local BioInd = require('common')('Bio_Industries_2') if not BI then BI = {} end if not BI.Settings then BI.Settings = {} end --~ if not BI_Config then BI_Config = {} end --~ if not BI_Config.mod then BI_Config.mod = {} end if not BI_Functions then BI_Functions = {} end if not BI_Functions.lib then BI_Functions.lib = {} end if not thxbob then thxbob = {} end if not thxbob.lib then thxbob.lib = {} end for var, name in pairs({ Bio_Cannon = "BI_Bio_Cannon", BI_Bio_Fuel = "BI_Bio_Fuel", BI_Easy_Bio_Gardens = "BI_Easy_Bio_Gardens", BI_Bigger_Wooden_Chests = "BI_Bigger_Wooden_Chests", BI_Game_Tweaks_Stack_Size = "BI_Game_Tweaks_Stack_Size", BI_Game_Tweaks_Recipe = "BI_Game_Tweaks_Recipe", BI_Game_Tweaks_Tree = "BI_Game_Tweaks_Tree", BI_Game_Tweaks_Small_Tree_Collisionbox = "BI_Game_Tweaks_Small_Tree_Collisionbox", BI_Game_Tweaks_Player = "BI_Game_Tweaks_Player", BI_Game_Tweaks_Disassemble = "BI_Game_Tweaks_Disassemble", BI_Game_Tweaks_Bot = "BI_Game_Tweaks_Bot", BI_Solar_Additions = "BI_Solar_Additions" }) do BI.Settings[var] = BioInd.get_startup_setting(name) end --~ BioInd.show("BI.Settings.BI_Easy_Bio_Gardens", BI.Settings.BI_Easy_Bio_Gardens) --~ BioInd.show("BI.Settings.BI_Game_Tweaks_Disassemble", BI.Settings.BI_Game_Tweaks_Disassemble) --- Help Files require ("libs.item-functions") -- From Bob's Libary require ("libs.recipe-functions") -- From Bob's Libary require ("libs.technology-functions") -- From Bob's Libary require ("libs.functions") -- From Bob's Libary require ("libs.category-functions") -- From Bob's Libary require ("libs.bi_functions") -- Functions require ("prototypes.category") --~ -- Create the hidden entities --~ require("prototypes.compound_entities.hidden_entities") --~ BioInd.show("BioInd.compound_entities", BioInd.compound_entities) --~ error("Break!") --- Bio Farm require ("prototypes.Bio_Farm.entities") require ("prototypes.Bio_Farm.item") require ("prototypes.Bio_Farm.recipe") require ("prototypes.Bio_Farm.liquids") require ("prototypes.Bio_Farm.recipe-categories") require ("prototypes.Bio_Farm.pipeConnectors") require ("prototypes.Bio_Farm.technology") require ("prototypes.Bio_Farm.tree_entities") -- Bio Garden require ("prototypes.Bio_Garden.entities") require ("prototypes.Bio_Garden.item") require ("prototypes.Bio_Garden.recipe") require ("prototypes.Bio_Garden.recipe-categories") --- Bio Solar Farm require ("prototypes.Bio_Solar_Farm.entities") require ("prototypes.Bio_Solar_Farm.item") require ("prototypes.Bio_Solar_Farm.recipe") --- Wood Products require ("prototypes.Wood_Products.entities") require ("prototypes.Wood_Products.item") require ("prototypes.Wood_Products.recipe") require ("prototypes.Wood_Products.containers-entities") require ("prototypes.Wood_Products.containers-item") require ("prototypes.Wood_Products.containers-recipe") if not mods["Natural_Evolution_Buildings"] then --- Dart Turret (Bio turret) require ("prototypes.Bio_Turret.item-group") require ("prototypes.Bio_Turret.damage-type") require ("prototypes.Bio_Turret.item") require ("prototypes.Bio_Turret.recipe") require ("prototypes.Bio_Turret.entity") --- Bio Cannon -- Items Groups require ("prototypes.Bio_Cannon.item-group") -- Cannon require ("prototypes.Bio_Cannon.item") require ("prototypes.Bio_Cannon.recipe") require ("prototypes.Bio_Cannon.entity") require ("prototypes.Bio_Cannon.technology") -- Projectiles require ("prototypes.Bio_Cannon.projectiles-item") require ("prototypes.Bio_Cannon.projectiles-recipe") require ("prototypes.Bio_Cannon.projectiles-entity") end ---- Add Bio Fuel & Plastic, etc. require("prototypes.Bio_Fuel.item") require("prototypes.Bio_Fuel.recipe") require("prototypes.Bio_Fuel.entities") require("prototypes.Bio_Fuel.technology") -- Create the hidden entities (Moved here so we can be sure the base -- entities already exist and their properties can be read.) require("prototypes.compound_entities.hidden_entities") ------------------------------------------------------------------------------------ -- Alien Biomes will degrade tiles to "landfill" if more than 255 tiles are defined -- in the game. We can register the musk-floor tiles with Alien Biomes so it will -- try to prioritize the tiles if they exist. alien_biomes_priority_tiles = alien_biomes_priority_tiles or {} table.insert(alien_biomes_priority_tiles, "bi-solar-mat") --~ for i, item in pairs(data.raw.item) do --~ BioInd.show("Item", i) --~ end ------------------------------------------------------------------------------------ -- Add icons to our prototypes BioInd.BI_add_icons()