.

Reviewed-on: cacklingfiend/Bio_Industries_2#4
Co-authored-by: Slondo <slondo@noreply.example.org>
Co-committed-by: Slondo <slondo@noreply.example.org>
2025-10-21 14:14:24 +02:00
Simon Brodtmann
1d66d36bed 2.0.25 2025-10-18 21:54:34 +02:00
Simon Brodtmann
1600710d28 Fix mod compatibilities 2025-10-18 21:38:41 +02:00
Simon Brodtmann
56593eb6f7 2.0.24 2025-10-18 09:53:10 +02:00
Simon Brodtmann
606bcedb5b Krastorio2: Compatibility fixes 2025-10-18 09:52:39 +02:00
Simon Brodtmann
861a878e6e 2.0.23 2025-10-17 11:41:08 +02:00
Simon Brodtmann
31ea5d4309 Correct typo in internal recipe name to fix the localisation 2025-10-17 11:40:42 +02:00
Simon Brodtmann
44816587a8 Match bio garden pollution reduction by the amount of trees equivalent the description states 2025-10-17 11:40:42 +02:00
Simon Brodtmann
970da5fb36 Fixed crash when placing bio gardens 2025-10-17 11:40:42 +02:00
Simon Brodtmann
53114d0c55 2.0.22 2025-10-16 17:35:31 +02:00
Simon Brodtmann
50c84220f8 Krastorio2: Compatibility fixes 2025-10-16 17:34:44 +02:00
48 changed files with 1852 additions and 1511 deletions

3
.editorconfig Normal file
View file

@ -0,0 +1,3 @@
[*]
indent_style = space
indent_size = 2

View file

@ -1,4 +1,82 @@
--------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------
Version: 2.0.34
Date: 24.02.2026
Changes:
- Add glass to the bio nursery if it exists
Bug Fixes:
- Add migration for 2.0.33
---------------------------------------------------------------------------------------------------
Version: 2.0.33
Date: 24.02.2026
Changes:
- Add Polish language (thanks S3BA)
Bug Fixes:
- Fix old recipe result code for mod compatibility
- Fix missing module slots for various entities
- Allow productivity modules for Bio fuel conversion 1
- Remove wooden rails again (they caused problems)
- Remove unused power-rails code
---------------------------------------------------------------------------------------------------
Version: 2.0.32
Date: 27.01.2026
Bug Fixes:
- Add missing seed ingredient to the sapling recipe
- Fix modules for farm and nursery
- Fix compatibility with Angel's mods
---------------------------------------------------------------------------------------------------
Version: 2.0.31
Date: 10.12.2025
Changes:
- Gardens have reduced crafting speed with quality
---------------------------------------------------------------------------------------------------
Version: 2.0.30
Date: 05.11.2025
Bug Fixes:
- Fix icon scales
---------------------------------------------------------------------------------------------------
Version: 2.0.29
Date: 02.11.2025
Bug Fixes:
- Remove settings check for wooden rails
---------------------------------------------------------------------------------------------------
Version: 2.0.28
Date: 01.11.2025
Changes:
- Add wooden rails again (thanks MAGGen)
---------------------------------------------------------------------------------------------------
Version: 2.0.27
Date: 21.10.2025
Changes:
- Brazilian translation improvements (thanks Slondo)
- Upscaled graphics of the huge wooden power poles
---------------------------------------------------------------------------------------------------
Version: 2.0.26
Date: 21.10.2025
Changes:
- Add Brazilian translations (thanks Slondo)
---------------------------------------------------------------------------------------------------
Version: 2.0.25
Date: 18.10.2025
Bug Fixes:
- More mod compatibility fixes
---------------------------------------------------------------------------------------------------
Version: 2.0.24
Date: 18.10.2025
Bug Fixes:
- Krastorio2: Compatibility fixes
---------------------------------------------------------------------------------------------------
Version: 2.0.23
Date: 17.10.2025
Bug Fixes:
- Fixed crash when placing bio gardens
- Match bio garden pollution reduction by the amount of trees equivalent the description states
- Correct typo in internal recipe name to fix the localisation
---------------------------------------------------------------------------------------------------
Version: 2.0.22
Date: 16.10.2025
Bug Fixes:
- Krastorio2: Compatibility fixes
---------------------------------------------------------------------------------------------------
Version: 2.0.21 Version: 2.0.21
Date: 11.10.2025 Date: 11.10.2025
Bug Fixes: Bug Fixes:

View file

@ -54,34 +54,6 @@ return function(mod_name)
end end
end end
------------------------------------------------------------------------------------
-- Same values for collision masks
-- Default: {"item-layer", "object-layer", "rail-layer", "floor-layer", "water-tile"}
common.RAIL_BRIDGE_MASK = { "object-layer", "consider-tile-transitions" }
-- "Transport Drones" removes "object-layer" from rails, so if bridges have only
-- {"object-layer"}, there collision mask will be empty, and they can be built even
-- over cliffs. So we need to add another layer to bridges ("floor-layer").
-- As of Factorio 1.1.0, rails need to have "rail-layer" in their mask. This will work
-- alright, but isn't available in earlier versions of Factorio, so we will use
-- "floor-layer" there instead.
local need = common.check_version("base", ">=", "1.1.0") and "rail-layer" or "floor-layer"
table.insert(common.RAIL_BRIDGE_MASK, need)
-- Rails use basically the same mask as rail bridges, ...
common.RAIL_MASK = util.table.deepcopy(common.RAIL_BRIDGE_MASK)
-- ... we just need to add some layers so our rails have the same mask as vanilla rails.
table.insert(common.RAIL_MASK, "item-layer")
table.insert(common.RAIL_MASK, "water-tile")
------------------------------------------------------------------------------------
-- Set maximum_wire_distance of Power-to-rail connectors
common.POWER_TO_RAIL_WIRE_DISTANCE = 4
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- List of compound entities -- List of compound entities
-- Key: name of the base entity -- Key: name of the base entity
@ -660,7 +632,6 @@ return function(mod_name)
filter = "name", filter = "name",
name = { name = {
-- Poles named here will be ignored! -- Poles named here will be ignored!
"bi-rail-power-hidden-pole",
"bi-musk-mat-hidden-pole", "bi-musk-mat-hidden-pole",
"bi-bio-garden-hidden-pole" "bi-bio-garden-hidden-pole"
}, },
@ -692,12 +663,16 @@ return function(mod_name)
compound_entity.hidden.pole and compound_entity.hidden.pole and
compound_entity.hidden.pole.name then compound_entity.hidden.pole.name then
local wire_reach = prototypes.entity[compound_entity.hidden.pole.name] and local wire_reach = prototypes.entity[compound_entity.hidden.pole.name] and
prototypes.entity[compound_entity.hidden.pole.name].max_wire_distance prototypes.entity[compound_entity.hidden.pole.name].get_max_wire_distance()
if not wire_reach then if not wire_reach then
error("Prototype for hidden pole of Bio gardens doesn't exist!") error("Prototype for hidden pole of Bio gardens doesn't exist!")
end end
pole.disconnect_neighbour() local wire_connector
for _, connector in pairs(pole.get_wire_connectors()) do
wire_connector = connector
connector.disconnect_all()
end
-- Each pole can only have 5 connections. Let's connect to other hidden -- Each pole can only have 5 connections. Let's connect to other hidden
-- poles first! -- poles first!
@ -712,7 +687,7 @@ return function(mod_name)
for n, neighbour in pairs(neighbours or {}) do for n, neighbour in pairs(neighbours or {}) do
if pole ~= neighbour then if pole ~= neighbour then
connected = pole.connect_neighbour(neighbour) connected = wire_connector.connect_to(neighbour)
common.writeDebug("Connected pole %g to %s %g: %s", common.writeDebug("Connected pole %g to %s %g: %s",
{ pole.unit_number, neighbour.name, neighbour.unit_number, connected }) { pole.unit_number, neighbour.name, neighbour.unit_number, connected })
end end
@ -728,69 +703,13 @@ return function(mod_name)
}) })
common.writeDebug("Pole %g has %s neighbours", { pole.unit_number, #neighbours }) common.writeDebug("Pole %g has %s neighbours", { pole.unit_number, #neighbours })
for n, neighbour in pairs(neighbours or {}) do for n, neighbour in pairs(neighbours or {}) do
connected = pole.connect_neighbour(neighbour) connected = wire_connector.connect_to(neighbour)
common.writeDebug("Connected pole %g to neighbour %s (%g): %s", common.writeDebug("Connected pole %g to neighbour %s (%g): %s",
{ pole.unit_number, neighbour.name, neighbour.unit_number, connected }) { pole.unit_number, neighbour.name, neighbour.unit_number, connected })
end end
end end
end end
--------------------------------------------------------------------
-- Connect hidden poles of powered rails -- this is also used in
-- migration scripts, so make it a function in common.lua!
-- (This function may be called for hidden poles that have not been
-- added to the table yet if the pole has just been built. In this
-- case, we pass on the new pole explicitly!)
common.connect_power_rail = function(base, new_pole)
local pole = storage.bi_power_rail_table[base.unit_number].pole or new_pole
if pole and pole.valid then
-- Remove all copper wires from new pole
pole.disconnect_neighbour()
common.writeDebug("Removed all wires from %s %g", { pole.name, pole.unit_number })
-- Look for connecting rails at front and back of the new rail
for s, side in ipairs({ "front", "back" }) do
common.writeDebug("Looking for rails at %s", { side })
local neighbour
-- Look in all three directions
for d, direction in ipairs({ "left", "straight", "right" }) do
common.writeDebug("Looking for rails in %s direction", { direction })
neighbour = base.get_connected_rail {
rail_direction = defines.rail_direction[side],
rail_connection_direction = defines.rail_connection_direction[direction]
}
common.writeDebug("Rail %s of %s (%s): %s (%s)",
{ direction, base.name, base.unit_number, (neighbour and neighbour.name or "nil"), (neighbour and neighbour.unit_number or "nil") })
-- Only make a connection if found rail is a powered rail
-- (We'll know it's the right type if we find it in our table!)
neighbour = neighbour and neighbour.valid and storage.bi_power_rail_table[neighbour.unit_number]
if neighbour and neighbour.pole and neighbour.pole.valid then
pole.connect_neighbour(neighbour.pole)
common.writeDebug("Connected poles!")
end
end
end
-- Look for Power-rail connectors
local connector = base.surface.find_entities_filtered {
position = base.position,
radius = common.POWER_TO_RAIL_WIRE_DISTANCE, -- maximum_wire_distance of Power-to-rail-connectors
name = "bi-power-to-rail-pole"
}
-- Connect to first Power-rail connector we've found
if connector and next(connector) then
pole.connect_neighbour(connector[1])
common.writeDebug("Connected " .. pole.name .. " (" .. pole.unit_number ..
") to " .. connector[1].name .. " (" .. connector[1].unit_number .. ")")
common.writeDebug("Connected %s (%g) to %s (%g)",
{ pole.name, pole.unit_number, connector[1].name, connector[1].unit_number })
end
common.writeDebug("Stored %s (%g) in global table", { base.name, base.unit_number })
end
end
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Get the value of a startup setting -- Get the value of a startup setting
common.get_startup_setting = function(setting_name) common.get_startup_setting = function(setting_name)

View file

@ -534,16 +534,6 @@ local function On_Pre_Remove(event)
BioInd.show("Removed arboretum radar! Table", storage.bi_arboretum_radar_table) BioInd.show("Removed arboretum radar! Table", storage.bi_arboretum_radar_table)
end end
-- Power rails: Connections must be explicitely removed, otherwise the poles
-- from the remaining rails will automatically connect and bridge the gap in
-- the power supply!
if entity.name:match("bi%-%a+%-rail%-power") and base_entry.pole and base_entry.pole.valid then
BioInd.writeDebug("Before")
BioInd.writeDebug("Disconnecting %s!", { BioInd.print_name_id(base_entry.pole) })
base_entry.pole.disconnect_neighbour()
BioInd.writeDebug("After")
end
-- Default: Remove all hidden entities! -- Default: Remove all hidden entities!
for hidden, h_name in pairs(compound_entity.hidden or {}) do for hidden, h_name in pairs(compound_entity.hidden or {}) do
BioInd.show("hidden", hidden) BioInd.show("hidden", hidden)
@ -554,14 +544,6 @@ local function On_Pre_Remove(event)
end end
storage[compound_entity.tab][entity.unit_number] = nil storage[compound_entity.tab][entity.unit_number] = nil
-- Rail-to-power: Connections must be explicitely removed, otherwise the poles
-- from the different rail tracks hooked up to this connector will automatically
-- keep the separate power networks connected!
elseif entity.name == "bi-power-to-rail-pole" then
BioInd.writeDebug("Rail-to-power connector has been removed")
entity.disconnect_neighbour()
BioInd.writeDebug("Removed copper wires from %s (%g)", { entity.name, entity.unit_number })
-- Removed seedling -- Removed seedling
elseif entity.name == "seedling" then elseif entity.name == "seedling" then
BioInd.writeDebug("Seedling has been removed") BioInd.writeDebug("Seedling has been removed")
@ -632,7 +614,6 @@ local function On_Death(event)
storage.bi.trees[entity.name] or storage.bi.trees[entity.name] or
-- Entity checks -- Entity checks
entity.name == storage.compound_entities["bi-arboretum"].hidden.radar.name or entity.name == storage.compound_entities["bi-arboretum"].hidden.radar.name or
entity.name == "bi-power-to-rail-pole" or
entity.name == "seedling" then entity.name == "seedling" then
BioInd.writeDebug("Divert to On_Pre_Remove!") BioInd.writeDebug("Divert to On_Pre_Remove!")
On_Pre_Remove(event) On_Pre_Remove(event)

View file

@ -340,9 +340,9 @@ if settings.startup["angels-use-angels-barreling"] and settings.startup["angels-
data.raw.technology["bi-tech-fertilizer"].prerequisites = { data.raw.technology["bi-tech-fertilizer"].prerequisites = {
"bi-tech-bio-farming", "bi-tech-bio-farming",
-- AND ( -- AND (
"water-treatment", -- sulfur "angels-water-treatment", -- sulfur
-- OR -- OR
"angels-fluid-barreling", -- barreling (needed 'water-treatment' as prerequisites) "angels-fluid-barreling", -- barreling (needed 'angels-water-treatment' as prerequisites)
-- ) -- )
} }
end end
@ -350,12 +350,12 @@ end
----- Angels Merge ---- ----- Angels Merge ----
if mods["angelspetrochem"] then if mods["angelspetrochem"] then
data.raw.item["pellet-coke"].icon = "__angelspetrochem__/graphics/icons/pellet-coke.png" data.raw.item["angels-pellet-coke"].icon = "__angelspetrochemgraphics__/graphics/icons/pellet-coke.png"
data.raw.item["pellet-coke"].icon_size = 32 data.raw.item["angels-pellet-coke"].icon_size = 32
data.raw.item["pellet-coke"].fuel_acceleration_multiplier = 1.1 data.raw.item["angels-pellet-coke"].fuel_acceleration_multiplier = 1.1
data.raw.item["pellet-coke"].fuel_top_speed_multiplier = 1.2 data.raw.item["angels-pellet-coke"].fuel_top_speed_multiplier = 1.2
data.raw.recipe["pellet-coke"].category = "biofarm-mod-smelting" data.raw.recipe["angels-pellet-coke"].category = "biofarm-mod-smelting"
thxbob.lib.tech.remove_recipe_unlock("angels-coal-processing-2", "pellet-coke") thxbob.lib.tech.remove_recipe_unlock("angels-coal-processing-2", "pellet-coke")
thxbob.lib.tech.add_recipe_unlock("angels-coal-cracking", "pellet-coke") thxbob.lib.tech.add_recipe_unlock("angels-coal-cracking", "pellet-coke")
end end
@ -372,8 +372,8 @@ if data.raw.item["ash"] and mods["pycoalprocessing"] then
thxbob.lib.recipe.replace_ingredient("bi-seedling-2", "bi-ash", "ash") thxbob.lib.recipe.replace_ingredient("bi-seedling-2", "bi-ash", "ash")
thxbob.lib.recipe.replace_ingredient("bi-logs-2", "bi-ash", "ash") thxbob.lib.recipe.replace_ingredient("bi-logs-2", "bi-ash", "ash")
data.raw.recipe["bi-ash-1"].result = "ash" data.raw.recipe["bi-ash-1"].results[1].name = "ash"
data.raw.recipe["bi-ash-2"].result = "ash" data.raw.recipe["bi-ash-2"].results[1].name = "ash"
thxbob.lib.recipe.replace_ingredient("bi-stone-brick", "bi-ash", "ash") thxbob.lib.recipe.replace_ingredient("bi-stone-brick", "bi-ash", "ash")
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "bi-ash", "ash") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "bi-ash", "ash")
@ -429,7 +429,7 @@ end
-- We only want to create nitrogen if it doesn't exist yet. We then also need to create -- We only want to create nitrogen if it doesn't exist yet. We then also need to create
-- liquid air. -- liquid air.
if not data.raw.fluid["nitrogen"] then if not data.raw.fluid["nitrogen"] and not data.raw.fluid["kr-nitrogen"] then
data:extend({ data:extend({
{ {
type = "fluid", type = "fluid",
@ -488,20 +488,23 @@ if not data.raw.fluid["nitrogen"] then
-- Recipes for "bi-liquid-air" and "bi-nitrogen" aren't needed! -- Recipes for "bi-liquid-air" and "bi-nitrogen" aren't needed!
else else
local oxygen = data.raw.fluid["kr-oxygen"] and "kr-oxygen" or "oxygen"
local nitrogen = data.raw.fluid["kr-nitrogen"] and "kr-nitrogen" or "nitrogen"
-- Remove recipe unlocks -- Remove recipe unlocks
thxbob.lib.tech.remove_recipe_unlock("bi-tech-fertilizer", "bi-liquid-air") thxbob.lib.tech.remove_recipe_unlock("bi-tech-fertilizer", "bi-liquid-air")
thxbob.lib.tech.remove_recipe_unlock("bi-tech-fertilizer", "bi-nitrogen") thxbob.lib.tech.remove_recipe_unlock("bi-tech-fertilizer", "bi-nitrogen")
BioInd.writeDebug("Removed recipe unlocks for \"bi-liquid-air\" and \"bi-nitrogen\"") BioInd.writeDebug("Removed recipe unlocks for \"bi-liquid-air\" and \"bi-nitrogen\"")
-- Replace liquid air with oxygen (from Krastorio/K2) in recipes for Algae Biomass 2 and 3 -- Replace liquid air with oxygen (from Krastorio/K2) in recipes for Algae Biomass 2 and 3
if data.raw.fluid.oxygen then if data.raw.fluid[oxygen] then
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "kr-oxygen") thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", oxygen)
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "kr-oxygen") thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", oxygen)
BioInd.writeDebug("Replaced \"liquid-air\" with \"oxygen\" in recipes \"bi-biomass-2\" and \"bi-biomass-3\"") BioInd.writeDebug("Replaced \"liquid-air\" with \"oxygen\" in recipes \"bi-biomass-2\" and \"bi-biomass-3\"")
-- Perhaps there is no oxygen? But there's nitrogen for sure, so we fall back to that! -- Perhaps there is no oxygen? But there's nitrogen for sure, so we fall back to that!
elseif data.raw.fluid.nitrogen then elseif data.raw.fluid[nitrogen] then
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "nitrogen") thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", nitrogen)
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "nitrogen") thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", nitrogen)
BioInd.writeDebug("Replaced \"liquid-air\" with \"nitrogen\" in recipes \"bi-biomass-2\" and \"bi-biomass-3\"") BioInd.writeDebug("Replaced \"liquid-air\" with \"nitrogen\" in recipes \"bi-biomass-2\" and \"bi-biomass-3\"")
end end
@ -512,20 +515,18 @@ else
end end
-- Replace nitrogen (BI) with bob-nitrogen (Bob's) in recipe "bi-nitrogen" -- Replace nitrogen (BI) with bob-nitrogen (Bob's) in recipe "bi-nitrogen"
if data.raw.fluid["bob-nitrogen"] then if data.raw.fluid["bob-nitrogen"] then
local nitrogen = data.raw.fluid["kr-nitrogen"] and "kr-nitrogen" or "nitrogen"
thxbob.lib.recipe.remove_result("bi-nitrogen", "nitrogen") thxbob.lib.recipe.remove_result("bi-nitrogen", nitrogen)
thxbob.lib.recipe.add_result("bi-nitrogen", { thxbob.lib.recipe.add_result("bi-nitrogen", {
type = "fluid", type = "fluid",
name = "bob-nitrogen", name = "bob-nitrogen",
amount = 40 amount = 40
}) })
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "nitrogen", "bob-nitrogen") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", nitrogen, "bob-nitrogen")
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "bob-nitrogen") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", nitrogen, "bob-nitrogen")
BioInd.writeDebug("Update nitrogen compatibility for Bob's") BioInd.writeDebug("Update nitrogen compatibility for Bob's")
@ -642,7 +643,7 @@ if data.raw.item["bob-resin"] then
end end
--- Updaet seeds to work with Space Age if present. --- Update seeds to work with Space Age if present.
if data.raw.item["tree-seed"] then if data.raw.item["tree-seed"] then
@ -752,54 +753,7 @@ if BI.Settings.BI_Game_Tweaks_Recipe then
if data.raw.item["stone-crushed"] then if data.raw.item["stone-crushed"] then
thxbob.lib.recipe.remove_ingredient("rail", "stone") thxbob.lib.recipe.remove_ingredient("rail", "stone")
thxbob.lib.recipe.add_new_ingredient("rail", { type = "item", name = "stone-crushed", amount = 6 }) thxbob.lib.recipe.add_new_ingredient("rail", { type = "item", name = "stone-crushed", amount = 6 })
thxbob.lib.recipe.remove_ingredient("bi-rail-wood", "stone")
thxbob.lib.recipe.add_new_ingredient("bi-rail-wood", { type = "item", name = "stone-crushed", amount = 6 })
end end
-- vanilla rail update
--- Recipe
thxbob.lib.recipe.remove_ingredient("rail", "iron-stick")
thxbob.lib.recipe.add_new_ingredient("rail", { type = "item", name = "concrete", amount = 2 })
data.raw["legacy-straight-rail"]["legacy-straight-rail"].icon = ICONPATH_E .. "rail-concrete.png"
data.raw["straight-rail"]["straight-rail"].icon = ICONPATH_E .. "rail-concrete.png"
--- Wood Rail added to Tech
thxbob.lib.tech.add_recipe_unlock("railway", "bi-rail-wood")
thxbob.lib.tech.add_recipe_unlock("railway", "bi-rail-wood-to-concrete")
--- Update Vanilla Images - Look more like concrete
require("prototypes.Wood_Products.rail-pictures-vanilla")
data.raw["straight-rail"]["straight-rail"].pictures = new_rail_pictures_vanilla("straight")
data.raw["half-diagonal-rail"]["half-diagonal-rail"].pictures = new_rail_pictures_vanilla("half-diagonal")
data.raw["curved-rail-a"]["curved-rail-a"].pictures = new_rail_pictures_vanilla("curved-a")
data.raw["curved-rail-b"]["curved-rail-b"].pictures = new_rail_pictures_vanilla("curved-b")
--- remnants
data.raw["rail-remnants"]["straight-rail-remnants"].pictures = new_rail_remnants_pictures_vanilla("straight")
data.raw["rail-remnants"]["half-diagonal-rail-remnants"].pictures = new_rail_remnants_pictures_vanilla("half-diagonal")
data.raw["rail-remnants"]["curved-rail-a-remnants"].pictures = new_rail_remnants_pictures_vanilla("curved-a")
data.raw["rail-remnants"]["curved-rail-b-remnants"].pictures = new_rail_remnants_pictures_vanilla("curved-b")
--- Let me try and remove decoratives at the same time
data.raw["rail-planner"]["rail"].remove_decoratives = "true"
data.raw["straight-rail"]["straight-rail"].remove_decoratives = "true"
data.raw["half-diagonal-rail"]["half-diagonal-rail"].remove_decoratives = "true"
data.raw["curved-rail-a"]["curved-rail-a"].remove_decoratives = "true"
data.raw["curved-rail-b"]["curved-rail-b"].remove_decoratives = "true"
data.raw["rail-planner"]["rail"].removes_soft_decoratives = true
data.raw["straight-rail"]["straight-rail"].removes_soft_decoratives = true
data.raw["half-diagonal-rail"]["half-diagonal-rail"].removes_soft_decoratives = true
data.raw["curved-rail-a"]["curved-rail-a"].removes_soft_decoratives = true
data.raw["curved-rail-b"]["curved-rail-b"].removes_soft_decoratives = true
data.raw["rail-planner"]["bi-rail-wood"].remove_decoratives = "true"
data.raw["straight-rail"]["bi-straight-rail-wood"].remove_decoratives = "true"
data.raw["half-diagonal-rail"]["bi-half-diagonal-rail-wood"].remove_decoratives = "true"
data.raw["curved-rail-a"]["bi-curved-rail-a-wood"].remove_decoratives = "true"
data.raw["curved-rail-b"]["bi-curved-rail-b-wood"].remove_decoratives = "true"
data.raw["rail-planner"]["bi-rail-wood"].removes_soft_decoratives = true
data.raw["straight-rail"]["bi-straight-rail-wood"].removes_soft_decoratives = true
data.raw["half-diagonal-rail"]["bi-half-diagonal-rail-wood"].removes_soft_decoratives = true
data.raw["curved-rail-a"]["bi-curved-rail-a-wood"].removes_soft_decoratives = true
data.raw["curved-rail-b"]["bi-curved-rail-b-wood"].removes_soft_decoratives = true
end end
@ -957,9 +911,13 @@ if set then
end end
end end
-- Compatibility with Industrial Revolution -- Add glass to the bio nursery
--require("prototypes.Industrial_Revolution") local glass = data.raw.item["glass"] and "glass" or data.raw.item["kr-glass"] and "kr-glass" or nil
if glass then
table.insert(data.raw.recipe["bi-bio-greenhouse"].ingredients, {
type = "item", name = glass, amount = 10
})
end
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Add icons to our prototypes -- Add icons to our prototypes

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@ -69,7 +69,6 @@ require("prototypes.Wood_Products.recipe")
require("prototypes.Wood_Products.containers-entities") require("prototypes.Wood_Products.containers-entities")
require("prototypes.Wood_Products.containers-item") require("prototypes.Wood_Products.containers-item")
require("prototypes.Wood_Products.containers-recipe") require("prototypes.Wood_Products.containers-recipe")
require("prototypes.Wood_Products.rail")
if not mods["Natural_Evolution_Buildings"] then if not mods["Natural_Evolution_Buildings"] then

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@ -1,22 +1,22 @@
{ {
"name": "Bio_Industries_2", "name": "Bio_Industries_2",
"version": "2.0.21", "version": "2.0.34",
"factorio_version": "2.0", "factorio_version": "2.0",
"title": "Bio Industries", "title": "Bio Industries",
"author": "TheSAguy - Had a few Ideas, Pi-C (Programming Genius), Snouz (Graphics Wizard), Cackling Fiend - Conversion to F2.0", "author": "TheSAguy - Had a few Ideas, Pi-C (Programming Genius), Snouz (Graphics Wizard), Cackling Fiend - Conversion to F2.0",
"contact": "vvwmisc@hotmail.com", "contact": "vvwmisc@hotmail.com",
"homepage": "https://forums.factorio.com/viewtopic.php?f=93&t=17548", "homepage": "https://forums.factorio.com/viewtopic.php?f=93&t=17548",
"description": "Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.", "description": "Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.",
"dependencies": [ "dependencies": [
"base >= 2.0.55", "base >= 2.0.55",
"? space-age", "? space-age",
"kry_stdlib >= 2.0.6", "kry_stdlib >= 2.0.6",
"? alien-biomes", "? alien-biomes",
"? Krastorio2", "? Krastorio2",
"? Krastorio2-spaced-out", "? Krastorio2-spaced-out",
"(?) angelspetrochem", "(?) angelspetrochem",
"(?) Transport_Drones", "(?) Transport_Drones",
"(?) Natural_Evolution_Buildings", "(?) Natural_Evolution_Buildings",
"(?) Natural_Evolution_Enemies" "(?) Natural_Evolution_Enemies"
] ]
} }

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@ -2,7 +2,7 @@
## Produktion ## Produktion
bi-arboretum=Ein __ENTITY__bi-arboretum__ kann die Bodenfertilität im Umkreis verbessern und Bäume anpflanzen. bi-arboretum=Ein __ENTITY__bi-arboretum__ kann die Bodenfertilität im Umkreis verbessern und Bäume anpflanzen.
bi-bio-farm=In der __ENTITY__bi-bio-farm__ wachsen __ENTITY__seedling__e zu Bäumen heran und werden gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet. Tagsüber deckt ein integriertes Solarpanel einen Teil des Strombedarfs. bi-bio-farm=In der __ENTITY__bi-bio-farm__ wachsen __ENTITY__seedling__e zu Bäumen heran und werden gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet. Tagsüber deckt ein integriertes Solarpanel einen Teil des Strombedarfs.
bi-bio-garden=Der __ENTITY__bi-bio-garden__ reinigt die Luft und absorbiert Schadstoffe.\n(Ein __ENTITY__bi-bio-garden__ kann pro Sekunde 45 Schadstoffeinheiten absorbieren — etwa so viel wie 1500 Bäume!) bi-bio-garden=Der __ENTITY__bi-bio-garden__ reinigt die Luft und absorbiert Schadstoffe.\n(Ein __ENTITY__bi-bio-garden__ kann pro Sekunde 1.5 Schadstoffeinheiten absorbieren — etwa so viel wie 1500 Bäume!)
bi-bio-greenhouse=Im __ENTITY__bi-bio-greenhouse__ werden __ENTITY__seedling__e gezüchtet. bi-bio-greenhouse=Im __ENTITY__bi-bio-greenhouse__ werden __ENTITY__seedling__e gezüchtet.
seedling=Ein junger Baum, der in der __ENTITY__bi-bio-farm__ zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird, sobald er ausgewachsen ist. Du kannst ihn auch direkt in die Erde pflanzen und dabei zusehen, wie er in der freien Natur zu einem großen Baum heranwächst. \nHinweis: Die __ENTITY__seedling__e wachsen besser, wenn du vorher den Boden düngst! seedling=Ein junger Baum, der in der __ENTITY__bi-bio-farm__ zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird, sobald er ausgewachsen ist. Du kannst ihn auch direkt in die Erde pflanzen und dabei zusehen, wie er in der freien Natur zu einem großen Baum heranwächst. \nHinweis: Die __ENTITY__seedling__e wachsen besser, wenn du vorher den Boden düngst!

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@ -2,9 +2,9 @@
## Production ## Production
bi-arboretum=__ENTITY__bi-arboretum__s change the surrounding terrain with fertilizer or plant trees. bi-arboretum=__ENTITY__bi-arboretum__s change the surrounding terrain with fertilizer or plant trees.
bi-bio-farm=__ENTITY__bi-bio-farm__s are where __ENTITY__seedling__s grow into trees that are processed to __ITEM__wood__ and __ITEM__bi-woodpulp__. An integrated solar panel provides some of the energy during the day. bi-bio-farm=__ENTITY__bi-bio-farm__s are where __ENTITY__seedling__s grow into trees that are processed to __ITEM__wood__ and __ITEM__bi-woodpulp__. An integrated solar panel provides some of the energy during the day.
bi-bio-garden=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 45 pollution units per second — as much as 1500 trees!) bi-bio-garden=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 1.5 pollution units per second — as much as 1500 trees!)
bi-bio-garden-large=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 300 pollution units per second — as much as 12,000 trees!) bi-bio-garden-large=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 12 pollution units per second — as much as 12,000 trees!)
bi-bio-garden-huge=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 2880 pollution units per second — as much as 96,000 trees!) bi-bio-garden-huge=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 96 pollution units per second — as much as 96,000 trees!)
bi-bio-greenhouse=Just the right place to grow __ITEM__bi-seed__s and __ENTITY__seedling__s! bi-bio-greenhouse=Just the right place to grow __ITEM__bi-seed__s and __ENTITY__seedling__s!
seedling=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing! seedling=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing!

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@ -0,0 +1,52 @@
[entity-description]
## Production
bi-arboretum=__ENTITY__bi-arboretum__ zmieniają otaczający teren za pomocą nawozów lub sadzenia drzew.
bi-bio-farm=__ENTITY__bi-bio-farm__ to miejsce, w którym __ENTITY__seedling__ rosną na drzewa, które są przetwarzane na __ITEM__wood__ i __ITEM__bi-woodpulp__. Zintegrowany panel słoneczny dostarcza część energii w ciągu dnia.
bi-bio-garden=__ENTITY__bi-bio-garden__ oczyszcza powietrze z zanieczyszczeń. (Jeden ogród biologiczny może pochłonąć 1,5 jednostki zanieczyszczenia na sekundę — tyle samo, co 1500 drzew!)
bi-bio-garden-large=__ENTITY__bi-bio-garden__ oczyszcza powietrze z zanieczyszczeń. (Jeden ogród biologiczny może pochłonąć 12 jednostek zanieczyszczeń na sekundę — tyle samo, co 12 000 drzew!)
bi-bio-garden-huge=__ENTITY__bi-bio-garden__ oczyszcza powietrze z zanieczyszczeń. (Jeden ogród biologiczny może pochłonąć 96 jednostek zanieczyszczeń na sekundę — tyle samo, co 96 000 drzew!)
bi-bio-greenhouse=Idealne miejsce do uprawy __ITEM__bi-seed__s i __ENTITY__seedling__!
seedling=Młode drzewko, idealne do sadzenia. Można je również zasadzić w ziemi, a wyrośnie na drzewo. Pamiętaj, aby najpierw nawozić ziemię, aby zwiększyć szanse na jego wzrost!
bi-bio-reactor=__ENTITY__bi-bio-reactor__ służy do produkcji i przetwarzania biomasy.
bi-cokery=__ITEM__wood__ i __ITEM__bi-woodpulp__ są przetwarzane na __ITEM__wood-charcoal__ i inne paliwa w __ENTITY__bi-cokery__.
bi-stone-crusher=Maszyny te kruszą __ITEM__stone__ i __ITEM__concrete__ we wszystkich postaciach.
## Power
bi-bio-accumulator=__ENTITY__bi-bio-accumulator__ który może magazynować bardzo duże ilości energii. Czasami rozmiar naprawdę ma znaczenie…
bi-bio-boiler=__ENTITY__bi-bio-boiler__ jest tak samo wydajny jak zwykły __ENTITY__boiler__, ale wytwarza o 75% mniej zanieczyszczeń!
bi-bio-solar-farm=__ENTITY__bi-bio-solar-farm__ to ogromny __ENTITY__solar-panel__ który generuje dużo energii na minimalnej przestrzeni.
bi-large-substation=__ENTITY__bi-large-substation__ może zasilać urządzenia na dużym obszarze.
bi-solar-boiler=__ENTITY__bi-solar-boiler__ wykorzystuje energię słoneczną do wytwarzania energii elektrycznej i pary.
bi-solar-mat=Ta specjalna nawierzchnia zawiera panele słoneczne. Każda płytka generuje 10 kW energii elektrycznej, jednocześnie zwiększając prędkość. (Dzięki, Elon Musk!)
## Weaponry
bi-bio-cannon=Może strzelać WYŁĄCZNIE do gniazd i czerwii! (Zasięg: 120)\nTen prototyp nie umożliwia ręcznego celowania.
bi-dart-turret=Te wieżyczki są natychmiast dostępne i chronią cię przed atakami wroga przy minimalnych kosztach. Oczywiście strzałki zadają mniej obrażeń niż pociski, ale __ENTITY__bi-dart-turret__ mają większy zasięg i mogą strzelać z większą prędkością niż normalne __ENTITY__gun-turret__.
## Rail stuff
bi-power-to-rail-pole=Podłącz __ENTITY__bi-rail-power__ do sieci energetycznej!\nUWAGA: Umieszczając __ENTITY__bi-power-to-rail-pole__ w zasięgu dwóch równoległych lub krzyżujących się __ENTITY__bi-rail-power__, połączysz te sieci energetyczne!
bi-rail-power=Tory, które przewodzą również prąd. Podłącz je do sieci energetycznej za pomocą __ENTITY__bi-power-to-rail-pole__!
bi-rail-wood-bridge=Drewniany most kolejowy.\nUwaga: Nie można po nim chodzić!
bi-rail-wood=Tory drewniane
rail-remnants-wood-bridge=Resztki drewnianego mostu
rail-remnants-wood=Resztki torów drewnianych
## Miscallenous wooden products
bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ wykonane z __ITEM__wood__ i miedzi
bi-wood-pipe=__ENTITY__pipe__ wykonane z __ITEM__wood__ i miedzi
bi-wooden-chest-giga=OGROMNA drewniana skrzynia
bi-wooden-chest-huge=Bardzo duża drewniana skrzynia
bi-wooden-chest-large=Średnia drewniana skrzynia
bi-wooden-fence=__ENTITY__bi-wooden-fence__ jest tani w produkcji. Nie pomoże ci zbytnio w walce z silnymi przeciwnikami, ale powstrzyma wczesnych wrogów, dzięki czemu będziesz mógł skoncentrować się na uruchomieniu fabryki.
bi-wooden-pole-big=__ENTITY__bi-wooden-pole-big__ zostanie automatycznie wyleczony, jeśli użyjesz „Naturalna Ewolucja Obcych”.
bi-wooden-pole-bigger=__ENTITY__bi-wooden-pole-bigger__ zostaną automatycznie wyleczone, jeśli użyjesz "Naturalna Ewolucja Obcych".
bi-wooden-pole-huge=__ENTITY__bi-wooden-pole-huge__ rozciąga się na ogromne odległości (64 pola) za pomocą __ITEM__copper-cable__, __ITEM__green-wire__, lub __ITEM__red-wire__.
## Compatibility with other mods
bi-stone-crusher-sand=Maszyny te produkują __ITEM__stone-crushed__ z __ITEM__stone__ i __ITEM__concrete__ we wszystkich formach. Mogą również przetwarzać __ITEM__stone-crushed__ na __ITEM__sand__.

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@ -0,0 +1,57 @@
[entity-name]
## Production
bi-arboretum=Terraformer
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
bi-bio-farm=Bio farma
bi-bio-garden=Bio ogród
bi-bio-garden-large=Duży Bio ogród
bi-bio-garden-huge=Ogromny Bio ogród
bi-bio-greenhouse=Bio szkółka roślin
seedling=Sadzonka
bi-bio-reactor=Bioreaktor
bi-cokery=Koksownia
bi-stone-crusher=Kruszarka do kamienia
## Power
bi-bio-accumulator=Ogromny akumulator
bi-bio-boiler=Bio-kocioł
bi-bio-solar-farm=Farma słoneczna
bi-large-substation=Ogromna podstacja
bi-solar-boiler=Elektrownia słoneczna z kotłem
bi-solar-mat=Podłoga Muska
## Weaponry
bi-bio-cannon=Prototyp artylerii
bi-dart-turret=Wieżyczka strzałkowa
## Rail stuff
bi-power-to-rail-pole=Złącze zasilające toru
bi-rail-power=Tory zasilane
bi-rail-wood-bridge=Drewniany most kolejowy
bi-rail-wood=Tory drewniane
bi-straight-rail-wood=Tory drewniane
bi-curved-rail-a-wood=Tory drewniane
bi-curved-rail-b-wood=Tory drewniane
bi-half-diagonal-rail-wood=Tory drewniane
rail-remnants-wood-bridge=Resztki drewnianego mostu kolejowego
rail-remnants-wood=Resztki torów drewnianych
## Miscallenous wooden products
bi-wood-pipe-to-ground=Drewniana rura podziemna
bi-wood-pipe=Drewniana rura
bi-wooden-chest-giga=Ogromna drewniana skrzynia
bi-wooden-chest-huge=Duża drewniana skrzynia
bi-wooden-chest-large=Średnia drewniana skrzynia
bi-wooden-fence=Drewniane ogrodzenie
bi-wooden-pole-big=Duży drewniany słup
bi-wooden-pole-bigger=Większy drewniany słup
bi-wooden-pole-huge=Ogromny drewniany słup
#~ Just another name for the vanilla wood-chest
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
bi-wooden-chest=Mała drewniana skrzynia

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@ -0,0 +1,59 @@
[BI-item-description]
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
# so we hard-code its content here.
#~ fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
fertilizer=Zwykły nawóz przyspiesza wzrost roślin i służy również do produkcji biomasy z alg.
[item-description]
## Production
bi-adv-fertilizer=__ITEM__bi-adv-fertilizer__ — specjalny składnik, który znacznie poprawia wydajność produkcji. Dostępny tylko dla użytkowników Bio Industries! :-)
fertilizer=__ITEM__fertilizer__ przyspiesza wzrost roślin i służy również do produkcji biomasy z alg.
bi-purified-air=Czyste powietrze, bez zanieczyszczeń!
bi-arboretum-r1=Sadzenie drzew wokół budynku.
bi-arboretum-r2=__ITEM__fertilizer__ służy do poprawy jakości gleby wokół budynku.
bi-arboretum-r3=__ITEM__bi-adv-fertilizer__ służy do poprawy jakości gleby wokół budynku.
bi-arboretum-r4=Sadzi drzewa i wykorzystuje __ITEM__fertilizer__ do poprawy gleby wokół budynku.
bi-arboretum-r5=Sadzi drzewa i wykorzystuje __ITEM__bi-adv-fertilizer__ do poprawy gleby wokół budynku.
bi-seed-bomb-advanced=Ta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 30 pól wokół miejsca uderzenia.. __ITEM__bi-adv-fertilizer__ gwarantuje wysoką szansę, że __ITEM__bi-seed__ szybko wyrośnie na drzewa!
bi-seed-bomb-basic=Ta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 24 pól wokół miejsca uderzenia.
bi-seed-bomb-standard=Ta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 27 pól wokół miejsca uderzenia. __ITEM__fertilizer__ zwiększa szansę, że __ITEM__bi-seed__ wyrośnie na drzewa.
bi-seed=Wyrośnie na __ENTITY__seedling__.
## Weaponry
bi-bio-cannon-basic-ammo=Wspomagane rakietą, niskie obrażenia fizyczne (wystrzeliwane przez prototypową artylerię)
bi-bio-cannon-biological-ammo=Wspomagane rakietą, wysokie obrażenia biologiczne (wystrzeliwane przez prototypową artylerię)
bi-bio-cannon-poison-ammo=Wspomagane rakietą, średnie obrażenia od trucizny (wystrzeliwane przez prototypową artylerię)
bi-bio-cannon-proto-ammo=Napędzane TNT, niskie obrażenia fizyczne (wystrzeliwana z prototypowej artylerii)
bi-dart-magazine-basic=__ITEM__bi-dart-magazine-basic__ zadaje niewielkie obrażenia.
bi-dart-magazine-enhanced=__ITEM__bi-dart-magazine-enhanced__ zadaje dodatkowe obrażenia kwasowe!
bi-dart-magazine-poison=__ITEM__bi-dart-magazine-enhanced__ — z dodatkiem trucizny!
bi-dart-magazine-standard=__ITEM__bi-dart-magazine-standard__ może przebijać cele.
bi-dart-rifle=Ta tania broń wykorzystuje łatwą do wyprodukowania amunicję i nadaje się do odpierania słabszych wrogów.
## Resources
bi-ash=__ITEM__bi-ash__to cenny surowiec!
bi-cellulose=__ITEM__battery__, __ITEM__plastic-bar__, Kwas siarkowy — wszystko to można wytworzyć z __ITEM__bi-cellulose__!
bi-woodpulp=__ITEM__bi-woodpulp__ ma wiele zastosowań. Podczas spalania zanieczyszcza środowisko mniej niż surowe __ITEM__wood__, ale dostarcza tylko połowę energii.
coal=Będziesz go potrzebować!
pellet-coke=Więcej energii niż __ITEM__solid-fuel__ przy tylko około 60% emisji, a do tego niewielki wzrost prędkości maksymalnej dlaczego nie zasilasz swoich pociągów już teraz __ITEM__pellet-coke__?!
resin=__ITEM__resin__ to lepka substancja, którą można przetworzyć w gaz naftowy!
solid-fuel=__ITEM__solid-fuel__ dostarcza mniej energii niż __ITEM__wood-bricks__, ale spala się z mniejszym zanieczyszczeniem. Dodatkowo sprawia, że pojazdy jeżdżą i przyspieszają szybciej.
stone-crushed=__ITEM__stone-crushed__ jest używany głównie do budowy torów i dróg.
wood-bricks=Skompresowana __ITEM__bi-woodpulp__ dostarcza dużo energii, a jednocześnie mniej zanieczyszcza środowisko. Jest to wczesny substytut __ITEM__solid-fuel__.
wood-charcoal=Dostarcza więcej energii niż __ITEM__coal__ a jednocześnie emituje znacznie mniej zanieczyszczeń. Niestety nie jest tak wszechstronny w użyciu, więc nadal będziesz potrzebować __ITEM__coal__!
wood=Oprzyj swoją produkcję energii na tym odnawialnym surowcu!\nUwaga: można go wykorzystać nie tylko do spalania!
## Compatibility with other mods
#~ sand=__ITEM__sand__
sand= Piasek
## Rail stuff
bi-rail-wood=Tory drewniane

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[BI-item-name]
fertilizer=Zwykły nawóz
[item-name]
## Production
bi-adv-fertilizer=BI-Super-Nawóz(™)
#~ fertilizer=Fertilizer "Run of ye olde mill"(™)
fertilizer=Zwykły nawóz
bi-purified-air=Oczyszczone powietrze
bi-arboretum-r1=Sadzenie drzew
bi-arboretum-r2=Zmiana terenu (podstawowa)
bi-arboretum-r3=Zmiana terenu (zaawansowana)
bi-arboretum-r4=Zmiana terenu i sadzenie drzew (podstawowe)
bi-arboretum-r5=Zmiana terenu i sadzenie drzew (zaawansowane)
bi-seed-bomb-advanced=Zaawansowana bomba nasienna
bi-seed-bomb-basic=Podstawowa bomba nasienna
bi-seed-bomb-standard=Standardowa bomba nasienna
bi-seed=Nasiona drzew
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
bi-biomass=Biomasa algowa
bi-liquid-air=Ciekłe powietrze
nitrogen=Azot
## Weaponry
bi-bio-cannon-basic-ammo=Prototypowa artyleria - amunicja rakietowa
bi-bio-cannon-biological-ammo=Prototypowa artyleria - amunicja biologiczna
bi-bio-cannon-poison-ammo=Prototypowa artyleria - amunicja trująca
bi-bio-cannon-proto-ammo=Prototypowa artyleria - podstawowa amunicja
bi-dart-magazine-basic=Podstawowa amunicja strzałkowa
bi-dart-magazine-enhanced=Ulepszona amunicja strzałkowa
bi-dart-magazine-poison=Trująca amunicja strzałkowa
bi-dart-magazine-standard=Standardowa amunicja strzałkowa
bi-dart-rifle=Karabin strzałkowy
## Resources
bi-ash=Popiół
bi-cellulose=Celuloza
bi-woodpulp=Pulpa drzewna
pellet-coke=Koks peletowy
resin=Żywica
stone-crushed=Kruszony kamień
wood-bricks=Cegły drewniane
wood-charcoal=Węgiel drzewny
## Compatibility with other mods
sand=Piasek
slag=Żużel
## Rail stuff
bi-rail-wood=Tory drewniane

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[fluid-name]
#~ bi-biomass=Biomasa algowa
bi-biomass=__ITEM__bi-biomass__
# We don't seem to use that!
#~ bi-ground-water=Water
liquid-air=Ciekłe powietrze
nitrogen=Azot
water-saline=Woda słona
bi-fertilizer-fluid=Ciekły __ITEM__fertilizer__
bi-adv-fertilizer-fluid=Ciekły __ITEM__bi-adv-fertilizer__
[fluid-description]
bi-fertilizer-fluid=Ciekły __ITEM__fertilizer__ ułatwia ekologiczną renowację.
bi-adv-fertilizer-fluid=Ciekły __ITEM__bi-adv-fertilizer__ -- właśnie tego potrzebujesz, jeśli naprawdę chcesz ekologicznie odnowić swoją fabrykę!
[tile-name]
bi-solar-mat=Mata słoneczna
bi-wood-floor=Podłoga drewniana
[item-group-name]
bio-industries=Bio-przemysł
[ammo-category-name]
Bio_Cannon_Ammo=Amunicja do bio-działa
Bio_Turret_Ammo=Amunicja do bio-wieżyczki
[damage-type-name]
Biological=Biologiczne
bob-pierce=Przebicie
[modifier-description]
Bio_Cannon_Ammo-damage-bonus=__ENTITY__bi-bio-cannon__ obrażenia: +__1__
Bio_Cannon_Ammo-shooting-speed-bonus=__ENTITY__bi-bio-cannon__ prędkość strzału: +__1__
Bio_Turret_Ammo-damage-bonus=__ENTITY__bi-dart-turret__ premia do obrażeń amunicji: +__1__
Bio_Turret_Ammo-shooting-speed-bonus=__ENTITY__bi-dart-turret__ premia do szybkostrzelności amunicji: +__1__
bi-dart-turret-attack-bonus=__ENTITY__bi-dart-turret__ premia do obrażeń: +__1__
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ premia do obrażeń: +__1__
[bi-misc]
growing-tree=Rosnące drzewo
growing-tree-desc=Po pewnym czasie z tej sadzonki __ENTITY__seedling__ wyrośnie duże drzewo.
young-tree=Młode drzewo
young-tree-desc=To drzewo jest jeszcze młode i nie da zbyt wiele drewna. Lepiej poczekaj, aż w pełni wyrośnie, zanim je zetrzesz!

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[mod-name]
Bio_Industries=Bio Industries
[mod-setting-name]
BI_Bio_Cannon=Włącz: Prototypowa artyleria
BI_Bio_Fuel=Włącz: Produkcja biopaliwa
# Added for 0.18.32/1.1.2
BI_Easy_Bio_Gardens=Włącz: Łatwe ogrody biologiczne
# Added for 1.1.8
BI_Bigger_Wooden_Chests=Włącz: Większe drewniane skrzynie
BI_Enable_gvv_support=Kompatybilność: Dodaj obsługę GVV
BI_Game_Tweaks_Bot=Poprawki gry: Boty
BI_Game_Tweaks_Disassemble=Poprawki gry: Przepisy na rozkładanie
BI_Game_Tweaks_Emissions_Multiplier=Poprawki gry: Mnożniki emisji paliwa
BI_Game_Tweaks_Player=Poprawki gry: Gracz
BI_Game_Tweaks_Production_Science=Poprawki gry: Alternatywny przepis dla __ITEM__production-science-pack__
BI_Game_Tweaks_Recipe=Poprawki gry: Przepis
BI_Game_Tweaks_Small_Tree_Collisionbox=Poprawki w grze: Mniejsze pola kolizji dla drzew
BI_Game_Tweaks_Stack_Size=Poprawki w grze: Rozmiar stosu
BI_Game_Tweaks_Tree=Poprawki w grze: Wydajność drzew
#~ BI_Hide_musk_floor_in_mapview=Ukryj nakładkę sieci elektrycznej dla podłogi Muska w widoku mapy
BI_Show_musk_floor_in_mapview=Włącz: Nakładka sieci elektrycznej dla __ENTITY__bi-solar-mat__ w widoku mapy
BI_Solar_Additions=Włącz: Dodatki bio-słoneczne
[mod-setting-description]
BI_Bio_Cannon=Prototypowa artyleria jest bardzo potężna, ale strzela tylko do gniazd.\n(Domyślnie: włączone)
BI_Bio_Fuel=Włącza produkcję produktów ropopochodnych na bazie __ITEM__bi-biomass__\n(Domyślnie: włączone)
# Added for 0.18.32/1.1.2
BI_Easy_Bio_Gardens=Bioogrody zużywają gotowy płynny nawóz, więc wystarczy jedna rurociąg, aby dostarczyć wszystkie składniki. Wymaga to jednak o 50% więcej nawozu niż połączenie nawozu stałego i wody na miejscu.\nBioogrody będą przesyłać energię elektryczną do sąsiednich bioogrodów. Ułóż je w siatce, tak aby między dwoma bioogrodami nie było więcej niż 1 pole, a zostaną one magicznie połączone. :-)\n(Domyślnie: wyłączone)
# Added for 1.1.8
BI_Bigger_Wooden_Chests=__ENTITY__bi-wooden-chest-large__, __ENTITY__bi-wooden-chest-huge__, __ENTITY__bi-wooden-chest-giga__
#~ BI_Enable_gvv_support="Lua API global Variable Viewer" (gvv) pozwala sprawdzić globalną tabelę innych modów. Jeśli chcesz pomóc w debugowaniu „Bio Industries”, włącz tę opcję i wpisz „\gvv” w konsoli czatu, aby otworzyć GUI gvv.\n(Domyślnie: wyłączone)
BI_Enable_gvv_support="Lua API global Variable Viewer" (gvv) pozwala sprawdzić globalną tabelę innych modów. Jeśli chcesz pomóc w debugowaniu „Bio Industries”, włącz tę opcję i wpisz „\gvv” w konsoli czatu, aby otworzyć GUI.\n(Domyślnie: wyłączone)
BI_Game_Tweaks_Bot=Boty nie mogą być wydobywane ani zapalać się.\n(Domyślnie: wyłączone)
BI_Game_Tweaks_Disassemble=Zezwól na niektóre receptury rozkładania. Odzyskasz około 50% zasobów.\n(Domyślnie: włączone)
BI_Game_Tweaks_Emissions_Multiplier=Bob to zapoczątkował. Ogólna idea polega na tym, że nieprzetworzone paliwa powodują większe zanieczyszczenie niż paliwa bardziej rafinowane. Tak więc __ITEM__coal__ powodowałby 200% zanieczyszczenia, podczas gdy __ITEM__solid-fuel__ powodowałoby tylko 85%. Więcej informacji można znaleźć w pliku „Fuel Values.xlsx” w folderze modyfikacji!\n(Domyślnie: włączone)
BI_Game_Tweaks_Player=Odległość budowania, upuszczania i sięgania: 6 => 20\nOdległość sięgania po przedmioty do podniesienia 1 => 4\nOdległość sięgania po zasoby: 2,7 => 4\nOdległość podnoszenia łupów: 2 => 5\n(Domyślnie: wyłączone)
BI_Game_Tweaks_Production_Science=Włącz alternatywny przepis dla __ITEM__production-science-pack__.\n(Domyślnie: włączone)
#~ BI_Game_Tweaks_Recipe=Przepisy, których dotyczy zmiana: BETON Usuń: Ruda żelaza Dodaj: Żelazny pręt, KAMIENNA ŚCIANA Dodaj: Żelazny pręt, TORY Usuń: kamień Dodaj: kruszony kamień i beton, STALOWE TOPOR Usuń: Żelazny pręt Dodaj: Żelazne topory
BI_Game_Tweaks_Recipe=Przepisy, których dotyczy zmiana:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (dodaje __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Domyślnie: włączone)
BI_Game_Tweaks_Small_Tree_Collisionbox=EKSPERYMENTALNE: To ustawienie jest domyślnie włączone. Jeśli nie jest, drzewa będą miały większą standardową strefę kolizji, co sprawi, że lasy będą częściej blokować graczy, pojazdy i kąsaczy. Nie wiadomo, czy będzie to miało jakieś skutki uboczne! (Domyślnie: włączone)
BI_Game_Tweaks_Stack_Size=Wpływa na rozmiary stosów __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__, i __ITEM__slag__.\n(Domyślnie: włączone)
BI_Game_Tweaks_Tree=Poprawki gry drzewa po ścięciu losowo dostarczają od 1 do 6 __ITEM__wood__ . (Vanilla: 4)\n(Domyślnie: włączone)
#~ BI_Hide_musk_floor_in_mapview=W widoku mapy nakładka sieci elektrycznej zostanie ukryta dla podłogi Muska, jeśli to ustawienie jest włączone. Nie należy tego zmieniać podczas gry, ponieważ zastosowanie tego ustawienia do każdej płytki podłogi Muska może zająć trochę czasu!
BI_Show_musk_floor_in_mapview=Pokaż nakładkę sieci elektrycznej dla __ENTITY__bi-solar-mat__ w widoku mapy. Nie należy tego zmieniać podczas gry, ponieważ zastosowanie tego ustawienia do każdej płytki __ENTITY__bi-solar-mat__ może zająć trochę czasu!\n(Domyślnie: włączone)
BI_Solar_Additions=Włącza elementy solarne, takie jak __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ i __ENTITY__bi-large-substation__.\n(Domyślnie: włączone)

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[recipe-description]
## Production
bi-adv-fertilizer-1=Użyj __ITEM__bi-adv-fertilizer__, aby uzyskać super produkcję — jest o wiele lepszy niż __ITEM__fertilizer__! (Wyprodukowany z __ITEM__alien-artifact__)
bi-adv-fertilizer-2=Użyj __ITEM__bi-adv-fertilizer__, aby uzyskać super produkcję — jest o wiele lepszy niż __ITEM__fertilizer__!
bi-fertilizer-1=__ITEM__fertilizer__ sprawia, że Twoje uprawy rosną szybciej, naprawdę!
bi-fertilizer-2=__ITEM__fertilizer__ sprawia, że Twoje uprawy rosną szybciej, naprawdę! (Wyprodukowany z wodorotlenkiem sodu)
bob-fertiliser=__ITEM__fertilizer__ sprawia, że Twoje uprawy rosną szybciej, naprawdę!
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ rozpuszczony w wodzie
bi-fertilizer-fluid=__ITEM__fertilizer__ rozpuszczony w wodzie
bi-arboretum-r1=Uwaga: Przepis nigdy nie zostanie ukończony, drzewa są sadzone podczas skanowania sektora.
bi-arboretum-r2=Uwaga: Przepis nigdy nie zostanie ukończony, gleba jest nawożona podczas skanowania sektora.
bi-arboretum-r3=Uwaga: Przepis nigdy nie zostanie ukończony, gleba jest nawożona podczas skanowania sektora.
bi-arboretum-r4=Uwaga: Przepis nigdy nie zostanie zrealizowany, gleba jest nawożona, a drzewa sadzone podczas skanowania sektora.
bi-arboretum-r5=Uwaga: Przepis nigdy nie zostanie zrealizowany, gleba jest nawożona, a drzewa sadzone podczas skanowania sektora.
bi-basic-gas-processing=Nieefektywne wydobycie gazu przy użyciu __ITEM__coal__ und __ITEM__resin__
bi-battery=Jeśli się nad tym dobrze zastanowić, ta __ITEM__battery__ jest wykonana z __ITEM__wood__!
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ są tanie w produkcji i pozwalają na łatwe rozpoczęcie budowy sieci kolejowej. Jeśli jednak chcesz korzystać z zasilania __ENTITY__bi-rail-power__, potrzebujesz zwykłych torów.
bi-biomass-1=Zwiększ produkcję biomasy z alg dzięki __ITEM__fertilizer__!
bi-biomass-2=Wykorzystaj część wyprodukowanej biomasy z alg, aby wyprodukować jej więcej!\nUwaga: Da to mniejszy plon (i zajmie więcej czasu) niż w przypadku zastosowania receptury startowej, ale zaoszczędzisz na __ITEM__fertilizer__.
bi-biomass-3=Wykorzystaj część wyprodukowanej biomasy z alg, aby wyprodukować jej więcej!\nUwaga: Dodatek __ITEM__bi-ash__ pozwoli uzyskać znacznie większy plon w znacznie krótszym czasie.
bi-biomass-conversion-1=Wykorzystaj biomasę z alg do produkcji lekkiego oleju i __ITEM__bi-cellulose__!
bi-biomass-conversion-2=Wykorzystaj biomasę z alg do produkcji gazu ziemnego!
bi-biomass-conversion-3=Wykorzystaj biomasę z alg do produkcji smaru!
bi-biomass-conversion-4=Wykorzystaj biomasę z alg do produkcji ropy naftowej i wody!
bi-seed-1=Wykorzystaj drewno i wodę do produkcji __ITEM__bi-seed__!
bi-seed-2=Zwiększ produkcję __ITEM__bi-seed__ używając __ITEM__bi-ash__ jako taniego nawozu!
bi-seed-3=Zwiększ produkcję __ITEM__bi-seed__ jeszcze bardziej, używając __ITEM__fertilizer__ zamiast __ITEM__bi-ash__!
bi-seed-4=Zwiększ produkcję __ITEM__bi-seed__ niesamowicie z __ITEM__bi-adv-fertilizer__!
bi-seedling-1=Użyj __ITEM__bi-seed__ i wody, aby wyhodować __ENTITY__seedling__!
bi-seedling-2=Zwiększ produkcję, używając __ITEM__bi-ash__ jako taniego nawozu!
bi-seedling-3=Zwiększ swoją produkcję, używając __ITEM__fertilizer__!
bi-seedling-4=Użyj __ITEM__bi-adv-fertilizer__ aby uzyskać super produkcję!
bi-seed-bomb-advanced=Ta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 30 pól wokół pozycji docelowej. Zastosowanie __ITEM__bi-adv-fertilizer__ gwarantuje dużą szansę, że __ITEM__bi-seed__ wyrośnie w krótkim czasie na duże drzewa.
bi-seed-bomb-basic=Ta prosta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 24 pól wokół docelowej pozycji. Przy odrobinie szczęścia wyrosną z nich drzewa!
bi-seed-bomb-standard=Ta __ITEM__bi-seed-bomb-basic__ rozrzuca __ITEM__bi-seed__ w promieniu 27 pól wokół docelowej pozycji. __ITEM__fertilizer__ zwiększa szansę, że __ITEM__bi-seed__ wyrośnie na drzewa!
bi-logs-1=Uprawiaj __ITEM__wood__ w starym stylu, podlewając __ITEM__bi-seed__!
bi-logs-2=Zwiększ produkcję __ITEM__wood__ używając __ITEM__bi-ash__ jako taniego nawozu!
bi-logs-3=Wyhoduj jeszcze więcej __ITEM__wood__ używając __ITEM__fertilizer__ zamiast __ITEM__bi-ash__!
bi-logs-4=W tym przepisie używa się __ITEM__bi-adv-fertilizer__. Czy muszę dodawać coś więcej?
## Resources
bi-ash-1=Spal __ITEM__wood__, a otrzymasz __ITEM__bi-ash__!
bi-ash-2=Spal dużo __ITEM__bi-woodpulp__, a otrzymasz dużo __ITEM__bi-ash__!
bi-cellulose-1=Wystarczy połączyć __ITEM__bi-woodpulp__ i kwas siarkowy, aby uzyskać __ITEM__bi-cellulose__.
bi-cellulose-2=Podgrzej nieco, aby czterokrotnie zwiększyć produkcję __ITEM__bi-cellulose__!
bi-charcoal-1=Wartość opałowa uzyskana z przetworzenia __ITEM__bi-woodpulp__ na __ITEM__wood-charcoal__ wynosi tylko 20% wartości uzyskanej w tym samym czasie z produkcji __ITEM__wood-bricks__. Jednak, __ITEM__wood-charcoal__ można przekształcić w __ITEM__coal__.
bi-charcoal-2=Spalanie __ITEM__wood__ pozwoli uzyskać o 60% więcej __ITEM__wood-charcoal__ niż spalanie __ITEM__bi-woodpulp__.
bi-coal-1=Wrzuć __ITEM__wood-charcoal__, wyjmij __ITEM__coal__…
bi-coal-2=Wrzuć __ITEM__wood-charcoal__, wyjmij jeszcze więcej __ITEM__coal__… Zaawansowana technologia pozwala na znaczny wzrost produkcji __ITEM__coal__!
bi-coke-coal=Rafinacja __ITEM__coal__ zwiększy wartość opałową. Ponadto, __ITEM__pellet-coke__ powoduje mniejsze zanieczyszczenie środowiska i zapewnia bonusy do prędkości maksymalnej i przyspieszenia, gdy jest używany jako paliwo w pojazdach.
bi-pellet-coke=Zamień __ITEM__solid-fuel__ w __ITEM__pellet-coke__
bi-pellet-coke-2=Zamień węgiel w __ITEM__pellet-coke__
bi-solid-fuel=Zamień __ITEM__wood-bricks__ w __ITEM__solid-fuel__ to świetny sposób na pozbycie się nadmiaru __ITEM__bi-woodpulp__!
bi-wood-fuel-brick=__ITEM__wood-bricks__ są łatwiejsze w obróbce niż nieskompresowana __ITEM__bi-woodpulp__.
bi-crushed-stone-1=Znajdź lub wydobądź __ITEM__stone__, aby stworzyć __ITEM__stone-crushed__.
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
#~ bi-crushed-stone-3=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__hazard-concrete__!
#~ bi-crushed-stone-4=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-concrete__ instead of __ITEM__concrete__, but it takes twice as long!
#~ bi-crushed-stone-5=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-hazard-concrete__ instead of __ITEM__hazard-concrete__, but it takes twice as long!
bi-crushed-stone=Nadmiar __ITEM__concrete__ we wszystkich odmianach można poddać recyklingowi, uzyskując __ITEM__stone-crushed__.
bi-stone-brick=__ITEM__stone-brick__ produkowany szybciej i przy użyciu mniejszej ilości __ITEM__stone__!
bi-purified-air-1=Jeśli zapewnisz wystarczającą ilość wody, dóbr, stary __ITEM__fertilizer__, twój __ENTITY__bi-bio-garden__ będzie przez jakiś czas oczyszczał powietrze.
bi-purified-air-1-fluid=Zaopatrz swój __ENTITY__bi-bio-garden__ w płynny __ITEM__fertilizer__ a oczyści on powietrze na jakiś czas.
bi-purified-air-2=Użyj __ITEM__bi-adv-fertilizer__ a twój __ENTITY__bi-bio-garden__ będzie oczyszczał powietrze znacznie dłużej! W ten sposób zaoszczędzisz dużo wody.
bi-purified-air-2-fluid=Wystarczy podłączyć __ENTITY__bi-bio-garden__ do płynnego __ITEM__bi-adv-fertilizer__ a oczyści on powietrze przez długi czas!
bi-resin-pulp=Oczywiście można wydobyć __ITEM__resin__ z __ITEM__bi-woodpulp__, ale nie jest to zbyt wydajne.
bi-resin-wood=Przetwórz __ITEM__wood__aby uzyskać __ITEM__resin__ w bardziej efektywny sposób!
bi-wood-from-pulp=Wyprodukuj __ITEM__wood__ z __ITEM__bi-woodpulp__ i __ITEM__resin__!
bi-woodpulp=Możesz spalić __ITEM__bi-woodpulp__ (surową lub rafinowaną) lub wykorzystać ją do produkcji __ITEM__resin__, __ITEM__bi-cellulose__ i __ITEM__bi-adv-fertilizer__.
bi-acid=Użyj biomasy z alg i __ITEM__bi-cellulose__ aby wyprodukować kwas siarkowy!
bi-liquid-air=Ciekłe powietrze jest potrzebne do produkcji azotu i biomasy z alg.
bi-nitrogen=Azot jest potrzebny do produkcji __ITEM__fertilizer__.
bi-sulfur=Bio-__ITEM__sulfur__ — tak naturalny, tak siarkowy!
bi-plastic-1=__ITEM__plastic-bar__ wykonany z __ITEM__wood__
bi-plastic-2=__ITEM__plastic-bar__ wykonany z __ITEM__bi-cellulose__
## Disassemble
bi-disassemble-recipes=Niektóre surowce można ponownie wykorzystać.
## Compatibility with other mods
## angelsrefining
bi-mineralized-sulfuric-waste=__ITEM__stone-crushed__, __ITEM__bi-charcoal__ i czysta woda są przetwarzane w celu uzyskania wody mineralnej — i ścieków siarkowych.
bi-slag-slurry=Szlam żużlowy z __ITEM__bi-ash__, __ITEM__stone-crushed__ i wody solankowej
## angelspetrochem
bi-biomass-conversion-2-methane=Wykorzystaj biomasę z alg do produkcji metanu!
bi-biomass-conversion-4-yellow-waste=Wykorzystaj biomasę z alg do produkcji ropy naftowej i ścieków siarkowych!
bi-sulfur-angels=Bio-__ITEM__sulfur__ — tak naturalny, tak siarkowy!
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ENTITY__bi-stone-crusher__ może wytworzyć __ITEM__sand__ z __ITEM__stone-crushed__.
## Industrial Revolution
bi-crushed-stone-1_IR=Wytwarzaj __ITEM__gravel__ z __ITEM__stone__ który znalazłeś lub wydobyłeś.
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
#~ bi-crushed-stone-3=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__hazard-concrete__!
#~ bi-crushed-stone-4=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-concrete__ instead of __ITEM__concrete__, but it takes twice as long!
#~ bi-crushed-stone-5=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-hazard-concrete__ instead of __ITEM__hazard-concrete__, but it takes twice as long!
bi-crushed-stone_IR=Nadmiar __ITEM__concrete__ we wszystkich odmianach można poddać recyklingowi, uzyskując __ITEM__gravel__.
#~ bi-power-to-rail-pole=Connect your power rail to the power grid
#~ bi-production-science-pack=Use more, but cheaper wooden rails to make production science packs!
#~ bi-rail-power=Rail that also conducts electricity (connect to power grid using "power to rail" connector)
#~ bi-rail-wood-bridge=Rail that can bridge water\nNote: You can't walk on this!
#~ bi-rail-wood-to-concrete=Upgrade wooden rails to default rails
#~ bi-rail-wood=Cheap rails made with wood
#~ bi-sand=Sand from crushed stone
#~ bi-seedling=A young tree, perfect for planting. (You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing!)
#~ bi-seed-bomb-advanced=Plant trees in a large area, with advanced fertilizer via a seed bomb!
#~ bi-seed-bomb-basic=Plant trees in a large area via a seed bomb!
#~ bi-seed-bomb-standard=Plant trees in a large area, with fertilizer via a seed bomb!
#~ bi-slag-slurry=Slag slurry from ash, crushed stone and saline water
#~ bi-solar-boiler=A boiler that uses solar energy or electricity (also produces electricity).
#~ bi-solar-boiler-hidden-panel=A boiler that uses solar energy or electricity (also produces electricity).
#~ bi-stone-crusher=Machine to break stone into crushed stone
#~ bi-sulfur=Bio-sulfur
#~ bi-wood-from-pulp=Regain wood by compressing wood pulp and resin
#~ bi-wood-fuel-brick=Compress wood pulp for easier handling!
#~ bi-wooden-pole-huge=A huge wooden pole for spanning vast distances (64 tiles) with copper cable or circuit network wires

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[recipe-name]
## Production
#~ bi-adv-fertilizer-1=Advanced fertilizer
#~ bi-adv-fertilizer-2=Advanced fertilizer
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=Płynny __ITEM__bi-adv-fertilizer__
bi-fertilizer-1=__ITEM__fertilizer__
bi-fertilizer-2=__ITEM__fertilizer__ (z wodorotlenkiem sodu)
bob-fertiliser=__ITEM__fertilizer__
# Added for 0.18.32/1.1.2
bi-fertilizer-fluid=Płynny __ITEM__fertilizer__
bi-arboretum-r1=Sadzenie drzew
bi-arboretum-r2=Zmiana terenu za pomocą __ITEM__fertilizer__
bi-arboretum-r3=Zmiana terenu za pomocą __ITEM__bi-adv-fertilizer__
bi-arboretum-r4=Zmiana terenu za pomocą __ITEM__fertilizer__ i sadzenia drzew
bi-arboretum-r5=Zmiana terenu za pomocą __ITEM__bi-adv-fertilizer__ i sadzenia drzew
bi-ash-1=__ITEM__bi-ash__ z __ITEM__wood__
bi-ash-2=__ITEM__bi-ash__ z __ITEM__bi-woodpulp__
bi-basic-gas-processing=Podstawowe przetwarzanie gazu przy użyciu __ITEM__coal__ i __ITEM__resin__
bi-battery=Bio bateria
bi-rail-wood-to-concrete=Ulepszenie __ENTITY__bi-rail-wood__
#~ bi-biomass-1=Algae biomass production with __ITEM__fertilizer__
#~ bi-biomass-2=Algae biomass production with Algae biomass (basic)
#~ bi-biomass-3=Algae biomass production with Algae biomass (advanced)
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
bi-biomass-1=Produkcja biomasy z alg
bi-biomass-2=Powielanie biomasy z alg
bi-biomass-3=Powielanie biomasy z alg przy użyciu __ITEM__bi-ash__
bi-biomass-conversion-1=Przetwarzanie biopaliwa 1: Celuloza, olej lekki
bi-biomass-conversion-2=Przetwarzanie biopaliwa 2: Gaz naftowy
bi-biomass-conversion-3=Przetwarzanie biopaliwa 3: Smar
bi-biomass-conversion-4=Przetwarzanie biopaliwa 4: Ropa naftowa, woda
bi-seed-1=Podstawowa produkcja __ITEM__bi-seed__
bi-seed-2=Ulepszona produkcja __ITEM__bi-seed__ z __ITEM__bi-ash__
bi-seed-3=Zaawansowana produkcja __ITEM__bi-seed__ z __ITEM__fertilizer__
bi-seed-4=Super produkcja __ITEM__bi-seed__ z __ITEM__bi-adv-fertilizer__
bi-seed-bomb-advanced=__ITEM__bi-seed-bomb-basic__ z __ITEM__bi-adv-fertilizer__
bi-seed-bomb-basic=__ITEM__bi-seed-bomb-basic__
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ z __ITEM__fertilizer__
bi-seedling-1=Podstawowa produkcja __ENTITY__seedling__
bi-seedling-2=Ulepszona produkcja __ENTITY__seedling__ z __ITEM__bi-ash__
bi-seedling-3=Zaawansowana produkcja __ENTITY__seedling__ z __ITEM__fertilizer__
bi-seedling-4=Super produkcja __ENTITY__seedling__ z __ITEM__bi-adv-fertilizer__
bi-logs-1=Podstawowa produkcja __ITEM__wood__
bi-logs-2=Ulepszona produkcja __ITEM__wood__ z __ITEM__bi-ash__
bi-logs-3=Zaawansowana produkcja __ITEM__wood__ z __ITEM__fertilizer__
bi-logs-4=Super produkcja __ITEM__wood__ z __ITEM__bi-adv-fertilizer__
## Resources
bi-cellulose-1=Podstawowa produkcja __ITEM__bi-cellulose__
bi-cellulose-2=Zaawansowana produkcja __ITEM__bi-cellulose__
bi-charcoal-1=__ITEM__wood-charcoal__ z __ITEM__bi-woodpulp__
bi-charcoal-2=__ITEM__wood-charcoal__ z __ITEM__wood__
bi-coal-1=Podstawowa produkcja __ITEM__coal__
bi-coal-2=Zaawansowana produkcja __ITEM__coal__
bi-coke-coal=__ITEM__pellet-coke__
bi-pellet-coke=__ITEM__pellet-coke__ z __ITEM__solid-fuel__
bi-pellet-coke-2=__ITEM__pellet-coke__ z węgla
bi-solid-fuel=__ITEM__solid-fuel__ z __ITEM__wood-bricks__
bi-wood-fuel-brick=__ITEM__wood-bricks__
bi-crushed-stone-1=__ITEM__stone-crushed__ z __ITEM__stone__
bi-crushed-stone-2=__ITEM__stone-crushed__ z __ITEM__concrete__
bi-crushed-stone-3=__ITEM__stone-crushed__ z __ITEM__hazard-concrete__
bi-crushed-stone-4=__ITEM__stone-crushed__ z __ITEM__refined-concrete__
bi-crushed-stone-5=__ITEM__stone-crushed__ z __ITEM__refined-hazard-concrete__
bi-stone-brick=Bio-__ITEM__stone-brick__
bi-purified-air-1=__ITEM__bi-purified-air__ — przy użyciu __ITEM__fertilizer__
bi-purified-air-2=__ITEM__bi-purified-air__ — przy użyciu __ITEM__bi-adv-fertilizer__
bi-resin-pulp=__ITEM__resin__ z __ITEM__bi-woodpulp__
bi-resin-wood=__ITEM__resin__ z __ITEM__wood__
bi-woodpulp=__ITEM__bi-woodpulp__ z __ITEM__wood__
bi-wood-from-pulp=__ITEM__wood__ z __ITEM__bi-woodpulp__
bi-acid=Bio-kwas
bi-liquid-air=Ciekłe powietrze
bi-nitrogen=Azot
bi-sulfur=Bio-__ITEM__sulfur__
bi-plastic-1=__ITEM__plastic-bar__ z __ITEM__wood__
bi-plastic-2=__ITEM__plastic-bar__ z __ITEM__bi-cellulose__
## Disassemble
bi-burner-inserter-disassemble=Rozmontuj __ENTITY__burner-inserter__
bi-burner-mining-drill-disassemble=Rozmontuj __ENTITY__burner-mining-drill__
bi-long-handed-inserter-disassemble=Rozmontuj __ENTITY__long-handed-inserter__
bi-steel-furnace-disassemble=Rozmontuj __ENTITY__steel-furnace__
bi-stone-furnace-disassemble=Rozmontuj __ENTITY__stone-furnace__
## Compatibility with other mods
## angelsrefining
bi-mineralized-sulfuric-waste=Woda zmineralizowana
bi-slag-slurry=Szlam żużlowy z __ITEM__bi-ash__, __ITEM__stone-crushed__ i wody słonej
## angelspetrochem
bi-biomass-conversion-2-methane=Przetwarzanie biopaliwa 2: Metan
bi-biomass-conversion-4-yellow-waste=Przetwarzanie biopaliwa 4: Ropa naftowa, ścieki siarkowe
bi-sulfur-angels=Bio-__ITEM__sulfur__
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ITEM__sand__ z __ITEM__stone-crushed__
## bobelectronics
bi-press-wood=Deska drewniana
## Industrial Revolution
bi-crushed-stone-1_IR=__ITEM__gravel__ z __ITEM__stone__
bi-crushed-stone-2_IR=__ITEM__gravel__ z __ITEM__concrete__
bi-crushed-stone-3_IR=__ITEM__gravel__ z __ITEM__hazard-concrete__
bi-crushed-stone-4_IR=__ITEM__gravel__ z __ITEM__refined-concrete__
bi-crushed-stone-5_IR=__ITEM__gravel__ z __ITEM__refined-hazard-concrete__

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[technology-name]
bi-tech-advanced-biotechnology=Zaawansowana biotechnologia
bi-tech-bio-cannon=Prototyp artylerii
bi-tech-bio-farming=Bio farma
bi-tech-coal-processing-1=Przetwarzanie węgla 1
bi-tech-coal-processing-2=Przetwarzanie węgla 2
bi-tech-coal-processing-3=Przetwarzanie węgla 3
bi-tech-fertilizer=Nawozy
bi-tech-organic-plastic=Tworzywa organiczne
[technology-description]
bi-tech-advanced-biotechnology=Odblokuj receptury wyższego poziomu
bi-tech-bio-cannon=Technologia prototypowej wieżyczki artyleryjskiej. - Nie ma jeszcze możliwości ręcznego celowania.
bi-tech-bio-farming=Naucz się uprawiać drzewa to pierwszy krok do odblokowania innych produktów drzewnych.
bi-tech-coal-processing-1=Spalaj drewno, aby uzyskać węgiel drzewny i popiół.
bi-tech-coal-processing-2=Przetwarzaj węgiel drzewny na węgiel kamienny, a paliwo stałe na koks peletowy.
bi-tech-coal-processing-3=Przetwarzaj węgiel drzewny bardziej efektywnie i produkuj koks granulowany z węgla
bi-tech-fertilizer=Dzięki nawozom możesz uzyskać znacznie większą wydajność z receptur
bi-tech-organic-plastic=Produkuj tworzywa sztuczne z materiałów organicznych

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[entity-description]
## Production
bi-arboretum=Modifica o terreno ao redor ao fertilizar ou plantar árvores.
bi-bio-farm=É onde __ENTITY__seedling__s crescem em árvores que são processadas em __ITEM__wood__ e __ITEM__bi-woodpulp__. Um painel solar integrado provê um pouco de energia durante o dia.
bi-bio-garden=Remove poluição do ar. (Este jardim biológico consegue absorver 1.5 unidades de poluição por segundo — o mesmo que 1500 árvores!)
bi-bio-garden-large=Remove poluição do ar. (Este jardim biológico consegue absorver 12 unidades de poluição por segundo — o mesmo que 12.000 árvores!)
bi-bio-garden-huge=Remove poluição do ar. (Este jardim biológico consegue absorver 96 unidades de poluição por segundo — o mesmo que 96.000 árvores!)
bi-bio-greenhouse=O lugar certo para crescer __ITEM__bi-seed__ em __ENTITY__seedling__s!
seedling=Uma árvore jovem, perfeita para plantar. Você também pode plantá-la no solo e ela crescerá e se tornará uma árvore. Lembre-se de fertilizar o solo primeiro para aumentar as chances de crescimento!
bi-bio-reactor=É utilizado para produzir e processar biomassa.
bi-cokery=__ITEM__wood__ e __ITEM__bi-woodpulp__ são refinados em __ITEM__wood-charcoal__ e outros combustíveis na __ENTITY__bi-cokery__.
bi-stone-crusher=Essas máquinas trituram __ITEM__stone__ e __ITEM__concrete__ em todas as formas.
## Power
bi-bio-accumulator=Armazena grandes quantidades de energia. Às vezes, o tamanho realmente importa…
bi-bio-boiler=Possui eficiência semelhante a uma __ENTITY__boiler__ normal, porém produz 75% menos poluição!
bi-bio-solar-farm=É um grande __ENTITY__solar-panel__ que gera muita energia em um espaço mínimo.
bi-large-substation=Pode alimentar máquinas em uma grande área.
bi-solar-boiler=Utiliza energia solar para gerar eletricidade e vapor.
bi-solar-mat=Este pavimento especial contém painéis solares. Cada peça gerará 10 kW de eletricidade e aumentará sua velocidade de caminhada. (Obrigado, Elon Musk!)
## Weaponry
bi-bio-cannon=Atira APENAS em ninhos e vermes! (Alcance: 120)\nEste protótipo é incapaz de mirar manualmente.
bi-dart-turret=Essas torres estão imediatamente disponíveis e protegem você de ataques inimigos a um custo mínimo. Os dardos causam menos dano do que munições, porém a __ENTITY__bi-dart-turret__ possui um alcance maior e pode disparar a uma velocidade maior do que a __ENTITY__gun-turret__.
## Rail stuff
bi-power-to-rail-pole=Conecta seu __ENTITY__bi-rail-power__ à rede elétrica!\nATENÇÃO: Ao colocar um __ENTITY__bi-power-to-rail-pole__ ao alcance de dois __ENTITY__bi-rail-power__ que estejam paralelos ou se cruzando, você conectará essas redes elétricas!
bi-rail-power=Trilhos que também conduzem eletricidade. Conecte-os a uma rede elétrica com um __ENTITY__bi-power-to-rail-pole__!
bi-rail-wood-bridge=Uma ponte ferroviária de madeira.\nNota: Você não pode andar sobre ela!
bi-rail-wood=Trilho de madeira
rail-remnants-wood-bridge=Restos de ponte de madeira
rail-remnants-wood=Restos de trilho de madeira
## Miscallenous wooden products
bi-wood-pipe-to-ground=Um __ENTITY__pipe-to-ground__ feito de __ITEM__wood__ e Cobre
bi-wood-pipe=Um __ENTITY__pipe__ feito de __ITEM__wood__ e Cobre
bi-wooden-chest-giga=Um baú de madeira imenso
bi-wooden-chest-huge=Um baú de madeira grande
bi-wooden-chest-large=Um baú de madeira médio
bi-wooden-fence=É fácil de fabricar. Não ajudará muito contra inimigos fortes, mas manterá os primeiros inimigos afastados para que você possa se concentrar em iniciar sua fábrica.
bi-wooden-pole-big=Será curado automaticamente se o jogo estiver com a "Evolução" dos inimigos habilitada.
bi-wooden-pole-bigger=Será curado automaticamente se o jogo estiver com a "Evolução" dos inimigos habilitada.
bi-wooden-pole-huge=Abrange grandes distâncias (64 blocos) com __ITEM__copper-cable__, __ITEM__green-wire__, ou __ITEM__red-wire__.
## Compatibility with other mods
bi-stone-crusher-sand=Essas máquinas produzem __ITEM__stone-crushed__ de __ITEM__stone__ e __ITEM__concrete__ em todas as formas. Também podem refinar __ITEM__stone-crushed__ para __ITEM__sand__.

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[entity-name]
## Production
bi-arboretum=Terraformador
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
bi-bio-farm=Fazenda biológica
bi-bio-garden=Jardim biológico
bi-bio-garden-large=Jardim biológico grande
bi-bio-garden-huge=Jardim biológico imenso
bi-bio-greenhouse=Viveiro biológico
seedling=Muda
bi-bio-reactor=Biorreator
bi-cokery=Coqueria
bi-stone-crusher=Triturador de pedras
## Power
bi-bio-accumulator=Acumulador imenso
bi-bio-boiler=Biocaldeira
bi-bio-solar-farm=Fazenda solar
bi-large-substation=Subestação imensa
bi-solar-boiler=Usina solar com caldeira
bi-solar-mat=Chão Musk
## Weaponry
bi-bio-cannon=Protótipo de artilharia
bi-dart-turret=Torre de dardos
## Rail stuff
bi-power-to-rail-pole=Conector de trilho elétrico
bi-rail-power=Trilho elétrico
bi-rail-wood-bridge=Ponte ferroviária de madeira
bi-rail-wood=Trilho de madeira
bi-straight-rail-wood=Trilho de madeira
bi-curved-rail-a-wood=Trilho de madeira
bi-curved-rail-b-wood=Trilho de madeira
bi-half-diagonal-rail-wood=Trilho de madeira
rail-remnants-wood-bridge=Restos de ponte ferroviária de madeira
rail-remnants-wood=Restos de triho de madeira
## Miscallenous wooden products
bi-wood-pipe-to-ground=Cano de madeira subterrâneo
bi-wood-pipe=Cano de madeira
bi-wooden-chest-giga=Baú de madeira imenso
bi-wooden-chest-huge=Baú de madeira grande
bi-wooden-chest-large=Baú de madeira médio
bi-wooden-fence=Cerca de madeira
bi-wooden-pole-big=Poste de madeira grande
bi-wooden-pole-bigger=Poste de madeira enorme
bi-wooden-pole-huge=Poste de madeira imenso
#~ Just another name for the vanilla wood-chest
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
bi-wooden-chest=Baú de madeira pequeno

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[BI-item-description]
# __ITEM__fertilizer__ deve ser substituído por __BI-ITEM__fertilizer__, mas não podemos nos referir a ele,
# então codificamos seu conteúdo aqui.
#~ fertilizer=__ITEM__fertilizer__ permite que seus cultivos cresçam mais rápido e também é usado para produzir biomassa de algas.
fertilizer=O fertilizante comum permite que seus cultivos cresçam mais rápido e também é usado para produzir biomassa de algas.
[item-description]
## Production
bi-adv-fertilizer=__ITEM__bi-adv-fertilizer__ — O ingrediente especial que transforma uma produção muito melhorada em uma superprodução. Disponível apenas para usuários das Bioindústrias! :-)
fertilizer=__ITEM__fertilizer__ permite que seus cultivos cresçam mais rápido e também é usado para produzir biomassa de algas.
bi-purified-air=Ar limpo, poluição removida!
bi-arboretum-r1=Planta árvores ao redor da construção
bi-arboretum-r2=__ITEM__fertilizer__ é utilizado para terraformar o terreno ao redor da construção.
bi-arboretum-r3=__ITEM__bi-adv-fertilizer__ é utilizado para terraformar o terreno ao redor da construção.
bi-arboretum-r4=Planta árvores e utiliza __ITEM__fertilizer__ para terraformar o terreno ao redor da construção.
bi-arboretum-r5=Planta árvores e utiliza __ITEM__bi-adv-fertilizer__ para terraformar o terreno ao redor da construção.
bi-seed-bomb-advanced=Espalha __ITEM__bi-seed__ em um raio de 30 blocos ao redor do local do impacto. __ITEM__bi-adv-fertilizer__ aumenta a chance de __ITEM__bi-seed__ se tornarem árvores rapidamente!
bi-seed-bomb-basic=Espalha __ITEM__bi-seed__ em um raio de 24 blocos ao redor do local do impacto, com um pouco de sorte elas se tornarão árvores!
bi-seed-bomb-standard=Espalha __ITEM__bi-seed__ em um raio de 27 blocos ao redor do local do impacto. __ITEM__fertilizer__ aumenta a chance de __ITEM__bi-seed__ se tornarem árvores.
bi-seed=Se tornará uma __ENTITY__seedling__.
## Weaponry
bi-bio-cannon-basic-ammo=Propelido por foguete, baixo dano físico (disparado por protótipo de artilharia)
bi-bio-cannon-biological-ammo=Propelido por foguete, alto dano biológico (disparado por protótipo de artilharia)
bi-bio-cannon-poison-ammo=Propelido por foguete, médio dano venenoso (disparado por protótipo de artilharia)
bi-bio-cannon-proto-ammo=Propelido por explosivos, baixo dano físico (disparado por protótipo de artilharia)
bi-dart-magazine-basic=Machuca um pouco.
bi-dart-magazine-enhanced=Efeitos anteriores acrescido de dano ácido.
bi-dart-magazine-poison=Efeitos anteriores acrescido de envenenamento.
bi-dart-magazine-standard=Efeitos anteriores acrescido de perfuração através de alvos.
bi-dart-rifle=Esta arma econômica utiliza munição de fácil produção e é eficaz em afastar inimigos mais fracos.
## Resources
bi-ash=__ITEM__bi-ash__ é um recurso valioso!
bi-cellulose=__ITEM__battery__, __ITEM__plastic-bar__, Ácido sulfúrico — todos estes podem ser feitos com __ITEM__bi-cellulose__!
bi-woodpulp=__ITEM__bi-woodpulp__ pode ser utilizado para vários própositos. Quando queimado, irá poluir menos que __ITEM__wood__, porém dará apenas metade da energia.
coal=Você precisará disso!
pellet-coke=Mais energia que __ITEM__solid-fuel__ com apenas 60% de emissões, mais um pequeno aumento na velocidade máxima - por que você não abastece seus trens com __ITEM__pellet-coke__ já?!
resin=__ITEM__resin__ é uma substância pegajosa que pode ser processada para obter gás de petróleo!
solid-fuel=__ITEM__solid-fuel__ fornece menos energia do que __ITEM__wood-bricks__, mas também gera poluição ao queimar. Além disso, fará com que seus veículos acelerem mais rápido e tenham uma velocidade máxima maior.
stone-crushed=__ITEM__stone-crushed__ é usado principalmente para construir ferrovias e estradas.
wood-bricks=__ITEM__bi-woodpulp__ compressada provê muita energia enquanto polui menos. É um substituto inicial para __ITEM__solid-fuel__.
wood-charcoal=Fornece mais energia do que __ITEM__coal__ e gera muito menos poluição. Infelizmente, não é tão versátil, então você ainda precisará de __ITEM__coal__!
wood=Baseie sua produção de energia neste recurso renovável!\nObservação: Há muito mais usos além da simples combustão!
## Compatibility with other mods
#~ sand=__ITEM__sand__
sand=Areia
## Rail stuff
bi-rail-wood=Trilho de madeira

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[BI-item-name]
fertilizer=Fertilizante comum
[item-name]
## Production
bi-adv-fertilizer=BI-Super-Fertilizante(™)
#~ fertilizer=Fertilizante "Run of ye olde mill"(™)
fertilizer=Fertilizante comum
bi-purified-air=Ar purificado
bi-arboretum-r1=Planta árvores
bi-arboretum-r2=Terraforma o terreno (básico)
bi-arboretum-r3=Terraforma o terreno (avançado)
bi-arboretum-r4=Terraforma o terreno & planta árvores (básico)
bi-arboretum-r5=Terraforma o terreno & planta árvores (avançado)
bi-seed-bomb-advanced=Bomba de sementes avançada
bi-seed-bomb-basic=Bomba de sementes básica
bi-seed-bomb-standard=Bomba de sementes
bi-seed=Sementes de árvore
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
bi-biomass=Biomassa de algas
bi-liquid-air=Ar líquido
nitrogen=Nitrogênio
## Weaponry
bi-bio-cannon-basic-ammo=Munição de foguete de protótipo de artilharia
bi-bio-cannon-biological-ammo=Munição biológica de protótipo de artilharia
bi-bio-cannon-poison-ammo=Munição venenosa de protótipo de artilharia
bi-bio-cannon-proto-ammo=Munição comum de protótipo de artilharia
bi-dart-magazine-basic=Munição de dardo básica
bi-dart-magazine-enhanced=Munição de dardo aprimorada
bi-dart-magazine-poison=Munição de dardo venenosa
bi-dart-magazine-standard=Munição de dardo
bi-dart-rifle=Rifle de dardos
## Resources
bi-ash=Cinzas
bi-cellulose=Celulose
bi-woodpulp=Polpa de madeira
pellet-coke=Pellet de coque
resin=Resina
stone-crushed=Pedra britada
wood-bricks=Tijolos de madeira
wood-charcoal=Carvão vegetal
## Compatibility with other mods
sand=Areia
slag=Impureza
## Rail stuff
bi-rail-wood=Trilho de madeira

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[mod-name]
Bio_Industries_2=Bioindústrias
[mod-description]
Bio_Industries_2=Explore máquinas e itens biotecnológicos úteis, como a Fazenda Biológica para o cultivo de árvores, a Fazenda Solar e o Acumulador imenso para melhorar sua rede elétrica. A seção de Biocombustíveis pode produzir plástico e baterias a partir de matérias orgânicas. Há diversos produtos de madeira novos, como o poste de madeira enorme, os canos de madeira e a torre de dardos. Plante árvores, terraforme terrenos desérticos em pastagens utilizando fertilizante, ajude as árvores a crescerem melhor e muito mais... Visite a página inicial dos fóruns para obter mais informações e feedback!

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[fluid-name]
#~ bi-biomass=Biomassa de algas
bi-biomass=__ITEM__bi-biomass__
# We don't seem to use that!
#~ bi-ground-water=Água
liquid-air=Ar líquido
nitrogen=Nitrogênio
water-saline=Água salina
bi-fertilizer-fluid=__ITEM__fertilizer__ líquido
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ líquido
[fluid-description]
bi-fertilizer-fluid=__ITEM__fertilizer__ líquido facilita a limpeza ecológica.
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ líquido -- é exatamente o que você precisa se realmente quiser fazer uma limpeza ecológica na sua fábrica!
[tile-name]
bi-solar-mat=Tapete solar
bi-wood-floor=Chão de madeira
[item-group-name]
bio-industries=Bioindústrias
[ammo-category-name]
Bio_Cannon_Ammo=Munição de biocanhão
Bio_Turret_Ammo=Munição de biotorre balística
[damage-type-name]
Biological=Biológico
bob-pierce=Perfuração
[modifier-description]
Bio_Cannon_Ammo-damage-bonus=__ENTITY__bi-bio-cannon__ dano: +__1__
Bio_Cannon_Ammo-shooting-speed-bonus=__ENTITY__bi-bio-cannon__ velocidade de disparo: +__1__
Bio_Turret_Ammo-damage-bonus=__ENTITY__bi-dart-turret__ bônus de dano de munição: +__1__
Bio_Turret_Ammo-shooting-speed-bonus=__ENTITY__bi-dart-turret__ bônus de velocidade de disparo: +__1__
bi-dart-turret-attack-bonus=__ENTITY__bi-dart-turret__ bônus de dano: +__1__
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ bônus de dano: +__1__
[bi-misc]
growing-tree=Árvore em crescimento
growing-tree-desc=Com o tempo, uma grande árvore crescerá a partir desta __ENTITY__seedling__.
young-tree=Árvore jovem
young-tree-desc=Esta árvore ainda está jovem e não dará muita madeira. É melhor esperar até que ela esteja totalmente crescida antes de cortá-la!

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[mod-name]
Bio_Industries=Bioindústrias
[mod-setting-name]
BI_Bio_Cannon=Habilitar: Protótipo de Artilharia
BI_Bio_Fuel=Habilitar: Produção de biocombustíveis
# Added for 0.18.32/1.1.2
BI_Easy_Bio_Gardens=Habilitar: Jardins biológicos fáceis
# Added for 1.1.8
BI_Bigger_Wooden_Chests=Habilitar: Tier de baús de madeira
BI_Enable_gvv_support=Compatibilidade: Suporte para GVV
BI_Game_Tweaks_Bot=Ajustes de jogabilidade: Robôs
BI_Game_Tweaks_Disassemble=Ajustes de jogabilidade: Receitas de desmantelamento
BI_Game_Tweaks_Emissions_Multiplier=Ajustes de jogabilidade: Emissões de combustível variáveis
BI_Game_Tweaks_Player=Ajustes de jogabilidade: Jogador
BI_Game_Tweaks_Production_Science=Ajustes de jogabilidade: Receita alternativa para __ITEM__production-science-pack__
BI_Game_Tweaks_Recipe=Ajustes de jogabilidade: Receitas modificadas
BI_Game_Tweaks_Small_Tree_Collisionbox=Ajustes de jogabilidade: Caixas de colisão menores para árvores
BI_Game_Tweaks_Stack_Size=Ajustes de jogabilidade: Tamanho da pilha de itens
BI_Game_Tweaks_Tree=Ajustes de jogabilidade: Rendimento de árvores
#~ BI_Hide_musk_floor_in_mapview=Ocultar sobreposição de grade elétrica para o Chão Musk na visualização do mapa
BI_Show_musk_floor_in_mapview=Habilitar: Sobreposição de rede elétrica para __ENTITY__bi-solar-mat__ na visualização de mapa
BI_Solar_Additions=Habilitar: Adições bio solares
[mod-setting-description]
BI_Bio_Cannon=O protótipo de artilharia é muito poderoso, porém só atira em ninhos.\n(Padrão: ligado)
BI_Bio_Fuel=Permite a produção de derivados de petróleo a partir de __ITEM__bi-biomass__\n(Padrão: ligado)
# Added for 0.18.32/1.1.2
BI_Easy_Bio_Gardens=Os jardins biológicos consomem fertilizante fluído pronto, apenas uma tubulação será suficiente para fornecer todos os ingredientes. No entanto, isso requer 50% mais fertilizante do que combinar fertilizante sólido e água no local. Os jardins biológicos transmitirão eletricidade para os jardins biológicos adjacentes. Organize-os em uma grade, com no máximo 1 quadrado de espaço entre 2 jardins biológicos e eles serão magicamente conectados. :-)\n(Padrão: desligado)
# Added for 1.1.8
BI_Bigger_Wooden_Chests=Adiciona receitas para __ENTITY__bi-wooden-chest-large__, __ENTITY__bi-wooden-chest-huge__ e __ENTITY__bi-wooden-chest-giga__
#~ BI_Enable_gvv_support=O "Visualizador de Variáveis Globais da API Lua" (gvv) permite que você inspecione a tabela global de outros mods. Se quiser ajudar na depuração de "Bioindústrias", ative-o e digite "\gvv" no console de bate-papo para abrir a interface gráfica do gvv.\n(Padrão: desligado)
BI_Enable_gvv_support=O "Visualizador de Variáveis Globais da API Lua" (gvv) permite que você inspecione a tabela global de outros mods. Se quiser ajudar na depuração de "Bioindústrias", ative-o e digite "\gvv" no console de bate-papo para abrir a interface gráfica do gvv!\n(Padrão: desligado)
BI_Game_Tweaks_Bot=Os robôs não podem ser minerados nem pegam fogo.\n(Padrão: desligado)
BI_Game_Tweaks_Disassemble=Permita que algumas receitas sejam desmanteladas. Você receberá cerca de 50% dos recursos de volta.\n(Padrão: ligado)
BI_Game_Tweaks_Emissions_Multiplier=Bob começou isso. A ideia geral é que combustíveis não processados poluem mais do que combustíveis mais refinados. Assim, __ITEM__coal__ produzirá 200% de poluição, enquanto __ITEM__solid-fuel__ produzirá apenas 85%. Consulte "Fuel Values.xlsx" na pasta mod para mais informações!\n(Padrão: ligado)
BI_Game_Tweaks_Player=Distância de construção, queda e alcance: 6 => 20\nDistância de alcance para coleta de item 1 => 4\nDistância de alcance de recurso: 2.7 => 4\nDistância de coleta de saque: 2 => 5\n(Padrão: desligado)
BI_Game_Tweaks_Production_Science=Habilita uma receita alternativa para o __ITEM__production-science-pack__.\n(Padrão: ligado)
#~ BI_Game_Tweaks_Recipe=Receitas modificadas: CONCRETO Removido: Minério de ferro Adicionado: Bastão de ferro, MURO DE PEDRA Adicionado: Bastão de ferro, TRILHOS Removido: pedra Adicionado: Pedra britada e concreto, MACHADO DE AÇO Removido: Bastão de ferro Adicionado: Machado de ferro
BI_Game_Tweaks_Recipe=Receitas modificadas:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (requer __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Padrão: ligado)
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTAL: Esta configuração vem habilitada por padrão. Caso contrário, as árvores terão uma área de colisão maior, tornando as florestas mais propensas a bloquear jogadores, veículos e mordedores. Não tenho certeza se isso terá algum efeito colateral!\n(Padrão: ligado)
BI_Game_Tweaks_Stack_Size=Afeta tamanhos de pilha de __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__ e __ITEM__slag__.\n(Padrão: ligado)
BI_Game_Tweaks_Tree=Ajustes do jogo - as árvores fornecem aleatoriamente de 1 a 6 __ITEM__wood__s quando cortadas. (Normal: 4)\n(Padrão: ligado)
#~ BI_Hide_musk_floor_in_mapview=Na visualização do mapa, a sobreposição da rede elétrica ficará oculta para o Chão Musk se esta configuração estiver habilitada. Isso não deve ser alterado em um jogo em andamento, pois aplicar a configuração a cada piso de Musk pode levar algum tempo!
BI_Show_musk_floor_in_mapview=Exibe a sobreposição da rede elétrica para __ENTITY__bi-solar-mat__ na visualização do mapa. Isso não deve ser alterado em um jogo em andamento, pois aplicar a configuração a cada bloco __ENTITY__bi-solar-mat__ pode levar algum tempo!\n(Padrão: ligado)
BI_Solar_Additions=Permite itens solares como a __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ e __ENTITY__bi-large-substation__.\n(Padrão: ligado)

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[recipe-description]
## Production
bi-adv-fertilizer-1=Use __ITEM__bi-adv-fertilizer__ para uma superprodução — é muito melhor do que __ITEM__fertilizer__! (Feito com __ITEM__alien-artifact__)
bi-adv-fertilizer-2=Use __ITEM__bi-adv-fertilizer__ para uma superprodução — é muito melhor do que __ITEM__fertilizer__!
bi-fertilizer-1=Faz seus cultivos crescerem mais rápido, realmente funciona!
bi-fertilizer-2=Faz seus cultivos crescerem mais rápido, realmente funciona! (Feito com hidróxido de sódio)
bob-fertiliser=Faz seus cultivos crescerem mais rápido, realmente funciona!
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ dissolve em água
bi-fertilizer-fluid=__ITEM__fertilizer__ dissolve em água
bi-arboretum-r1=Nota: A receita nunca será concluída, as árvores são plantadas na varredura do setor.
bi-arboretum-r2=Nota: A receita nunca será concluída, o solo é fertilizado na varredura do setor.
bi-arboretum-r3=Nota: A receita nunca será concluída, o solo é fertilizado na varredura do setor.
bi-arboretum-r4=Nota: A receita nunca será concluída, o solo é fertilizado e as árvores são plantadas na varredura do setor.
bi-arboretum-r5=Nota: A receita nunca será concluída, o solo é fertilizado e as árvores são plantadas na varredura do setor.
bi-basic-gas-processing=Extração ineficiente de gás utilizando __ITEM__coal__ e __ITEM__resin__
bi-battery=Se você realmente pensar sobre isso, esta __ITEM__battery__ é feita de __ITEM__wood__!
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ são opções econômicas de fabricar e permitem que você inicie facilmente sua rede ferroviária. Porém se você deseja utilizar __ENTITY__bi-rail-power__, você precisará de trilhos normais.
bi-biomass-1=Melhore sua produção de biomassa de algas com __ITEM__fertilizer__!
bi-biomass-2=Retorna parte da biomassa de algas produzida para produzir mais!\nObservação: isso renderá menos (e levará mais tempo) do que usar a receita inicial, mas você economizará __ITEM__fertilizer__.
bi-biomass-3=Retorna parte da biomassa de algas produzida para produzir grandes quantidades!\nNota: O valor adicionado de __ITEM__bi-ash__ lhe dará um rendimento muito maior em uma fração do tempo.
bi-biomass-conversion-1=Use biomassa de algas para produzir Petróleo leve e __ITEM__bi-cellulose__!
bi-biomass-conversion-2=Use biomassa de algas para produzir Gás de petróleo!
bi-biomass-conversion-3=Use biomassa de algas para produzir Lubrificante!
bi-biomass-conversion-4=Use biomassa de algas para produzir Petróleo pesado e Água!
bi-seed-1=Use madeira e água para produzir __ITEM__bi-seed__!
bi-seed-2=Aumente sua produção de __ITEM__bi-seed__ utilizando __ITEM__bi-ash__ como um fertilizante mais barato!
bi-seed-3=Aumente sua produção de __ITEM__bi-seed__ ainda mais utilizando __ITEM__fertilizer__ ao invés de __ITEM__bi-ash__!
bi-seed-4=Aumente drásticamente sua produção de __ITEM__bi-seed__ com __ITEM__bi-adv-fertilizer__!
bi-seedling-1=Use __ITEM__bi-seed__ e Água para crescer __ENTITY__seedling__s!
bi-seedling-2=Produza mais utilizando __ITEM__bi-ash__ como um fertilizante mais barato!
bi-seedling-3=Aumente sua produção utilizando __ITEM__fertilizer__!
bi-seedling-4=Use __ITEM__bi-adv-fertilizer__ para uma superprodução!
bi-seed-bomb-advanced=Espalha __ITEM__bi-seed__ em um raio de 30 blocos ao redor do local do impacto. __ITEM__bi-adv-fertilizer__ aumenta a chance de __ITEM__bi-seed__ se tornarem árvores rapidamente!
bi-seed-bomb-basic=Espalha __ITEM__bi-seed__ em um raio de 24 blocos ao redor do local do impacto, com um pouco de sorte elas se tornarão árvores!
bi-seed-bomb-standard=Espalha __ITEM__bi-seed__ em um raio de 27 blocos ao redor do local do impacto. __ITEM__fertilizer__ aumenta a chance de __ITEM__bi-seed__ se tornarem árvores.
bi-logs-1=Cresça __ITEM__wood__ a moda antiga ao regar __ITEM__bi-seed__s!
bi-logs-2=Melhore sua produção de __ITEM__wood__ ao utilizar __ITEM__bi-ash__ como um fertilizante mais barato!
bi-logs-3=Cresça ainda mais __ITEM__wood__ ao utilizar __ITEM__fertilizer__ ao invés de __ITEM__bi-ash__!
bi-logs-4=__ITEM__bi-adv-fertilizer__ é utilizado nesta receita. Preciso dizer mais alguma coisa?
## Resources
bi-ash-1=Queime __ITEM__wood__ para obter __ITEM__bi-ash__!
bi-ash-2=Queime muita __ITEM__bi-woodpulp__ para obter muita __ITEM__bi-ash__!
bi-cellulose-1=Combine __ITEM__bi-woodpulp__ e Ácido sulfúrico e você fabricará __ITEM__bi-cellulose__.
bi-cellulose-2=Aqueça um pouco as coisas para quadruplicar sua produção de __ITEM__bi-cellulose__!
bi-charcoal-1=O valor de combustível que você obterá ao processar __ITEM__bi-cellulose__ em __ITEM__wood-charcoal__ será apenas 20% do que você obteria no mesmo tempo ao fabricar __ITEM__wood-bricks__. No entanto, __ITEM__wood-charcoal__ pode ser transformado em __ITEM__coal__.
bi-charcoal-2=Queimar __ITEM__wood__ concederá a você 60% mais __ITEM__wood-charcoal__ do que queimar __ITEM__bi-woodpulp__.
bi-coal-1=Coloque __ITEM__wood-charcoal__, retire __ITEM__coal__…
bi-coal-2=Coloque __ITEM__wood-charcoal__, retire ainda mais __ITEM__coal__… Tecnologia avançada permite uma produção consideravelmente aumentada de __ITEM__coal__!
bi-coke-coal=Refinar __ITEM__coal__ irá aumentar seu valor de combustível. Também, __ITEM__pellet-coke__ causará menos poluição e dará um bônus de velocidade máxima e aceleração quando utilizado como combustível em veículos.
bi-pellet-coke=Transforma __ITEM__solid-fuel__ em __ITEM__pellet-coke__
bi-pellet-coke-2=Transforma carbono em __ITEM__pellet-coke__
bi-solid-fuel=Transformar __ITEM__wood-bricks__ em __ITEM__solid-fuel__ é uma ótima maneira de se livrar do excesso de __ITEM__bi-woodpulp__!
bi-wood-fuel-brick=__ITEM__wood-bricks__ são mais fáceis de lidar do que __ITEM__bi-woodpulp__ descompactada.
bi-crushed-stone-1=Faça __ITEM__stone-crushed__ a partir de __ITEM__stone__ que você encontrou ou minerou.
#~ bi-crushed-stone-2=Tendo dominado o processamento avançado de materiais, agora você também pode obter __ITEM__stone-crushed__ de __ITEM__concrete__!
#~ bi-crushed-stone-3=Tendo dominado o processamento avançado de materiais, agora você também pode obter __ITEM__stone-crushed__ de __ITEM__hazard-concrete__!
#~ bi-crushed-stone-4=Você obterá o dobro de __ITEM__stone-crushed__ processando __ITEM__refined-concrete__ ao invés de __ITEM__concrete__, mas levará o dobro do tempo!
#~ bi-crushed-stone-5=Você obterá o dobro de __ITEM__stone-crushed__ processando __ITEM__refined-hazard-concrete__ ao invés de __ITEM__hazard-concrete__, mas levará o dobro do tempo!
bi-crushed-stone=O excesso de __ITEM__concrete__ e todas as suas variantes podem ser reciclados em __ITEM__stone-crushed__.
bi-stone-brick=__ITEM__stone-brick__ feito mais rápido e com menos __ITEM__stone__!
bi-purified-air-1=Se você fornecer água suficiente e o bom e velho __ITEM__fertilizer__ o __ENTITY__bi-bio-garden__ limpará o ar por um tempo.
bi-purified-air-1-fluid=Forneça __ITEM__fertilizer__ líquido ao __ENTITY__bi-bio-garden__ e ele limpará o ar por um tempo.
bi-purified-air-2=Use __ITEM__bi-adv-fertilizer__ e o __ENTITY__bi-bio-garden__ irá limpar o ar por muito mais tempo! Desta forma, você irá poupar muita água.
bi-purified-air-2-fluid=Forneça __ITEM__bi-adv-fertilizer__ líquido ao __ENTITY__bi-bio-garden__ e ele limpará o ar por um longo tempo!
bi-resin-pulp=Claro que você pode extrair __ITEM__resin__ de __ITEM__bi-woodpulp__, porém não é muito eficiente.
bi-resin-wood=Processe __ITEM__wood__ para conseguir __ITEM__resin__ de forma mais eficiente!
bi-wood-from-pulp=Faça __ITEM__wood__ de __ITEM__bi-woodpulp__ e __ITEM__resin__!
bi-woodpulp=Você pode queimar __ITEM__bi-woodpulp__ (bruta ou refinada), ou pode utilizar para produzir __ITEM__resin__, __ITEM__bi-cellulose__ e __ITEM__bi-adv-fertilizer__.
bi-acid=Use biomassa de algas e __ITEM__bi-cellulose__ para produzir Ácido sulfúrico!
bi-liquid-air=Ar líquido é necessário para fazer Nitrogênio e Biomassa de algas.
bi-nitrogen=Nitrogênio é necessário para fazer __ITEM__fertilizer__.
bi-sulfur=Bio-__ITEM__sulfur__ — tão natural, tão sulfúrico!
bi-plastic-1=__ITEM__plastic-bar__ feita a partir de __ITEM__wood__
bi-plastic-2=__ITEM__plastic-bar__ feita a partir de __ITEM__bi-cellulose__
## Disassemble
bi-disassemble-recipes=Parte da matéria-prima pode ser reutilizada.
## Compatibility with other mods
## angelsrefining
bi-mineralized-sulfuric-waste=__ITEM__stone-crushed__, __ITEM__bi-charcoal__ e água pura são processadas para produzir água mineralizada — e águas residuais sulfúricas.
bi-slag-slurry=Lama impura de __ITEM__bi-ash__, __ITEM__stone-crushed__ e água salina
## angelspetrochem
bi-biomass-conversion-2-methane=Use biomassa de algas para produzir gás metano!
bi-biomass-conversion-4-yellow-waste=Use biomassa de algas para produzir petróleo pesado e águas residuais sulfúricas!
bi-sulfur-angels=Bio-__ITEM__sulfur__ — tão natural, tão sulfúrico!
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ENTITY__bi-stone-crusher__ pode fazer __ITEM__sand__ de __ITEM__stone-crushed__.
## Industrial Revolution
bi-crushed-stone-1_IR=Faça __ITEM__gravel__ de __ITEM__stone__ se você encontrou ou minerou.
#~ bi-crushed-stone-2=Tendo dominado o processamento avançado de materiais, agora você também pode obter __ITEM__stone-crushed__ de __ITEM__concrete__!
#~ bi-crushed-stone-3=Tendo dominado o processamento avançado de materiais, agora você também pode obter __ITEM__stone-crushed__ de __ITEM__hazard-concrete__!
#~ bi-crushed-stone-4=Você receberá o dobro de __ITEM__stone-crushed__ ao processar __ITEM__refined-concrete__ ao invés de __ITEM__concrete__, porém demora o dobro do tempo!
#~ bi-crushed-stone-5=Você receberá o dobro de __ITEM__stone-crushed__ ao processar __ITEM__refined-hazard-concrete__ ao invés de __ITEM__hazard-concrete__, porém demora o dobro do tempo!
bi-crushed-stone_IR=O excesso de __ITEM__concrete__ e todas as suas variantes podem ser reciclados em __ITEM__gravel__.
#~ bi-power-to-rail-pole=Conecte seu trilho elétrico à rede elétrica
#~ bi-production-science-pack=Utiliza mais trilhos de madeira (mais baratos), para fazer pacotes científicos de produção!
#~ bi-rail-power=Trilho que também conduz eletricidade (conecte-o à rede elétrica utilizando o conector "energia para trilho")
#~ bi-rail-wood-bridge=Trilho que pode atravessar a água\nObservação: Você não pode andar sobre ele!
#~ bi-rail-wood-to-concrete=Atualizar trilhos de madeira para trilhos normais
#~ bi-rail-wood=Trilhos baratos feitos com madeira
#~ bi-sand=Areia de pedra britada
#~ bi-seedling=Uma árvore jovem, perfeita para plantar. (Você também pode plantá-la no solo e ela crescerá e se tornará uma árvore. Lembre-se de fertilizar o solo primeiro para aumentar as chances de crescimento!)
#~ bi-seed-bomb-advanced=Plante árvores em uma grande área, com fertilizante avançado por meio de uma bomba de sementes!
#~ bi-seed-bomb-basic=Plante árvores em uma grande área com uma bomba de sementes!
#~ bi-seed-bomb-standard=Plante árvores em uma área grande, com fertilizante por meio de uma bomba de sementes!
#~ bi-slag-slurry=Lama impura de cinzas, pedra britada e água salgada
#~ bi-solar-boiler=Uma caldeira que utiliza energia solar ou eletricidade (também produz eletricidade).
#~ bi-solar-boiler-hidden-panel=Uma caldeira que utiliza energia solar ou eletricidade (também produz eletricidade).
#~ bi-stone-crusher=Máquina para quebrar pedra em pedra britada
#~ bi-sulfur=Bio-enxofre
#~ bi-wood-from-pulp=Recupere madeira compactando polpa de madeira e resina
#~ bi-wood-fuel-brick=Compacte a polpa de madeira para facilitar o manuseio!
#~ bi-wooden-pole-huge=Um enorme poste de madeira para cobrir grandes distâncias (64 blocos) com cabos de cobre ou fios de rede de circuitos

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@ -0,0 +1,125 @@
[recipe-name]
## Production
#~ bi-adv-fertilizer-1=Advanced fertilizer
#~ bi-adv-fertilizer-2=Advanced fertilizer
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
# Added for 0.18.32/1.1.2
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ líquido
bi-fertilizer-1=__ITEM__fertilizer__
bi-fertilizer-2=__ITEM__fertilizer__ (com hidróxido de sódio)
bob-fertiliser=__ITEM__fertilizer__
# Added for 0.18.32/1.1.2
bi-fertilizer-fluid=__ITEM__fertilizer__ líquido
bi-arboretum-r1=Cultivo de árvores
bi-arboretum-r2=Terraformar utilizando __ITEM__fertilizer__
bi-arboretum-r3=Terraformar utilizando __ITEM__bi-adv-fertilizer__
bi-arboretum-r4=Terraformar utilizando __ITEM__fertilizer__ e plantar árvores
bi-arboretum-r5=Terraformar utilizando __ITEM__bi-adv-fertilizer__ e plantar árvores
bi-ash-1=__ITEM__bi-ash__ de __ITEM__wood__
bi-ash-2=__ITEM__bi-ash__ de __ITEM__bi-woodpulp__
bi-basic-gas-processing=Processamento básico de gás utilizando __ITEM__coal__ e __ITEM__resin__
bi-battery=Bateria biológica
bi-rail-wood-to-concrete=Melhora __ENTITY__bi-rail-wood__
#~ bi-biomass-1=Produção de biomassa de algas com __ITEM__fertilizer__
#~ bi-biomass-2=Produção de biomassa de algas com (básico)
#~ bi-biomass-3=Produção de biomassa de algas com (avançado)
#~ bi-biomass-1=Produz biomassa de algas utilizando __ITEM__fertilizer__
bi-biomass-1=Produção de biomassa de algas
bi-biomass-2=Cultivo de biomassa de algas
bi-biomass-3=Cultivo de biomassa de algas utilizando __ITEM__bi-ash__
bi-biomass-conversion-1=Conversão de biocombustível 1: Celulose, Petróleo leve
bi-biomass-conversion-2=Conversão de biocombustível 2: Gás de petróleo
bi-biomass-conversion-3=Conversão de biocombustível 3: Lubricante
bi-biomass-conversion-4=Conversão de biocombustível 4: Petróleo pesado, Água
bi-seed-1=Produção básica de __ITEM__bi-seed__
bi-seed-2=Produção melhorada de __ITEM__bi-seed__ utilizando __ITEM__bi-ash__
bi-seed-3=Produção avançada de __ITEM__bi-seed__ utilizando __ITEM__fertilizer__
bi-seed-4=Superprodução de __ITEM__bi-seed__ utilizando __ITEM__bi-adv-fertilizer__
bi-seed-bomb-advanced=__ITEM__bi-seed-bomb-basic__ utilizando __ITEM__bi-adv-fertilizer__
bi-seed-bomb-basic=__ITEM__bi-seed-bomb-basic__
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ utilizando __ITEM__fertilizer__
bi-seedling-1=Produção básica de __ENTITY__seedling__s
bi-seedling-2=Produção melhorada de __ENTITY__seedling__s utilizando __ITEM__bi-ash__
bi-seedling-3=Produção avançada de __ENTITY__seedling__s utilizando __ITEM__fertilizer__
bi-seedling-4=Superprodução de __ENTITY__seedling__s utilizando __ITEM__bi-adv-fertilizer__
bi-logs-1=Produção básica de __ITEM__wood__
bi-logs-2=Produção melhorada de __ITEM__wood__ utilizando __ITEM__bi-ash__
bi-logs-3=Produção avançada de __ITEM__wood__ utilizando __ITEM__fertilizer__
bi-logs-4=Superprodução de __ITEM__wood__ utilizando __ITEM__bi-adv-fertilizer__
## Resources
bi-cellulose-1=Produção básica de __ITEM__bi-cellulose__
bi-cellulose-2=Produção avançada de __ITEM__bi-cellulose__
bi-charcoal-1=__ITEM__wood-charcoal__ de __ITEM__bi-woodpulp__
bi-charcoal-2=__ITEM__wood-charcoal__ de __ITEM__wood__
bi-coal-1=Produção básica de __ITEM__coal__
bi-coal-2=Produção avançada de __ITEM__coal__
bi-coke-coal=__ITEM__pellet-coke__
bi-pellet-coke=__ITEM__pellet-coke__ de __ITEM__solid-fuel__
bi-pellet-coke-2=__ITEM__pellet-coke__ de carbono
bi-solid-fuel=__ITEM__solid-fuel__ de __ITEM__wood-bricks__
bi-wood-fuel-brick=__ITEM__wood-bricks__
bi-crushed-stone-1=__ITEM__stone-crushed__
bi-crushed-stone-2=__ITEM__stone-crushed__ de __ITEM__concrete__
bi-crushed-stone-3=__ITEM__stone-crushed__ de __ITEM__hazard-concrete__
bi-crushed-stone-4=__ITEM__stone-crushed__ de __ITEM__refined-concrete__
bi-crushed-stone-5=__ITEM__stone-crushed__ de __ITEM__refined-hazard-concrete__
bi-stone-brick=__ITEM__stone-brick__ biológico
bi-purified-air-1=__ITEM__bi-purified-air__ — utilizando __ITEM__fertilizer__
bi-purified-air-2=__ITEM__bi-purified-air__ — utilizando __ITEM__bi-adv-fertilizer__
bi-resin-pulp=__ITEM__resin__ de __ITEM__bi-woodpulp__
bi-resin-wood=__ITEM__resin__ de __ITEM__wood__
bi-woodpulp=__ITEM__bi-woodpulp__
bi-wood-from-pulp=__ITEM__wood__ de __ITEM__bi-woodpulp__
bi-acid=Bioácido
bi-liquid-air=Ar líquido
bi-nitrogen=Nitrogênio
bi-sulfur=Bio-__ITEM__sulfur__
bi-plastic-1=__ITEM__plastic-bar__ de __ITEM__wood__
bi-plastic-2=__ITEM__plastic-bar__ de __ITEM__bi-cellulose__
## Disassemble
bi-burner-inserter-disassemble=Desmantelamento de __ENTITY__burner-inserter__
bi-burner-mining-drill-disassemble=Desmantelamento de __ENTITY__burner-mining-drill__
bi-long-handed-inserter-disassemble=Desmantelamento de __ENTITY__long-handed-inserter__
bi-steel-furnace-disassemble=Desmantelamento de __ENTITY__steel-furnace__
bi-stone-furnace-disassemble=Desmantelamento de __ENTITY__stone-furnace__
## Compatibility with other mods
## angelsrefining
bi-mineralized-sulfuric-waste=Água mineralizada
bi-slag-slurry=Lama impura de __ITEM__bi-ash__, __ITEM__stone-brished__ e água salina
## angelspetrochem
bi-biomass-conversion-2-methane=Conversão de biocombustível 2: Gás metano
bi-biomass-conversion-4-yellow-waste=Conversão de biocombustível 4: Petróleo pesado, Águas residuais sulfúricas
bi-sulfur-angels=Bio-__ITEM__sulfur__
## angelsrefining, BioTech, Krastorio/Krastorio2
bi-sand=__ITEM__sand__ de __ITEM__stone-crushed__
## bobelectronics
bi-press-wood=Tabuleiro de madeira
## Industrial Revolution
bi-crushed-stone-1_IR=__ITEM__gravel__ de __ITEM__stone__
bi-crushed-stone-2_IR=__ITEM__gravel__ de __ITEM__concrete__
bi-crushed-stone-3_IR=__ITEM__gravel__ de __ITEM__hazard-concrete__
bi-crushed-stone-4_IR=__ITEM__gravel__ de __ITEM__refined-concrete__
bi-crushed-stone-5_IR=__ITEM__gravel__ de __ITEM__refined-hazard-concrete__

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@ -0,0 +1,19 @@
[technology-name]
bi-tech-advanced-biotechnology=Biotecnologia avançada
bi-tech-bio-cannon=Protótipo de artilharia
bi-tech-bio-farming=Cultivo biológico
bi-tech-coal-processing-1=Processamento de carvão 1
bi-tech-coal-processing-2=Processamento de carvão 2
bi-tech-coal-processing-3=Processamento de carvão 3
bi-tech-fertilizer=Fertilizante
bi-tech-organic-plastic=Plástico orgânico
[technology-description]
bi-tech-advanced-biotechnology=Desbloqueia receitas de níveis mais altos
bi-tech-bio-cannon=Tecnologia de protótipo de torre de artilharia. - Ainda não é capaz de mirar manualmente
bi-tech-bio-farming=Aprenda a cultivar árvores o primeiro passo para descobrir outros produtos de madeira
bi-tech-coal-processing-1=Desbloqueia o processamento de madeira para obter carvão vegetal e cinzas
bi-tech-coal-processing-2=Desbloqueia o processamento de carvão vegetal em carvão e de combustível sólido em pellet de coque
bi-tech-coal-processing-3=Carvão vegetal é processado de forma mais eficiente e debloqueia a produção de pellet de coque a partir do carvão
bi-tech-fertilizer=Utilizando fertilizante você pode obter muito mais rendimento nas receitas
bi-tech-organic-plastic=Produção de plásticos a partir de materiais orgânicos

View file

@ -2,7 +2,7 @@
## Production ## Production
bi-arboretum=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения bi-arboretum=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
bi-bio-farm=Биоферма, превращает саженцы в древесину. Потребляет больше электричества ночью bi-bio-farm=Биоферма, превращает саженцы в древесину. Потребляет больше электричества ночью
bi-bio-garden=Биосад собирает воздух и убирает загрязнение. (-35 PU) bi-bio-garden=Биосад собирает воздух и убирает загрязнение. (-1.5 PU)
bi-bio-greenhouse=Используйте теплицу для роста саженцев bi-bio-greenhouse=Используйте теплицу для роста саженцев
seedling=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста. seedling=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.

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@ -0,0 +1,5 @@
{
"recipe": [
["bi-bio-garden-lagre", "bi-bio-garden-large"]
]
}

View file

@ -0,0 +1,8 @@
{
"entity": [
["bi-straight-rail-wood", "straight-rail"],
["bi-half-diagonal-rail-wood", "half-diagonal-rail"],
["bi-curved-rail-a-wood", "curved-rail-a"],
["bi-curved-rail-b-wood", "curved-rail-b"]
]
}

View file

@ -5,6 +5,9 @@ local ICONPATH_AAI = BioInd.modRoot .. "/graphics/icons/mod_aai/"
local ICONPATH_KR = BioInd.modRoot .. "/graphics/icons/mod_krastorio/" local ICONPATH_KR = BioInd.modRoot .. "/graphics/icons/mod_krastorio/"
local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/" local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/"
local nitrogen = data.raw.fluid["kr-nitrogen"] and "kr-nitrogen" or "nitrogen"
local pellet_coke = data.raw.item["angels-pellet-coke"] and "angels-pellet-coke" or "pellet-coke"
data:extend({ data:extend({
{ {
type = "recipe", type = "recipe",
@ -22,7 +25,7 @@ data:extend({
order = "a[bi]-a-g[bi-coke-coal]-2", order = "a[bi]-a-g[bi-coke-coal]-2",
energy_required = 4, energy_required = 4,
ingredients = {}, ingredients = {},
results = {{type="item", name="pellet-coke", amount=1}}, results = {{type="item", name=pellet_coke, amount=1}},
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
allow_as_intermediate = false, allow_as_intermediate = false,
@ -44,7 +47,7 @@ data:extend({
category = "chemistry", category = "chemistry",
energy_required = 5, energy_required = 5,
ingredients = { ingredients = {
{type = "fluid", name = "nitrogen", amount = 10}, {type = "fluid", name = nitrogen, amount = 10},
{type = "item", name = "bi-ash", amount = 10} {type = "item", name = "bi-ash", amount = 10}
}, },
results = { results = {
@ -170,15 +173,15 @@ end
-- Update Wood Bricks icon to Angels -- Update Wood Bricks icon to Angels
if data.raw.item["wood-bricks"] and mods["angelsbioprocessing"] then if data.raw.item["wood-bricks"] and mods["angelsbioprocessing"] then
data.raw.recipe["bi-wood-fuel-brick"].icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png" data.raw.recipe["bi-wood-fuel-brick"].icon = "__angelsbioprocessinggraphics__/graphics/icons/wood-bricks.png"
data.raw.recipe["bi-wood-fuel-brick"].icon_size = 32 data.raw.recipe["bi-wood-fuel-brick"].icon_size = 32
data.raw.recipe["bi-wood-fuel-brick"].icons = { data.raw.recipe["bi-wood-fuel-brick"].icons = {
{ {
icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png", icon = "__angelsbioprocessinggraphics__/graphics/icons/wood-bricks.png",
icon_size = 32, icon_size = 32,
} }
} }
data.raw.item["wood-bricks"].icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png" data.raw.item["wood-bricks"].icon = "__angelsbioprocessinggraphics__/graphics/icons/wood-bricks.png"
data.raw.item["wood-bricks"].icon_size = 32 data.raw.item["wood-bricks"].icon_size = 32
end end
@ -186,7 +189,7 @@ end
--- Add fertilizer recipes if bob's or Angels --- Add fertilizer recipes if bob's or Angels
if data.raw.item["solid-sodium-hydroxide"] and mods["angelspetrochem"] then if data.raw.item["solid-sodium-hydroxide"] and mods["angelspetrochem"] then
thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", {type = "item", name = "solid-sodium-hydroxide", amount = 10}) thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", {type = "item", name = "solid-sodium-hydroxide", amount = 10})
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "gas-nitrogen") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", nitrogen, "gas-nitrogen")
data.raw.recipe["bi-fertilizer-2"].icon = ICONPATH_BA .. "fertilizer_solid_sodium_hydroxide.png" data.raw.recipe["bi-fertilizer-2"].icon = ICONPATH_BA .. "fertilizer_solid_sodium_hydroxide.png"
data.raw.recipe["bi-fertilizer-2"].icon_size = 64 data.raw.recipe["bi-fertilizer-2"].icon_size = 64
thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2") thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2")
@ -202,8 +205,8 @@ end
-- If Angels, replace liquid air + nitrogen and with Angel's ingredients in recipes -- If Angels, replace liquid air + nitrogen and with Angel's ingredients in recipes
if data.raw.fluid["gas-nitrogen"] and data.raw.fluid["gas-compressed-air"] and mods["angelspetrochem"] then if data.raw.fluid["gas-nitrogen"] and data.raw.fluid["gas-compressed-air"] and mods["angelspetrochem"] then
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "nitrogen", "gas-nitrogen") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", nitrogen, "gas-nitrogen")
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "gas-nitrogen") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", nitrogen, "gas-nitrogen")
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "gas-compressed-air") thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "gas-compressed-air")
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "gas-compressed-air") thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "gas-compressed-air")
end end
@ -222,13 +225,13 @@ if mods["angelspetrochem"] then
end end
-- If Angels, replace water with water-yellow-waste -- If Angels, replace water with angels-water-yellow-waste
if data.raw.fluid["water-yellow-waste"] and mods["angelspetrochem"] then if data.raw.fluid["angels-water-yellow-waste"] and mods["angelspetrochem"] then
-- Replace water with water-yellow-waste in Algae Biomass conversion 4 -- Replace water with angels-water-yellow-waste in Algae Biomass conversion 4
thxbob.lib.recipe.remove_result("bi-biomass-conversion-4", "water") thxbob.lib.recipe.remove_result("bi-biomass-conversion-4", "water")
thxbob.lib.recipe.add_result("bi-biomass-conversion-4", { thxbob.lib.recipe.add_result("bi-biomass-conversion-4", {
type = "fluid", type = "fluid",
name = "water-yellow-waste", name = "angels-water-yellow-waste",
amount = 40 amount = 40
}) })
-- Change recipe localizations -- Change recipe localizations
@ -268,17 +271,17 @@ if mods["angelsrefining"] then
icon_size = 64, icon_size = 64,
} }
}, },
category = "liquifying", category = "angels-liquifying",
subgroup = "water-treatment", subgroup = "angels-water-treatment",
energy_required = 2, energy_required = 2,
ingredients = { ingredients = {
{type = "fluid", name = "water-purified", amount = 100}, {type = "fluid", name = "angels-water-purified", amount = 100},
{type = "item", name = "stone-crushed", amount = 90}, {type = "item", name = "stone-crushed", amount = 90},
{type = "item", name = "wood-charcoal", amount = 30}, {type = "item", name = "wood-charcoal", amount = 30},
}, },
results= { results= {
{type = "fluid", name = "water-yellow-waste", amount = 40}, {type = "fluid", name = "angels-water-yellow-waste", amount = 40},
{type = "fluid", name = "water-mineralized", amount = 60}, {type = "fluid", name = "angels-water-mineralized", amount = 60},
}, },
enabled = false, enabled = false,
allow_as_intermediate = false, allow_as_intermediate = false,
@ -299,16 +302,16 @@ if mods["angelsrefining"] then
icon_size = 64, icon_size = 64,
} }
}, },
category = "liquifying", category = "angels-liquifying",
subgroup = "liquifying", subgroup = "angels-liquifying",
energy_required = 4, energy_required = 4,
ingredients = { ingredients = {
{type = "fluid", name = "water-saline", amount = 50}, {type = "fluid", name = "angels-water-saline", amount = 50},
{type = "item", name = "stone-crushed", amount = 90}, {type = "item", name = "stone-crushed", amount = 90},
{type = "item", name = "bi-ash", amount = 40}, {type = "item", name = "bi-ash", amount = 40},
}, },
results = { results = {
{type = "fluid", name = "slag-slurry", amount = 100}, {type = "fluid", name = "angels-slag-slurry", amount = 100},
}, },
enabled = false, enabled = false,
allow_as_intermediate = false, allow_as_intermediate = false,
@ -317,7 +320,7 @@ if mods["angelsrefining"] then
order = "i [slag-processing-dissolution]-2", order = "i [slag-processing-dissolution]-2",
}, },
}) })
thxbob.lib.tech.add_recipe_unlock("water-treatment", "bi-mineralized-sulfuric-waste") thxbob.lib.tech.add_recipe_unlock("angels-water-treatment", "bi-mineralized-sulfuric-waste")
thxbob.lib.tech.add_recipe_unlock("slag-processing-1", "bi-slag-slurry") thxbob.lib.tech.add_recipe_unlock("slag-processing-1", "bi-slag-slurry")
end end
@ -379,7 +382,7 @@ end
-- Add recipe for sand from crushed stone if any other mod provides sand -- Add recipe for sand from crushed stone if any other mod provides sand
if data.raw.item[mods["Krastorio2"] and "kr-sand" or "sand"] or if data.raw.item[data.raw.item["kr-sand"] and "kr-sand" or "sand"] or
data.raw.item["biotech-sand"] or data.raw.item["biotech-sand"] or
data.raw.item["solid-sand"] then data.raw.item["solid-sand"] then
@ -401,7 +404,7 @@ if data.raw.item[mods["Krastorio2"] and "kr-sand" or "sand"] or
order = "a[bi]-a-z[bi-9-sand]", order = "a[bi]-a-z[bi-9-sand]",
energy_required = 1, energy_required = 1,
ingredients = {{type="item", name="stone-crushed", amount=2}}, ingredients = {{type="item", name="stone-crushed", amount=2}},
results = {{type="item", name=mods["Krastorio2"] and "kr-sand" or "sand", amount=5}}, results = {{type="item", name=data.raw.item["kr-sand"] and "kr-sand" or "sand", amount=5}},
main_product = "", main_product = "",
enabled = false, enabled = false,
allow_as_intermediate = true, -- Changed for 0.18.34/1.1.4 allow_as_intermediate = true, -- Changed for 0.18.34/1.1.4
@ -414,13 +417,13 @@ if data.raw.item[mods["Krastorio2"] and "kr-sand" or "sand"] or
-- Adjust result for BioTech -- Adjust result for BioTech
if mods["BioTech"] then if mods["BioTech"] then
BioInd.writeDebug("Adjusting result for \"BioTech\"") BioInd.writeDebug("Adjusting result for \"BioTech\"")
recipe.result = "biotech-sand" recipe.results[1].name = "biotech-sand"
-- Adjust result for Angel's -- Adjust result for Angel's
elseif mods["angelsrefining"] then elseif mods["angelsrefining"] then
-- Adjust result -- Adjust result
BioInd.writeDebug("Adjusting result for \"angelsrefining\"") BioInd.writeDebug("Adjusting result for \"angelsrefining\"")
recipe.result = "solid-sand" recipe.results[1].name = "solid-sand"
-- Adjust icon for Krastorio -- Adjust icon for Krastorio
elseif mods["Krastorio2"] or mods["Krastorio2-spaced-out"] then elseif mods["Krastorio2"] or mods["Krastorio2-spaced-out"] then

View file

@ -327,9 +327,7 @@ data:extend({
ingredient_count = 3, ingredient_count = 3,
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 }, open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 }, close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
module_specification = { module_slots = 3,
module_slots = 3
},
allowed_effects = { "consumption", "speed", "productivity", "pollution" }, allowed_effects = { "consumption", "speed", "productivity", "pollution" },
}, },
@ -412,7 +410,7 @@ data:extend({
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -1 } } } pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -1 } } }
}, },
}, },
module_specification = {module_slots = 2}, module_slots = 2,
allowed_effects = { "consumption", "speed", "productivity", "pollution" }, allowed_effects = { "consumption", "speed", "productivity", "pollution" },
graphics_set = { graphics_set = {
animation = { animation = {
@ -508,7 +506,7 @@ data:extend({
resistances = { { type = "fire", percent = 95 } }, resistances = { { type = "fire", percent = 95 } },
collision_box = { { -1.2, -1.2 }, { 1.2, 1.2 } }, collision_box = { { -1.2, -1.2 }, { 1.2, 1.2 } },
selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } }, selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } },
module_specification = { module_slots = 2 }, module_slots = 2,
allowed_effects = { "consumption", "speed", "pollution" }, allowed_effects = { "consumption", "speed", "pollution" },
graphics_set = { graphics_set = {
-- Working animation (16 frames) -- Working animation (16 frames)

View file

@ -13,10 +13,10 @@ data:extend(
name = "bi-seed", name = "bi-seed",
icons = { {icon = ICONPATH .. "bio_seed.png", icon_size = 64, }}, icons = { {icon = ICONPATH .. "bio_seed.png", icon_size = 64, }},
pictures = { pictures = {
{ size = 64, filename = ICONPATHMIPS.."bio_seed_1.png", scale = 0.25, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."bio_seed_1.png", scale = 0.48, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."bio_seed_2.png", scale = 0.25, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."bio_seed_2.png", scale = 0.46, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."bio_seed_3.png", scale = 0.25, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."bio_seed_3.png", scale = 0.45, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."bio_seed_4.png", scale = 0.25, mipmap_count = 4 } { size = 64, filename = ICONPATHMIPS.."bio_seed_4.png", scale = 0.43, mipmap_count = 4 }
}, },
category = "biofarm-mod-greenhouse", category = "biofarm-mod-greenhouse",
subgroup = "bio-bio-farm", subgroup = "bio-bio-farm",
@ -35,15 +35,15 @@ data:extend(
localised_description = {"entity-description.seedling"}, localised_description = {"entity-description.seedling"},
icons = { {icon = ICONPATH .. "Seedling.png", icon_size = 64, }}, icons = { {icon = ICONPATH .. "Seedling.png", icon_size = 64, }},
pictures = { pictures = {
{ size = 64, filename = ICONPATHMIPS.."seedling_1.png", scale = 0.25, mipmap_count = 9 }, { size = 64, filename = ICONPATHMIPS.."seedling_1.png", scale = 0.57, mipmap_count = 9 },
{ size = 64, filename = ICONPATHMIPS.."seedling_2.png", scale = 0.25, mipmap_count = 9 }, { size = 64, filename = ICONPATHMIPS.."seedling_2.png", scale = 0.52, mipmap_count = 9 },
{ size = 64, filename = ICONPATHMIPS.."seedling_3.png", scale = 0.25, mipmap_count = 9 }, { size = 64, filename = ICONPATHMIPS.."seedling_3.png", scale = 0.47, mipmap_count = 9 },
{ size = 64, filename = ICONPATHMIPS.."seedling_4.png", scale = 0.25, mipmap_count = 9 }, { size = 64, filename = ICONPATHMIPS.."seedling_4.png", scale = 0.52, mipmap_count = 9 },
{ size = 64, filename = ICONPATHMIPS.."seedling_5.png", scale = 0.25, mipmap_count = 9 }, { size = 64, filename = ICONPATHMIPS.."seedling_5.png", scale = 0.62, mipmap_count = 9 },
{ size = 64, filename = ICONPATHMIPS.."seedling_6.png", scale = 0.25, mipmap_count = 9 }, { size = 64, filename = ICONPATHMIPS.."seedling_6.png", scale = 0.52, mipmap_count = 9 },
{ size = 64, filename = ICONPATHMIPS.."seedling_7.png", scale = 0.25, mipmap_count = 9 }, { size = 64, filename = ICONPATHMIPS.."seedling_7.png", scale = 0.72, mipmap_count = 9 },
{ size = 64, filename = ICONPATHMIPS.."seedling_8.png", scale = 0.25, mipmap_count = 9 }, { size = 64, filename = ICONPATHMIPS.."seedling_8.png", scale = 0.52, mipmap_count = 9 },
{ size = 64, filename = ICONPATHMIPS.."seedling_9.png", scale = 0.25, mipmap_count = 9 } { size = 64, filename = ICONPATHMIPS.."seedling_9.png", scale = 0.47, mipmap_count = 9 }
}, },
subgroup = "bio-bio-farm", subgroup = "bio-bio-farm",
order = "x[bi]-b[bi-seedling]", order = "x[bi]-b[bi-seedling]",
@ -114,10 +114,10 @@ data:extend(
name = "bi-woodpulp", name = "bi-woodpulp",
icons = { {icon = ICONPATH .. "woodpulp_64.png", icon_size = 64, }}, icons = { {icon = ICONPATH .. "woodpulp_64.png", icon_size = 64, }},
pictures = { pictures = {
{ size = 64, filename = ICONPATHMIPS.."woodpulp_1.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."woodpulp_1.png", scale = 0.55, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."woodpulp_2.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."woodpulp_2.png", scale = 0.53, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."woodpulp_3.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."woodpulp_3.png", scale = 0.51, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."woodpulp_4.png", scale = 0.2, mipmap_count = 4 } { size = 64, filename = ICONPATHMIPS.."woodpulp_4.png", scale = 0.49, mipmap_count = 4 }
}, },
fuel_value = "1MJ", fuel_value = "1MJ",
fuel_category = "chemical", fuel_category = "chemical",
@ -147,10 +147,10 @@ data:extend(
name = "bi-ash", name = "bi-ash",
icons = { {icon = ICONPATH .. "ash.png", icon_size = 64, }}, icons = { {icon = ICONPATH .. "ash.png", icon_size = 64, }},
pictures = { pictures = {
{ size = 64, filename = ICONPATHMIPS.."ash_1.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."ash_1.png", scale = 0.42, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."ash_2.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."ash_2.png", scale = 0.42, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."ash_3.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."ash_3.png", scale = 0.42, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."ash_4.png", scale = 0.2, mipmap_count = 4 } { size = 64, filename = ICONPATHMIPS.."ash_4.png", scale = 0.42, mipmap_count = 4 }
}, },
subgroup = "raw-material", subgroup = "raw-material",
order = "a[bi]-a-b[bi-ash]", order = "a[bi]-a-b[bi-ash]",
@ -164,10 +164,10 @@ data:extend(
name = "wood-charcoal", name = "wood-charcoal",
icons = { {icon = ICONPATH .. "charcoal.png", icon_size = 64, }}, icons = { {icon = ICONPATH .. "charcoal.png", icon_size = 64, }},
pictures = { pictures = {
{ size = 64, filename = ICONPATHMIPS.."charcoal_1.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."charcoal_1.png", scale = 0.49, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."charcoal_2.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."charcoal_2.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."charcoal_3.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."charcoal_3.png", scale = 0.5, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."charcoal_4.png", scale = 0.2, mipmap_count = 4 } { size = 64, filename = ICONPATHMIPS.."charcoal_4.png", scale = 0.51, mipmap_count = 4 }
}, },
fuel_value = "6MJ", fuel_value = "6MJ",
fuel_category = "chemical", fuel_category = "chemical",
@ -199,10 +199,10 @@ data:extend(
name = "stone-crushed", name = "stone-crushed",
icons = { {icon = ICONPATH .. "crushed-stone.png", icon_size = 64, }}, icons = { {icon = ICONPATH .. "crushed-stone.png", icon_size = 64, }},
pictures = { pictures = {
{ size = 64, filename = ICONPATHMIPS.."crush_1.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."crush_1.png", scale = 0.44, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."crush_2.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."crush_2.png", scale = 0.45, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."crush_3.png", scale = 0.2, mipmap_count = 4 }, { size = 64, filename = ICONPATHMIPS.."crush_3.png", scale = 0.45, mipmap_count = 4 },
{ size = 64, filename = ICONPATHMIPS.."crush_4.png", scale = 0.2, mipmap_count = 4 } { size = 64, filename = ICONPATHMIPS.."crush_4.png", scale = 0.46, mipmap_count = 4 }
}, },
subgroup = "raw-material", subgroup = "raw-material",
order = "a[bi]-a-z[stone-crushed]", order = "a[bi]-a-z[stone-crushed]",

View file

@ -2,12 +2,11 @@ local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local ICONPATH_W = BioInd.modRoot .. "/graphics/icons/weapons/" local ICONPATH_W = BioInd.modRoot .. "/graphics/icons/weapons/"
local ICONPATH_E = BioInd.modRoot .. "/graphics/icons/entity/" local ICONPATH_E = BioInd.modRoot .. "/graphics/icons/entity/"
local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/"
local nitrogen = data.raw.fluid["kr-nitrogen"] and "kr-nitrogen" or "nitrogen"
data:extend({ data:extend({
--- Seeds from Water (BASIC) --- Seeds from Water (BASIC)
{ {
type = "recipe", type = "recipe",
@ -162,6 +161,7 @@ data:extend({
category = "biofarm-mod-greenhouse", category = "biofarm-mod-greenhouse",
energy_required = 400, energy_required = 400,
ingredients = { ingredients = {
{ type = "item", name = "bi-seed", amount = 20 },
{ type = "fluid", name = "water", amount = 100 }, { type = "fluid", name = "water", amount = 100 },
}, },
results = { results = {
@ -1141,7 +1141,7 @@ data:extend({
{ type = "fluid", name = "liquid-air", amount = 20 } { type = "fluid", name = "liquid-air", amount = 20 }
}, },
results = { results = {
{ type = "fluid", name = "nitrogen", amount = 20 }, { type = "fluid", name = nitrogen, amount = 20 },
}, },
crafting_machine_tint = { crafting_machine_tint = {
primary = { r = 0.0, g = 0.8, b = 0.0, a = 0.000 }, primary = { r = 0.0, g = 0.8, b = 0.0, a = 0.000 },
@ -1173,7 +1173,7 @@ data:extend({
energy_required = 5, energy_required = 5,
ingredients = { ingredients = {
{ type = "item", name = "sulfur", amount = 1 }, { type = "item", name = "sulfur", amount = 1 },
{ type = "fluid", name = "nitrogen", amount = 10 }, { type = "fluid", name = nitrogen, amount = 10 },
{ type = "item", name = "bi-ash", amount = 10 } { type = "item", name = "bi-ash", amount = 10 }
}, },
results = { results = {

View file

@ -187,7 +187,7 @@ data:extend({
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-bio-garden-lagre" recipe = "bi-bio-garden-large"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",

View file

@ -195,9 +195,7 @@ data:extend({
ingredient_count = 3, ingredient_count = 3,
crafting_speed = 1, crafting_speed = 1,
energy_usage = "10kW", energy_usage = "10kW",
module_specification = { module_slots = 3,
module_slots = 3
},
allowed_effects = { "consumption", "speed", "productivity", "pollution" }, allowed_effects = { "consumption", "speed", "productivity", "pollution" },
}, },

View file

@ -278,11 +278,12 @@ if BI.Settings.BI_Bio_Fuel then
name = "bi-biomass-conversion-1", name = "bi-biomass-conversion-1",
localised_name = {"recipe-name.bi-biomass-conversion-1"}, localised_name = {"recipe-name.bi-biomass-conversion-1"},
localised_description = {"recipe-description.bi-biomass-conversion-1"}, localised_description = {"recipe-description.bi-biomass-conversion-1"},
icons = { {icon = ICONPATH .. "bio_conversion_1.png", icon_size = 64, } }, icons = { {icon = ICONPATH .. "bio_conversion_1.png", icon_size = 64, } },
category = "oil-processing", category = "oil-processing",
enabled = false, enabled = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
allow_productivity = true,
energy_required = 5, energy_required = 5,
ingredients = { ingredients = {
{type = "fluid", name = "bi-biomass", amount = 100}, {type = "fluid", name = "bi-biomass", amount = 100},
@ -294,7 +295,7 @@ if BI.Settings.BI_Bio_Fuel then
}, },
main_product = "", main_product = "",
subgroup = "bio-bio-fuel-other", subgroup = "bio-bio-fuel-other",
order = "a[oil-processing]-b[advanced-oil-processing]-y[bi-Fuel_Conversion-1]", order = "a[oil-processing]-b[advanced-oil-processing]-y[bi-Fuel_Conversion-1]"
}, },
---- Biomass to PG ---- Biomass to PG
@ -308,7 +309,7 @@ if BI.Settings.BI_Bio_Fuel then
enabled = false, enabled = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
allow_productivity = true, allow_productivity = true,
energy_required = 5, energy_required = 5,
ingredients = { ingredients = {
{type = "fluid", name = "bi-biomass", amount = 10}, {type = "fluid", name = "bi-biomass", amount = 10},
@ -333,7 +334,7 @@ if BI.Settings.BI_Bio_Fuel then
enabled = false, enabled = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
allow_productivity = true, allow_productivity = true,
energy_required = 2.5, energy_required = 2.5,
ingredients = { ingredients = {
{type = "fluid", name = "bi-biomass", amount = 10}, {type = "fluid", name = "bi-biomass", amount = 10},

View file

@ -1,445 +1,443 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local ICONPATH_E = BioInd.modRoot .. "/graphics/icons/entity/" local ICONPATH_E = BioInd.modRoot .. "/graphics/icons/entity/"
local ENTITYPATH_BIO = BioInd.modRoot .. "/graphics/entities/" local ENTITYPATH_BIO = BioInd.modRoot .. "/graphics/entities/"
local REMNANTSPATH = BioInd.modRoot .. "/graphics/entities/remnants/" local REMNANTSPATH = BioInd.modRoot .. "/graphics/entities/remnants/"
require("util") require("util")
local crafting_speed_quality_multiplier = mods["quality"] and {
uncommon = 0.83,
rare = 0.66,
epic = 0.50,
legendary = 0.16
} or nil
--- Bio Garden --- Bio Garden
data:extend({ data:extend({
{ {
type = "assembling-machine", type = "assembling-machine",
name = "bi-bio-garden", name = "bi-bio-garden",
icon = ICONPATH_E .. "bio_garden_icon.png",
icon_size = 64,
icons = {
{
icon = ICONPATH_E .. "bio_garden_icon.png", icon = ICONPATH_E .. "bio_garden_icon.png",
icon_size = 64, icon_size = 64,
icons = { }
{
icon = ICONPATH_E .. "bio_garden_icon.png",
icon_size = 64,
}
},
flags = { "placeable-neutral", "placeable-player", "player-creation" },
minable = { hardness = 0.2, mining_time = 0.5, result = "bi-bio-garden" },
fast_replaceable_group = "bi-bio-garden",
max_health = 150,
corpse = "bi-bio-garden-remnant",
collision_box = { { -1.2, -1.2 }, { 1.2, 1.2 } },
selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } },
fluid_boxes = {
{
production_type = "input",
pipe_picture = assembler3pipepictures(),
pipe_covers = pipecoverspictures(),
volume = 1000,
base_level = -1,
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -1 } } }
},
},
fluid_boxes_off_when_no_fluid_recipe = true,
graphics_set = {
animation = {
layers = {
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_anim_trees.png",
width = 256, height = 320,
frame_count = 20, line_length = 5,
animation_speed = 0.15, scale = 0.5, shift = {0, -0.75}
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_shadow.png",
width = 384, height = 320,
frame_count = 1, repeat_count = 20, -- repeat to match
draw_as_shadow = true, scale = 0.5, shift = {1, -0.75}
}
}
}
},
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
working_sound = {
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 0.8 } },
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
apparent_volume = 1.5,
max_sounds_per_type = 3,
},
crafting_categories = { "clean-air" },
source_inventory_size = 1,
result_inventory_size = 1,
crafting_speed = 1.0,
energy_source = {
type = "electric",
usage_priority = "secondary-input",
emissions_per_minute = { pollution = -45 }, -- Negative value: pollution is absorbed!
},
energy_usage = "200kW",
ingredient_count = 1,
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
-- (Efficiency modules are also meant to reduce pollution, but as the base value
-- is negative, the resulting value is greater than the base value! )
module_specification = {
module_slots = 1
},
-- Changed for 0.18.34/1.1.4 -- We need to use an empty table here, so the gardens
-- won't be affected by beacons!
allowed_effects = { "consumption", "speed" },
}, },
flags = { "placeable-neutral", "placeable-player", "player-creation" },
---- corpse minable = { hardness = 0.2, mining_time = 0.5, result = "bi-bio-garden" },
{ fast_replaceable_group = "bi-bio-garden",
type = "corpse", max_health = 150,
name = "bi-bio-garden-remnant", corpse = "bi-bio-garden-remnant",
localised_name = {"entity-name.bi-bio-garden-remnant"}, collision_box = { { -1.2, -1.2 }, { 1.2, 1.2 } },
icon = "__base__/graphics/icons/remnants.png", selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } },
icon_size = 64, fluid_boxes = {
icon_mipmaps = 4, {
BI_add_icon = true, production_type = "input",
flags = {"placeable-neutral", "building-direction-8-way", "not-on-map"}, pipe_picture = assembler3pipepictures(),
subgroup = "remnants", pipe_covers = pipecoverspictures(),
order = "z-z-z", volume = 1000,
selection_box = {{-1.5, -1.5}, {1.5, 1.5}}, base_level = -1,
tile_width = 3, pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -1 } } }
tile_height = 3, },
selectable_in_game = false, },
time_before_removed = 60 * 60 * 15, -- 15 minutes fluid_boxes_off_when_no_fluid_recipe = true,
final_render_layer = "remnants", graphics_set = {
remove_on_tile_placement = false, animation = {
animation = layers = {
{ {
{ filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_anim_trees.png",
filename = REMNANTSPATH .. "bio_garden_remnant.png", width = 256, height = 320,
line_length = 1, frame_count = 20, line_length = 5,
width = 256, animation_speed = 0.15, scale = 0.5, shift = { 0, -0.75 }
height = 320, },
frame_count = 1, {
direction_count = 1, filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_shadow.png",
shift = {0, -0.75}, width = 384, height = 320,
scale = 0.5 frame_count = 1, repeat_count = 20, -- repeat to match
} draw_as_shadow = true, scale = 0.5, shift = { 1, -0.75 }
} }
}, }
}
},
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
---- Bio Garden Large close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
{ working_sound = {
type = "assembling-machine", sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 0.8 } },
name = "bi-bio-garden-large", idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
apparent_volume = 1.5,
max_sounds_per_type = 3,
},
crafting_categories = { "clean-air" },
source_inventory_size = 1,
result_inventory_size = 1,
crafting_speed = 1.0,
crafting_speed_quality_multiplier = crafting_speed_quality_multiplier,
energy_source = {
type = "electric",
usage_priority = "secondary-input",
emissions_per_minute = { pollution = -1.5 * 60 }, -- Negative value: pollution is absorbed!
},
energy_usage = "200kW",
ingredient_count = 1,
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
-- (Efficiency modules are also meant to reduce pollution, but as the base value
-- is negative, the resulting value is greater than the base value! )
module_slots = 1,
-- Changed for 0.18.34/1.1.4 -- We need to use an empty table here, so the gardens
-- won't be affected by beacons!
allowed_effects = { "consumption", "speed" },
},
---- corpse
{
type = "corpse",
name = "bi-bio-garden-remnant",
localised_name = { "entity-name.bi-bio-garden-remnant" },
icon = "__base__/graphics/icons/remnants.png",
icon_size = 64,
icon_mipmaps = 4,
BI_add_icon = true,
flags = { "placeable-neutral", "building-direction-8-way", "not-on-map" },
subgroup = "remnants",
order = "z-z-z",
selection_box = { { -1.5, -1.5 }, { 1.5, 1.5 } },
tile_width = 3,
tile_height = 3,
selectable_in_game = false,
time_before_removed = 60 * 60 * 15, -- 15 minutes
final_render_layer = "remnants",
remove_on_tile_placement = false,
animation = {
{
filename = REMNANTSPATH .. "bio_garden_remnant.png",
line_length = 1,
width = 256,
height = 320,
frame_count = 1,
direction_count = 1,
shift = { 0, -0.75 },
scale = 0.5
}
}
},
---- Bio Garden Large
{
type = "assembling-machine",
name = "bi-bio-garden-large",
icon = ICONPATH_E .. "bio_garden_large_icon.png",
icon_size = 64,
icons = {
{
icon = ICONPATH_E .. "bio_garden_large_icon.png", icon = ICONPATH_E .. "bio_garden_large_icon.png",
icon_size = 64, icon_size = 64,
icons = { }
{
icon = ICONPATH_E .. "bio_garden_large_icon.png",
icon_size = 64,
}
},
flags = { "placeable-neutral", "placeable-player", "player-creation" },
minable = { hardness = 0.6, mining_time = 1, result = "bi-bio-garden-large" },
fast_replaceable_group = "bi-bio-garden-large",
max_health = 1200,
corpse = "bi-bio-garden-large-remnant",
collision_box = {{-4.3, -4.3}, {4.3, 4.3}},
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
scale_entity_info_icon = true,
fluid_boxes = {
{
production_type = "input",
pipe_covers = pipecoverspictures(),
base_area = 1,
base_level = -1,
volume = 1000,
filter = "water",
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -4 } } },
--pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, 4 } } },
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { -4, 0 } } },
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 4, 0 } } },
},
},
off_when_no_fluid_recipe = false,
graphics_set = {
animation = {
layers = {
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large.png",
width = 640,
height = 704,
scale = 0.5,
shift = {0, -0.5},
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large_shadow.png",
width = 704,
height = 640,
scale = 0.5,
shift = {0.5, 0},
draw_as_shadow = true,
}
}
},
working_visualisations = {
{
light = {intensity = 1.2, size = 20 },
draw_as_light = true,
effect = "flicker",
constant_speed = true,
fadeout = true,
animation = {
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large_light.png",
width = 640,
height = 640,
scale = 0.5,
shift = {0, 0},
},
},
},
},
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
working_sound = {
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 1 } },
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.8 },
apparent_volume = 1.5,
max_sounds_per_type = 3,
},
crafting_categories = { "clean-air" },
source_inventory_size = 1,
result_inventory_size = 1,
crafting_speed = 4.0,
energy_source = {
type = "electric",
usage_priority = "secondary-input",
emissions_per_minute = { pollution = -360 }, -- Negative value: pollution is absorbed!
},
energy_usage = "800kW",
ingredient_count = 1,
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
-- (Efficiency modules are also meant to reduce pollution, but as the base value
-- is negative, the resulting value is greater than the base value! )
module_specification = {
module_slots = 2
},
-- Changed for 0.18.34/1.1.4 -- We need to use an empty table here, so the gardens
-- won't be affected by beacons!
allowed_effects = { "consumption", "speed" },
}, },
flags = { "placeable-neutral", "placeable-player", "player-creation" },
--- corpse minable = { hardness = 0.6, mining_time = 1, result = "bi-bio-garden-large" },
{ fast_replaceable_group = "bi-bio-garden-large",
type = "corpse", max_health = 1200,
name = "bi-bio-garden-large-remnant", corpse = "bi-bio-garden-large-remnant",
localised_name = {"entity-name.bi-bio-garden-large-remnant"}, collision_box = { { -4.3, -4.3 }, { 4.3, 4.3 } },
icon = "__base__/graphics/icons/remnants.png", selection_box = { { -4.5, -4.5 }, { 4.5, 4.5 } },
icon_size = 64, scale_entity_info_icon = true,
icon_mipmaps = 4, fluid_boxes = {
BI_add_icon = true, {
flags = {"placeable-neutral", "building-direction-8-way", "not-on-map"}, production_type = "input",
subgroup = "remnants", pipe_covers = pipecoverspictures(),
order = "z-z-z", base_area = 1,
selection_box = {{-4.5, -4.5}, {4.5, 4.5}}, base_level = -1,
tile_width = 9, volume = 1000,
tile_height = 9, filter = "water",
selectable_in_game = false, pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -4 } } },
time_before_removed = 60 * 60 * 15, -- 15 minutes --pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, 4 } } },
final_render_layer = "remnants", -- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { -4, 0 } } },
remove_on_tile_placement = false, -- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 4, 0 } } },
animation =
},
},
off_when_no_fluid_recipe = false,
graphics_set = {
animation = {
layers = {
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large.png",
width = 640,
height = 704,
scale = 0.5,
shift = { 0, -0.5 },
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large_shadow.png",
width = 704,
height = 640,
scale = 0.5,
shift = { 0.5, 0 },
draw_as_shadow = true,
}
}
},
working_visualisations = {
{
light = { intensity = 1.2, size = 20 },
draw_as_light = true,
effect = "flicker",
constant_speed = true,
fadeout = true,
animation = {
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_large_light.png",
width = 640,
height = 640,
scale = 0.5,
shift = { 0, 0 },
},
},
},
},
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
working_sound = {
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 1 } },
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.8 },
apparent_volume = 1.5,
max_sounds_per_type = 3,
},
crafting_categories = { "clean-air" },
source_inventory_size = 1,
result_inventory_size = 1,
crafting_speed = 4.0,
crafting_speed_quality_multiplier = crafting_speed_quality_multiplier,
energy_source = {
type = "electric",
usage_priority = "secondary-input",
emissions_per_minute = { pollution = -12 * 60 }, -- Negative value: pollution is absorbed!
},
energy_usage = "800kW",
ingredient_count = 1,
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
-- (Efficiency modules are also meant to reduce pollution, but as the base value
-- is negative, the resulting value is greater than the base value! )
module_slots = 2,
-- Changed for 0.18.34/1.1.4 -- We need to use an empty table here, so the gardens
-- won't be affected by beacons!
allowed_effects = { "consumption", "speed" },
},
--- corpse
{ {
{ type = "corpse",
filename = REMNANTSPATH .. "bio_garden_large_remnant.png", name = "bi-bio-garden-large-remnant",
line_length = 1, localised_name = { "entity-name.bi-bio-garden-large-remnant" },
width = 640, icon = "__base__/graphics/icons/remnants.png",
height = 704, icon_size = 64,
frame_count = 1, icon_mipmaps = 4,
direction_count = 1, BI_add_icon = true,
shift = {0, -0.5}, flags = { "placeable-neutral", "building-direction-8-way", "not-on-map" },
scale = 0.5 subgroup = "remnants",
order = "z-z-z",
selection_box = { { -4.5, -4.5 }, { 4.5, 4.5 } },
tile_width = 9,
tile_height = 9,
selectable_in_game = false,
time_before_removed = 60 * 60 * 15, -- 15 minutes
final_render_layer = "remnants",
remove_on_tile_placement = false,
animation = {
{
filename = REMNANTSPATH .. "bio_garden_large_remnant.png",
line_length = 1,
width = 640,
height = 704,
frame_count = 1,
direction_count = 1,
shift = { 0, -0.5 },
scale = 0.5
}
} }
} },
}, ---- Bio Garden Huge
---- Bio Garden Huge {
{ type = "assembling-machine",
type = "assembling-machine", name = "bi-bio-garden-huge",
name = "bi-bio-garden-huge", icon = ICONPATH_E .. "bio_garden_huge_icon.png",
icon_size = 64,
icons = {
{
icon = ICONPATH_E .. "bio_garden_huge_icon.png", icon = ICONPATH_E .. "bio_garden_huge_icon.png",
icon_size = 64, icon_size = 64,
icons = { }
{
icon = ICONPATH_E .. "bio_garden_huge_icon.png",
icon_size = 64,
}
},
flags = { "placeable-neutral", "placeable-player", "player-creation" },
minable = { hardness = 1.2, mining_time = 2, result = "bi-bio-garden-huge" },
fast_replaceable_group = "bi-bio-garden-huge",
max_health = 2000,
corpse = "bi-bio-garden-huge-remnant",
collision_box = {{-13.3, -13.3}, {13.3, 13.3}},
selection_box = {{-13.5, -13.5}, {13.5, 13.5}},
scale_entity_info_icon = true,
fluid_boxes = {
{
production_type = "input",
pipe_covers = pipecoverspictures(),
base_area = 1,
base_level = -1,
volume = 1000,
filter = "water",
pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -13 } } },
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, 13 } } },
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { -13, 0 } } },
-- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 13, 0 } } },
},
},
off_when_no_fluid_recipe = false,
graphics_set = {
animation = {
layers = {
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge.png",
width = 1792,
height = 1856,
scale = 0.5,
frame_count = 1,
line_length = 1,
repeat_count = 8,
animation_speed = 1,
shift = {0, -0.5},
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_shadow.png",
width = 256,
height = 1856,
scale = 0.5,
frame_count = 1,
line_length = 1,
repeat_count = 8,
animation_speed = 1,
shift = {14, -0.5},
draw_as_shadow = true,
},
},
},
working_visualisations = {
{
constant_speed = true,
fadeout = true,
animation = {
layers = {
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
width = 128,
height = 96,
scale = 0.5,
frame_count = 8,
line_length = 8,
repeat_count = 1,
animation_speed = 1,
shift = {-4.5, -4.5},
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
width = 128,
height = 96,
scale = 0.5,
frame_count = 8,
line_length = 8,
repeat_count = 1,
animation_speed = 1,
shift = {4.5, 4.5},
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
width = 128,
height = 96,
scale = 0.5,
frame_count = 8,
line_length = 8,
repeat_count = 1,
animation_speed = 1,
shift = {4.5, -4.5},
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
width = 128,
height = 96,
scale = 0.5,
frame_count = 8,
line_length = 8,
repeat_count = 1,
animation_speed = 1,
shift = {-4.5, 4.5},
},
},
},
},
},
},
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
working_sound = {
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 1.8 } },
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.9 },
apparent_volume = 2,
max_sounds_per_type = 3,
},
crafting_categories = { "clean-air" },
source_inventory_size = 1,
result_inventory_size = 1,
crafting_speed = 16,
energy_source = {
type = "electric",
usage_priority = "secondary-input",
emissions_per_minute = { pollution = -2880 }, -- Negative value: pollution is absorbed!
},
energy_usage = "3200kW",
ingredient_count = 1,
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
-- (Efficiency modules are also meant to reduce pollution, but as the base value
-- is negative, the resulting value is greater than the base value! )
module_specification = {
module_slots = 4
},
-- Changed for 0.18.34/1.1.4 -- We need to use an empty table here, so the gardens
-- won't be affected by beacons!
allowed_effects = { "consumption", "speed" },
}, },
---- corpse flags = { "placeable-neutral", "placeable-player", "player-creation" },
minable = { hardness = 1.2, mining_time = 2, result = "bi-bio-garden-huge" },
{ fast_replaceable_group = "bi-bio-garden-huge",
type = "corpse", max_health = 2000,
name = "bi-bio-garden-huge-remnant", corpse = "bi-bio-garden-huge-remnant",
localised_name = {"entity-name.bi-bio-garden-huge-remnant"}, collision_box = { { -13.3, -13.3 }, { 13.3, 13.3 } },
icon = "__base__/graphics/icons/remnants.png", selection_box = { { -13.5, -13.5 }, { 13.5, 13.5 } },
icon_size = 64, scale_entity_info_icon = true,
icon_mipmaps = 4, fluid_boxes = {
BI_add_icon = true, {
flags = {"placeable-neutral", "building-direction-8-way", "not-on-map"}, production_type = "input",
subgroup = "remnants", pipe_covers = pipecoverspictures(),
order = "z-z-z", base_area = 1,
selection_box = {{-13.5, -13.5}, {13.5, 13.5}}, base_level = -1,
tile_width = 27, volume = 1000,
tile_height = 27, filter = "water",
selectable_in_game = false, pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, -13 } } },
time_before_removed = 60 * 60 * 15, -- 15 minutes -- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 0, 13 } } },
final_render_layer = "remnants", -- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { -13, 0 } } },
remove_on_tile_placement = false, -- pipe_connections = { { flow_direction = "input", direction = defines.direction.north, position = { 13, 0 } } },
animation = },
},
off_when_no_fluid_recipe = false,
graphics_set = {
animation = {
layers = {
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge.png",
width = 1792,
height = 1856,
scale = 0.5,
frame_count = 1,
line_length = 1,
repeat_count = 8,
animation_speed = 1,
shift = { 0, -0.5 },
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_shadow.png",
width = 256,
height = 1856,
scale = 0.5,
frame_count = 1,
line_length = 1,
repeat_count = 8,
animation_speed = 1,
shift = { 14, -0.5 },
draw_as_shadow = true,
},
},
},
working_visualisations = {
{
constant_speed = true,
fadeout = true,
animation = {
layers = {
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
width = 128,
height = 96,
scale = 0.5,
frame_count = 8,
line_length = 8,
repeat_count = 1,
animation_speed = 1,
shift = { -4.5, -4.5 },
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
width = 128,
height = 96,
scale = 0.5,
frame_count = 8,
line_length = 8,
repeat_count = 1,
animation_speed = 1,
shift = { 4.5, 4.5 },
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
width = 128,
height = 96,
scale = 0.5,
frame_count = 8,
line_length = 8,
repeat_count = 1,
animation_speed = 1,
shift = { 4.5, -4.5 },
},
{
filename = ENTITYPATH_BIO .. "bio_garden/bio_garden_huge_turbine_anim.png",
width = 128,
height = 96,
scale = 0.5,
frame_count = 8,
line_length = 8,
repeat_count = 1,
animation_speed = 1,
shift = { -4.5, 4.5 },
},
},
},
},
},
},
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
working_sound = {
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 1.8 } },
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.9 },
apparent_volume = 2,
max_sounds_per_type = 3,
},
crafting_categories = { "clean-air" },
source_inventory_size = 1,
result_inventory_size = 1,
crafting_speed = 16,
crafting_speed_quality_multiplier = crafting_speed_quality_multiplier,
energy_source = {
type = "electric",
usage_priority = "secondary-input",
emissions_per_minute = { pollution = -96 * 60 }, -- Negative value: pollution is absorbed!
},
energy_usage = "3200kW",
ingredient_count = 1,
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
-- (Efficiency modules are also meant to reduce pollution, but as the base value
-- is negative, the resulting value is greater than the base value! )
module_slots = 4,
-- Changed for 0.18.34/1.1.4 -- We need to use an empty table here, so the gardens
-- won't be affected by beacons!
allowed_effects = { "consumption", "speed" },
},
---- corpse
{ {
{ type = "corpse",
filename = REMNANTSPATH .. "bio_garden_huge_remnant.png", name = "bi-bio-garden-huge-remnant",
line_length = 1, localised_name = { "entity-name.bi-bio-garden-huge-remnant" },
width = 896, icon = "__base__/graphics/icons/remnants.png",
height = 928, icon_size = 64,
frame_count = 1, icon_mipmaps = 4,
direction_count = 1, BI_add_icon = true,
shift = {0, -0.5}, flags = { "placeable-neutral", "building-direction-8-way", "not-on-map" },
subgroup = "remnants",
order = "z-z-z",
selection_box = { { -13.5, -13.5 }, { 13.5, 13.5 } },
tile_width = 27,
tile_height = 27,
selectable_in_game = false,
time_before_removed = 60 * 60 * 15, -- 15 minutes
final_render_layer = "remnants",
remove_on_tile_placement = false,
animation = {
{
filename = REMNANTSPATH .. "bio_garden_huge_remnant.png",
line_length = 1,
width = 896,
height = 928,
frame_count = 1,
direction_count = 1,
shift = { 0, -0.5 },
}
} }
} }
}
}) })

View file

@ -34,9 +34,9 @@ data:extend({
--- Garden - Large(ENTITY) --- Garden - Large(ENTITY)
{ {
type = "recipe", type = "recipe",
name = "bi-bio-garden-lagre", name = "bi-bio-garden-large",
localised_name = {"entity-name.bi-bio-garden-lagre"}, localised_name = {"entity-name.bi-bio-garden-large"},
localised_description = {"entity-description.bi-bio-garden-lagre"}, localised_description = {"entity-description.bi-bio-garden-large"},
icons = { {icon = ICONPATH_E .. "bio_garden_large_icon.png", icon_size = 64, } }, icons = { {icon = ICONPATH_E .. "bio_garden_large_icon.png", icon_size = 64, } },
enabled = false, enabled = false,
energy_required = 15, energy_required = 15,

View file

@ -372,19 +372,19 @@ data:extend({
percent = 10 percent = 10
} }
}, },
collision_box = {{-0.3, -0.3}, {0.3, 0.3}}, collision_box = {{-0.35, -0.35}, {0.25, 0.25}},
selection_box = {{-0.5, -0.5}, {0.5, 0.5}}, selection_box = {{-0.55, -0.55}, {0.45, 0.45}},
drawing_box = {{-1, -7}, {1, 0.5}}, drawing_box = {{-1, -7}, {1, 0.5}},
maximum_wire_distance = 64, -- Factorio Max maximum_wire_distance = 64, -- Factorio Max
supply_area_distance = 2, -- This is the radius, so the supply area is 4x4. supply_area_distance = 2, -- This is the radius, so the supply area is 4x4.
pictures = { pictures = {
filename = WOODPATH .. "huge-wooden-pole.png", filename = WOODPATH .. "huge-wooden-pole.png",
priority = "high", priority = "high",
width = 182, width = 546,
height = 167, height = 501,
direction_count = 4, direction_count = 4,
shift = {3, -3.45}, shift = {3, -3.45},
scale = 1.5, scale = 0.5,
}, },
connection_points = { connection_points = {
{ {

View file

@ -1,267 +0,0 @@
local util = require("util")
local ground_rail_render_layers =
{
stone_path_lower = "rail-stone-path-lower",
stone_path = "rail-stone-path",
tie = "rail-tie",
screw = "rail-screw",
metal = "rail-metal"
}
local rail_segment_visualisation_endings =
{
filename = "__base__/graphics/entity/rails/rail/rail-segment-visualisations-endings.png",
priority = "extra-high",
flags = { "low-object" },
width = 64,
height = 64,
scale = 0.5,
direction_count = 16,
frame_count = 6,
usage = "rail"
}
local function make_new_rail_pictures(keys, elems, max_variations)
local function make_sprite_definition(filename, elem, key, variation_count)
return
{
filename = filename,
priority = elem.priority or "extra-high",
flags = elem.mipmap and { "trilinear-filtering" } or { "low-object" },
draw_as_shadow = elem.draw_as_shadow,
allow_forced_downscale = elem.allow_forced_downscale,
width = key[3][1],
height = key[3][2],
x = key[2][1],
y = key[2][2],
scale = 0.5;
shift = util.by_pixel(key[4][1], key[4][2]),
variation_count = variation_count,
usage = "rail"
}
end
local res = {}
for _ , key in ipairs(keys) do
local part = {}
local variation_count = key[5] or 1
if max_variations then
variation_count = math.min(variation_count, max_variations)
end
if (variation_count > 0) then
for _ , elem in ipairs(elems) do
local layers = nil
local variations = variation_count;
if (elem[1] == "segment_visualisation_middle") then
variations = nil
end
if (type(elem[2]) == "table") then
layers = { layers = {} }
for _, subelem in ipairs(elem[2]) do
table.insert(layers.layers, make_sprite_definition(subelem[1], subelem, key, variations))
end
else
layers = make_sprite_definition(elem[2], elem, key, variations)
end
if (elem[1] ~= nil) then
part[elem[1]] = layers
else
part = layers
end
end
end
res[key[1]] = part
end
return res
end
function new_rail_pictures_vanilla(rail_type)
local keys
local NOT_USED_POSITION = {0, 0}
local NOT_USED_SIZE = {1, 1}
local NOT_USED_SHIFT = {0, 0}
if rail_type == "straight" then
keys =
{
{"north", { 0, 256 }, {256, 256}, {0,0}, 8},
{"northeast", { 0, 2048 }, {384, 384}, {0,0}, 3},
{"east", { 0, 0 }, {256, 256}, {0,0}, 8},
{"southeast", { 0, 896 }, {384, 384}, {0,0}, 3},
{"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}
}
elseif rail_type == "half-diagonal" then
keys =
{
{"north", { 0, 1280 }, {384, 384}, {0,0}, 3},
{"northeast", { 0, 1664 }, {384, 384}, {0,0}, 3},
{"east", { 0, 2432 }, {384, 384}, {0,0}, 3},
{"southeast", { 0, 512 }, {384, 384}, {0,0}, 3},
{"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}
}
elseif rail_type == "curved-a" then
keys =
{
{"north", { 2048, 3 * 512 }, {512, 512}, {0,0}, 4},-- piece 04
{"northeast", { 2048, 12 * 512 }, {512, 512}, {0,0}, 4},-- piece 13
{"east", { 2048, 7 * 512 }, {512, 512}, {0,0}, 4},-- piece 08
{"southeast", { 2048, 0 * 512 }, {512, 512}, {0,0}, 4},-- piece 01
{"south", { 2048, 11 * 512 }, {512, 512}, {0,0}, 4},-- piece 12
{"southwest", { 2048, 4 * 512 }, {512, 512}, {0,0}, 4},-- piece 05
{"west", { 2048, 15 * 512 }, {512, 512}, {0,0}, 4},-- piece 16
{"northwest", { 2048, 8 * 512 }, {512, 512}, {0,0}, 4},-- piece 09
}
elseif rail_type == "curved-b" then
keys =
{
{"north", { 2048, 2 * 512 }, {512, 512}, {0,0}, 4},-- piece 03
{"northeast", { 2048, 13 * 512 }, {512, 512}, {0,0}, 4},-- piece 14
{"east", { 2048, 6 * 512 }, {512, 512}, {0,0}, 4},-- piece 07
{"southeast", { 2048, 1 * 512 }, {512, 512}, {0,0}, 4},-- piece 02
{"south", { 2048, 10 * 512 }, {512, 512}, {0,0}, 4},-- piece 11
{"southwest", { 2048, 5 * 512 }, {512, 512}, {0,0}, 4},-- piece 06
{"west", { 2048, 14 * 512 }, {512, 512}, {0,0}, 4},-- piece 15
{"northwest", { 2048, 9 * 512 }, {512, 512}, {0,0}, 4},-- piece 10
}
end
local elems =
{
{ "metals", "__base__/graphics/entity/rails/rail/rail-metals.png", mipmap = true },
{ "backplates", "__base__/graphics/entity/rails/rail/rail-backplates.png", mipmap = true },
{ "ties", "__Bio_Industries_2__/graphics/entities/wood_products/rails/new_rail/rail-ties-concrete.png" },
{ "stone_path", "__base__/graphics/entity/rails/rail/rail-stone-path-inside.png" },
{ "stone_path_background", "__base__/graphics/entity/rails/rail/rail-stone-path.png" },
{ "segment_visualisation_middle", "__base__/graphics/entity/rails/rail/rail-segment-visualisations-middle.png" },
}
local res = make_new_rail_pictures(keys, elems)
res["rail_endings"] =
{
sheets =
{
{
filename = "__base__/graphics/entity/rails/rail/rail-endings-background.png",
priority = "high",
flags = { "low-object" },
width = 256,
height = 256,
scale = 0.5,
usage = "rail"
},
{
filename = "__base__/graphics/entity/rails/rail/rail-endings-foreground.png",
priority = "high",
flags = { "trilinear-filtering" },
width = 256,
height = 256,
scale = 0.5,
usage = "rail"
}
}
}
res["render_layers"] = ground_rail_render_layers
res["segment_visualisation_endings"] = rail_segment_visualisation_endings
return res
end
function new_rail_remnants_pictures_vanilla(rail_type)
local keys
local NOT_USED_POSITION = {0, 0}
local NOT_USED_SIZE = {1, 1}
local NOT_USED_SHIFT = {0, 0}
if rail_type == "straight" then
keys =
{
{"north", { 0, 256 }, {256, 256}, {0,0}, 8},
{"northeast", { 0, 2048 }, {384, 384}, {0,0}, 3},
{"east", { 0, 0 }, {256, 256}, {0,0}, 8},
{"southeast", { 0, 896 }, {384, 384}, {0,0}, 3},
{"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}
}
elseif rail_type == "half-diagonal" then
keys =
{
{"north", { 0, 1280 }, {384, 384}, {0,0}, 3},
{"northeast", { 0, 1664 }, {384, 384}, {0,0}, 3},
{"east", { 0, 2432 }, {384, 384}, {0,0}, 3},
{"southeast", { 0, 512 }, {384, 384}, {0,0}, 3},
{"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}
}
elseif rail_type == "curved-a" then
keys =
{
{"north", { 2048, 3 * 512 }, {512, 512}, {0,0}, 4},-- piece 04
{"northeast", { 2048, 12 * 512 }, {512, 512}, {0,0}, 4},-- piece 13
{"east", { 2048, 7 * 512 }, {512, 512}, {0,0}, 4},-- piece 08
{"southeast", { 2048, 0 * 512 }, {512, 512}, {0,0}, 4},-- piece 01
{"south", { 2048, 11 * 512 }, {512, 512}, {0,0}, 4},-- piece 12
{"southwest", { 2048, 4 * 512 }, {512, 512}, {0,0}, 4},-- piece 05
{"west", { 2048, 15 * 512 }, {512, 512}, {0,0}, 4},-- piece 16
{"northwest", { 2048, 8 * 512 }, {512, 512}, {0,0}, 4},-- piece 09
}
elseif rail_type == "curved-b" then
keys =
{
{"north", { 2048, 2 * 512 }, {512, 512}, {0,0}, 4},-- piece 03
{"northeast", { 2048, 13 * 512 }, {512, 512}, {0,0}, 4},-- piece 14
{"east", { 2048, 6 * 512 }, {512, 512}, {0,0}, 4},-- piece 07
{"southeast", { 2048, 1 * 512 }, {512, 512}, {0,0}, 4},-- piece 02
{"south", { 2048, 10 * 512 }, {512, 512}, {0,0}, 4},-- piece 11
{"southwest", { 2048, 5 * 512 }, {512, 512}, {0,0}, 4},-- piece 06
{"west", { 2048, 14 * 512 }, {512, 512}, {0,0}, 4},-- piece 15
{"northwest", { 2048, 9 * 512 }, {512, 512}, {0,0}, 4},-- piece 10
}
end
local elems =
{
{ "metals", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-metals.png", mipmap = true, allow_forced_downscale = true },
{ "backplates", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-backplates.png", mipmap = true, allow_forced_downscale = true },
{ "ties", "__Bio_Industries_2__/graphics/entities/wood_products/rails/new_rail/rail-remnants-ties-concrete.png" , allow_forced_downscale = true },
{ "stone_path", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-stone-path-inside.png" , allow_forced_downscale = true },
{ "stone_path_background", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-stone-path.png" , allow_forced_downscale = true }
}
local res = make_new_rail_pictures(keys, elems)
res["rail_endings"] =
{
sheets =
{
{
filename = "__base__/graphics/entity/rails/rail/rail-endings-background.png",
priority = "high",
flags = { "low-object" },
width = 256,
height = 256,
scale = 0.5,
usage = "rail"
},
{
filename = "__base__/graphics/entity/rails/rail/rail-endings-foreground.png",
priority = "high",
flags = { "trilinear-filtering" },
width = 256,
height = 256,
scale = 0.5,
usage = "rail"
}
}
}
res["render_layers"] = ground_rail_render_layers
return res
end

View file

@ -1,275 +0,0 @@
local util = require("util")
local wood_tint = {r = 183/255, g = 125/255, b = 62/255, a = 1}
local ground_rail_render_layers =
{
stone_path_lower = "rail-stone-path-lower",
stone_path = "rail-stone-path",
tie = "rail-tie",
screw = "rail-screw",
metal = "rail-metal"
}
local rail_segment_visualisation_endings =
{
filename = "__base__/graphics/entity/rails/rail/rail-segment-visualisations-endings.png",
priority = "extra-high",
flags = { "low-object" },
width = 64,
height = 64,
scale = 0.5,
direction_count = 16,
frame_count = 6,
-- tint = wood_tint,
usage = "rail"
}
local function make_new_rail_pictures_wood(keys, elems, max_variations)
local function make_sprite_definition_wood(filename, elem, key, variation_count)
return
{
filename = filename,
priority = elem.priority or "extra-high",
flags = elem.mipmap and { "trilinear-filtering" } or { "low-object" },
draw_as_shadow = elem.draw_as_shadow,
allow_forced_downscale = elem.allow_forced_downscale,
width = key[3][1],
height = key[3][2],
x = key[2][1],
y = key[2][2],
scale = 0.5;
shift = util.by_pixel(key[4][1], key[4][2]),
variation_count = variation_count,
-- tint = wood_tint,
usage = "rail"
}
end
local res = {}
for _ , key in ipairs(keys) do
local part = {}
local variation_count = key[5] or 1
if max_variations then
variation_count = math.min(variation_count, max_variations)
end
if (variation_count > 0) then
for _ , elem in ipairs(elems) do
local layers = nil
local variations = variation_count;
if (elem[1] == "segment_visualisation_middle") then
variations = nil
end
if (type(elem[2]) == "table") then
layers = { layers = {} }
for _, subelem in ipairs(elem[2]) do
table.insert(layers.layers, make_sprite_definition_wood(subelem[1], subelem, key, variations))
end
else
layers = make_sprite_definition_wood(elem[2], elem, key, variations)
end
if (elem[1] ~= nil) then
part[elem[1]] = layers
else
part = layers
end
end
end
res[key[1]] = part
end
return res
end
function new_rail_pictures_wood(rail_type)
local keys
local NOT_USED_POSITION = {0, 0}
local NOT_USED_SIZE = {1, 1}
local NOT_USED_SHIFT = {0, 0}
if rail_type == "straight" then
keys =
{
{"north", { 0, 256 }, {256, 256}, {0,0}, 8},
{"northeast", { 0, 2048 }, {384, 384}, {0,0}, 3},
{"east", { 0, 0 }, {256, 256}, {0,0}, 8},
{"southeast", { 0, 896 }, {384, 384}, {0,0}, 3},
{"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}
}
elseif rail_type == "half-diagonal" then
keys =
{
{"north", { 0, 1280 }, {384, 384}, {0,0}, 3},
{"northeast", { 0, 1664 }, {384, 384}, {0,0}, 3},
{"east", { 0, 2432 }, {384, 384}, {0,0}, 3},
{"southeast", { 0, 512 }, {384, 384}, {0,0}, 3},
{"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}
}
elseif rail_type == "curved-a" then
keys =
{
{"north", { 2048, 3 * 512 }, {512, 512}, {0,0}, 4},-- piece 04
{"northeast", { 2048, 12 * 512 }, {512, 512}, {0,0}, 4},-- piece 13
{"east", { 2048, 7 * 512 }, {512, 512}, {0,0}, 4},-- piece 08
{"southeast", { 2048, 0 * 512 }, {512, 512}, {0,0}, 4},-- piece 01
{"south", { 2048, 11 * 512 }, {512, 512}, {0,0}, 4},-- piece 12
{"southwest", { 2048, 4 * 512 }, {512, 512}, {0,0}, 4},-- piece 05
{"west", { 2048, 15 * 512 }, {512, 512}, {0,0}, 4},-- piece 16
{"northwest", { 2048, 8 * 512 }, {512, 512}, {0,0}, 4},-- piece 09
}
elseif rail_type == "curved-b" then
keys =
{
{"north", { 2048, 2 * 512 }, {512, 512}, {0,0}, 4},-- piece 03
{"northeast", { 2048, 13 * 512 }, {512, 512}, {0,0}, 4},-- piece 14
{"east", { 2048, 6 * 512 }, {512, 512}, {0,0}, 4},-- piece 07
{"southeast", { 2048, 1 * 512 }, {512, 512}, {0,0}, 4},-- piece 02
{"south", { 2048, 10 * 512 }, {512, 512}, {0,0}, 4},-- piece 11
{"southwest", { 2048, 5 * 512 }, {512, 512}, {0,0}, 4},-- piece 06
{"west", { 2048, 14 * 512 }, {512, 512}, {0,0}, 4},-- piece 15
{"northwest", { 2048, 9 * 512 }, {512, 512}, {0,0}, 4},-- piece 10
}
end
local elems =
{
{ "metals", "__base__/graphics/entity/rails/rail/rail-metals.png", mipmap = true },
{ "backplates", "__base__/graphics/entity/rails/rail/rail-backplates.png", mipmap = true },
{ "ties", "__Bio_Industries_2__/graphics/entities/wood_products/rails/new_rail/rail-ties-wood.png" },
{ "stone_path", "__base__/graphics/entity/rails/rail/rail-stone-path-inside.png" },
{ "stone_path_background", "__base__/graphics/entity/rails/rail/rail-stone-path.png" },
{ "segment_visualisation_middle", "__base__/graphics/entity/rails/rail/rail-segment-visualisations-middle.png" },
}
local res = make_new_rail_pictures_wood(keys, elems)
res["rail_endings"] =
{
sheets =
{
{
filename = "__base__/graphics/entity/rails/rail/rail-endings-background.png",
priority = "high",
flags = { "low-object" },
width = 256,
height = 256,
scale = 0.5,
-- tint = wood_tint,
usage = "rail"
},
{
filename = "__base__/graphics/entity/rails/rail/rail-endings-foreground.png",
priority = "high",
flags = { "trilinear-filtering" },
width = 256,
height = 256,
scale = 0.5,
-- tint = wood_tint,
usage = "rail"
}
}
}
res["render_layers"] = ground_rail_render_layers
res["segment_visualisation_endings"] = rail_segment_visualisation_endings
return res
end
function new_rail_remnants_pictures(rail_type)
local keys
local NOT_USED_POSITION = {0, 0}
local NOT_USED_SIZE = {1, 1}
local NOT_USED_SHIFT = {0, 0}
if rail_type == "straight" then
keys =
{
{"north", { 0, 256 }, {256, 256}, {0,0}, 8},
{"northeast", { 0, 2048 }, {384, 384}, {0,0}, 3},
{"east", { 0, 0 }, {256, 256}, {0,0}, 8},
{"southeast", { 0, 896 }, {384, 384}, {0,0}, 3},
{"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}
}
elseif rail_type == "half-diagonal" then
keys =
{
{"north", { 0, 1280 }, {384, 384}, {0,0}, 3},
{"northeast", { 0, 1664 }, {384, 384}, {0,0}, 3},
{"east", { 0, 2432 }, {384, 384}, {0,0}, 3},
{"southeast", { 0, 512 }, {384, 384}, {0,0}, 3},
{"south", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"southwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"west", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0},
{"northwest", NOT_USED_POSITION, NOT_USED_SIZE, NOT_USED_SHIFT, 0}
}
elseif rail_type == "curved-a" then
keys =
{
{"north", { 2048, 3 * 512 }, {512, 512}, {0,0}, 4},-- piece 04
{"northeast", { 2048, 12 * 512 }, {512, 512}, {0,0}, 4},-- piece 13
{"east", { 2048, 7 * 512 }, {512, 512}, {0,0}, 4},-- piece 08
{"southeast", { 2048, 0 * 512 }, {512, 512}, {0,0}, 4},-- piece 01
{"south", { 2048, 11 * 512 }, {512, 512}, {0,0}, 4},-- piece 12
{"southwest", { 2048, 4 * 512 }, {512, 512}, {0,0}, 4},-- piece 05
{"west", { 2048, 15 * 512 }, {512, 512}, {0,0}, 4},-- piece 16
{"northwest", { 2048, 8 * 512 }, {512, 512}, {0,0}, 4},-- piece 09
}
elseif rail_type == "curved-b" then
keys =
{
{"north", { 2048, 2 * 512 }, {512, 512}, {0,0}, 4},-- piece 03
{"northeast", { 2048, 13 * 512 }, {512, 512}, {0,0}, 4},-- piece 14
{"east", { 2048, 6 * 512 }, {512, 512}, {0,0}, 4},-- piece 07
{"southeast", { 2048, 1 * 512 }, {512, 512}, {0,0}, 4},-- piece 02
{"south", { 2048, 10 * 512 }, {512, 512}, {0,0}, 4},-- piece 11
{"southwest", { 2048, 5 * 512 }, {512, 512}, {0,0}, 4},-- piece 06
{"west", { 2048, 14 * 512 }, {512, 512}, {0,0}, 4},-- piece 15
{"northwest", { 2048, 9 * 512 }, {512, 512}, {0,0}, 4},-- piece 10
}
end
local elems =
{
{ "metals", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-metals.png", mipmap = true, allow_forced_downscale = true },
{ "backplates", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-backplates.png", mipmap = true, allow_forced_downscale = true },
{ "ties", "__Bio_Industries_2__/graphics/entities/wood_products/rails/new_rail/rail-remnants-ties-wood.png" , allow_forced_downscale = true },
{ "stone_path", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-stone-path-inside.png" , allow_forced_downscale = true },
{ "stone_path_background", "__base__/graphics/entity/rails/rail/remnants/rail-remnants-stone-path.png" , allow_forced_downscale = true }
}
local res = make_new_rail_pictures_wood(keys, elems)
res["rail_endings"] =
{
sheets =
{
{
filename = "__base__/graphics/entity/rails/rail/rail-endings-background.png",
priority = "high",
flags = { "low-object" },
width = 256,
height = 256,
scale = 0.5,
-- tint = wood_tint,
usage = "rail"
},
{
filename = "__base__/graphics/entity/rails/rail/rail-endings-foreground.png",
priority = "high",
flags = { "trilinear-filtering" },
width = 256,
height = 256,
scale = 0.5,
-- tint = wood_tint,
usage = "rail"
}
}
}
res["render_layers"] = ground_rail_render_layers
return res
end

View file

@ -1,243 +0,0 @@
require ("prototypes.Wood_Products.rail-pictures-wood")
local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local ICONPATH_E = BioInd.modRoot .. "/graphics/icons/entity/"
local item_sounds = require("__base__.prototypes.item_sounds")
local hit_effects = require ("__base__.prototypes.entity.hit-effects")
local sounds = require("__base__.prototypes.entity.sounds")
local tile_sounds = require("__base__.prototypes.tile.tile-sounds")
local simulations = require("__base__.prototypes.factoriopedia-simulations")
if BI.Settings.BI_Game_Tweaks_Recipe then
data:extend({
---- ITEM
{
type = "rail-planner",
name = "bi-rail-wood",
icons = { {icon = ICONPATH_E .. "rail-wood.png", icon_size = 64, } },
localised_name = {"item-name.bi-rail-wood"},
subgroup = "train-transport",
order = "a[rail]-0[rail]",
inventory_move_sound = item_sounds.train_inventory_move,
pick_sound = item_sounds.train_inventory_pickup,
drop_sound = item_sounds.train_inventory_move,
place_result = "bi-straight-rail-wood",
stack_size = 100,
rails =
{
"bi-straight-rail-wood",
"bi-curved-rail-a-wood",
"bi-curved-rail-b-wood",
"bi-half-diagonal-rail-wood"
},
manual_length_limit = 22.5 -- 2*(Curved-A) + 2*(Curved-B) + their planner penalty + margin
},
---- Recipe
{
type = "recipe",
name = "bi-rail-wood-to-concrete",
icons = { {icon = ICONPATH_E .. "rail-wood-to-concrete.png", icon_size = 64, } },
enabled = false,
ingredients =
{
{type = "item", name = "bi-rail-wood", amount = 2},
{type = "item", name = "stone-brick", amount = 6},
},
results = {{type="item", name="rail", amount=2}}
},
--- Entity
{
type = "straight-rail",
name = "bi-straight-rail-wood",
order = "a[ground-rail]-a[bi-straight-rail-wood]",
icon = ICONPATH_E .. "straight-rail-wood.png",
localised_name = {"entity-name.bi-straight-rail-wood"},
collision_box = {{-1, -1}, {1, 1}}, -- has custommly generated box, but the prototype needs something that is used to generate building smokes
flags = {"placeable-neutral", "player-creation", "building-direction-8-way"},
minable = {mining_time = 0.2, result = "bi-rail-wood", count = 1},
max_health = 200,
corpse = "straight-rail-remnants",
dying_explosion =
{
name = "rail-explosion"
},
resistances =
{
{
type = "fire",
percent = 100
},
{
type = "acid",
percent = 80
}
},
-- collision box is hardcoded for rails as to avoid unexpected changes in the way rail blocks are merged
selection_box = {{-1.7, -0.8}, {1.7, 0.8}},
damaged_trigger_effect = hit_effects.wall(),
pictures = new_rail_pictures_wood("straight"),
placeable_by = {item = "bi-rail-wood", count = 1},
walking_sound = tile_sounds.walking.rails,
extra_planner_goal_penalty = -4,
factoriopedia_alternative = "straight-rail"
},
{
type = "half-diagonal-rail",
name = "bi-half-diagonal-rail-wood",
order = "a[ground-rail]-b[bi-half-diagonal-rail-wood]",
deconstruction_alternative = "bi-straight-rail-wood",
icon = ICONPATH_E .. "curved-rail-wood.png",
localised_name = {"entity-name.bi-half-diagonal-rail-wood"},
collision_box = {{-0.75, -2.236}, {0.75, 2.236}}, -- has custommly generated box, but the prototype needs something that is used to generate building smokes
tile_height = 2,
extra_planner_goal_penalty = -4,
flags = {"placeable-neutral", "player-creation", "building-direction-8-way"},
minable = {mining_time = 0.2, result = "bi-rail-wood", count = 2},
max_health = 200,
corpse = "half-diagonal-rail-remnants",
dying_explosion =
{
{
name = "rail-explosion",
offset = {0.9, 2.2}
},
{
name = "rail-explosion"
},
{
name = "rail-explosion",
offset = {-1.2, -2}
}
},
resistances =
{
{
type = "fire",
percent = 100
},
{
type = "acid",
percent = 80
}
},
-- collision box is hardcoded for rails as to avoid unexpected changes in the way rail blocks are merged
selection_box = {{-1.7, -0.8}, {1.7, 0.8}},
damaged_trigger_effect = hit_effects.wall(),
pictures = new_rail_pictures_wood("half-diagonal"),
placeable_by = {item = "bi-rail-wood", count = 2},
walking_sound = tile_sounds.walking.rails,
extra_planner_penalty = 0,
factoriopedia_alternative = "straight-rail"
},
{
type = "curved-rail-a",
name = "bi-curved-rail-a-wood",
order = "a[ground-rail]-c[bi-curved-rail-a-wood]",
deconstruction_alternative = "bi-straight-rail-wood",
icon = ICONPATH_E .. "curved-rail-wood.png",
localised_name = {"entity-name.bi-curved-rail-a-wood"},
collision_box = {{-0.75, -2.516}, {0.75, 2.516}}, -- has custommly generated box, but the prototype needs something that is used to generate building smokes
flags = {"placeable-neutral", "player-creation", "building-direction-8-way"},
minable = {mining_time = 0.2, result = "bi-rail-wood", count = 3},
max_health = 200,
corpse = "curved-rail-a-remnants",
dying_explosion =
{
{
name = "rail-explosion",
offset = {0.9, 2.2}
},
{
name = "rail-explosion"
},
{
name = "rail-explosion",
offset = {-1.2, -2}
}
},
resistances =
{
{
type = "fire",
percent = 100
},
{
type = "acid",
percent = 80
}
},
-- collision box is hardcoded for rails as to avoid unexpected changes in the way rail blocks are merged
selection_box = {{-1.7, -0.8}, {1.7, 0.8}},
damaged_trigger_effect = hit_effects.wall(),
pictures = new_rail_pictures_wood("curved-a"),
placeable_by = {item = "bi-rail-wood", count = 3},
walking_sound = tile_sounds.walking.rails,
extra_planner_penalty = 0.5,
deconstruction_marker_positions = rail_8shifts_vector(-0.248, -0.533),
factoriopedia_alternative = "straight-rail"
},
{
type = "curved-rail-b",
name = "bi-curved-rail-b-wood",
order = "a[ground-rail]-d[bi-curved-rail-b-wood]",
deconstruction_alternative = "bi-straight-rail-wood",
icon = ICONPATH_E .. "curved-rail-wood.png",
localised_name = {"entity-name.bi-curved-rail-b-wood"},
collision_box = {{-0.75, -2.441}, {0.75, 2.441}}, -- has custommly generated box, but the prototype needs something that is used to generate building smokes
flags = {"placeable-neutral", "player-creation", "building-direction-8-way"},
minable = {mining_time = 0.2, result = "bi-rail-wood", count = 3},
max_health = 200,
corpse = "curved-rail-b-remnants",
dying_explosion =
{
{
name = "rail-explosion",
offset = {0.9, 2.2}
},
{
name = "rail-explosion"
},
{
name = "rail-explosion",
offset = {-1.2, -2}
}
},
resistances =
{
{
type = "fire",
percent = 100
},
{
type = "acid",
percent = 80
}
},
-- collision box is hardcoded for rails as to avoid unexpected changes in the way rail blocks are merged
selection_box = {{-1.7, -0.8}, {1.7, 0.8}},
damaged_trigger_effect = hit_effects.wall(),
pictures = new_rail_pictures_wood("curved-b"),
placeable_by = {item = "bi-rail-wood", count = 3},
walking_sound = tile_sounds.walking.rails,
extra_planner_penalty = 0.5,
deconstruction_marker_positions = rail_8shifts_vector(-0.309, -0.155),
factoriopedia_alternative = "straight-rail"
},
})
end

View file

@ -140,24 +140,6 @@ BioInd.show("locale_name", locale_name)
BioInd.show("Adjusted properties of", pole_name) BioInd.show("Adjusted properties of", pole_name)
end end
------------------------------------------------------------------------------------
-- Adjust properties for hidden power-rail pole
------------------------------------------------------------------------------------
elseif (c_entities["bi-straight-rail-power"] and
c_entities["bi-straight-rail-power"].hidden[h_key] and
pole_name == c_entities["bi-straight-rail-power"].hidden[h_key].name) or
(c_entities["bi-curved-rail-power"] and
c_entities["bi-curved-rail-power"].hidden[h_key] and
pole_name == c_entities["bi-curved-rail-power"].hidden[h_key].name) then
--~ elseif pole_name == c_entities["bi-straight-rail-power"].hidden[h_key].name then
--~ pole.localised_name = {"entity-name.bi-rail-power"}
--~ pole.localised_description = {"entity-description.bi-rail-power"}
pole.maximum_wire_distance = 9
pole.supply_area_distance = 2
shift_picture(pole)
BioInd.show("Adjusted properties of", pole_name)
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Adjust properties for hidden pole of bio gardens -- Adjust properties for hidden pole of bio gardens
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------