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local BioInd = require('common')('Bio_Industries_2')
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local ICONPATH = "__Bio_Industries_2__/graphics/icons/"
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-- If OwnlyMe's or Tral'a "Robot Tree Farm" mods are active, they will create variatons
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-- of our variations of tree prototypes. Remove them!
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local ignore_trees = BioInd.get_tree_ignore_list()
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local removed = 0
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for name, _ in pairs(ignore_trees or {}) do
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if name:match("rtf%-bio%-tree%-.+%-%d-%d+") then
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data.raw.tree[name] = nil
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ignore_trees[name] = nil
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removed = removed + 1
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BioInd.show("Removed tree prototype", name)
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end
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end
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BioInd.writeDebug("Removed %g tree prototypes. Number of trees to ignore now: %g", { removed, table_size(ignore_trees) })
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BI.Settings.BI_Game_Tweaks_Emissions_Multiplier = settings.startup["BI_Game_Tweaks_Emissions_Multiplier"].value
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---- Game Tweaks ---- Tree
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if BI.Settings.BI_Game_Tweaks_Tree then
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local new_results = {
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{
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type = "item",
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name = "wood",
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amount_min = 1,
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amount_max = 6
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}
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}
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for tree_name, tree in pairs(data.raw["tree"] or {}) do
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if tree.minable and not ignore_trees[tree_name] then
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BioInd.writeDebug("Tree name: %s\tminable.result: %s\tminable.count: %s",
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{ tree.name, (tree.minable and tree.minable.result or "nil"), (tree.minable and tree.minable.count or "nil") },
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"line")
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BioInd.writeDebug("Tree name: %s\tminable.results: %s",
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{ tree.name, (tree.minable and tree.minable.results or "nil") }, "line")
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--CHECK FOR SINGLE RESULTS
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-- mining.result may be set although mining.results exists (mining.result
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-- will be ignored in that case; happens, for example with IR2's rubber
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-- trees). In this case, overwriting mining.results with the data from
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-- mining.result could break other mods (e.g. IR2's rubber trees should
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-- yield "rubber-wood" instead of "wood").
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if tree.minable.result and not tree.minable.results then
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BioInd.writeDebug("Tree has minable.result")
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--CHECK FOR VANILLA TREES WOOD x 4
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if tree.minable.result == "wood" and tree.minable.count == 4 then
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BioInd.writeDebug("Changing wood yield of %s to random value.", { tree.name })
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tree.minable.mining_particle = "wooden-particle"
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tree.minable.mining_time = 1.5
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tree.minable.results = new_results
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-- CONVERT RESULT TO RESULTS
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else
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BioInd.writeDebug("Converting tree.minable.result to tree.minable.results!")
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tree.minable.mining_particle = "wooden-particle"
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tree.minable.results = {
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{
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type = "item",
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name = tree.minable.result,
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amount = tree.minable.count,
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}
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}
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end
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--CHECK FOR RESULTS TABLE
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elseif tree.minable.results then
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BioInd.writeDebug("Checking minable.results!")
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for r, result in pairs(tree.minable.results) do
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--CHECK FOR RESULT WOOD x 4
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if result.name == "wood" and result.amount == 4 then
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BioInd.writeDebug("Changing result %s: %s", { r, result }, "line")
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result.amount = nil
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result.amount_min = 1
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result.amount_max = 6
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end
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end
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tree.minable.result = nil
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tree.minable.count = nil
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-- NEITHER RESULT NOR RESULTS EXIST -- CREATE RESULTS!
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else
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BioInd.writeDebug("Creating minable.results!")
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tree.minable.results = new_results
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end
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BioInd.writeDebug("New minable.results: %s",
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{ tree.minable and tree.minable.results or "nil" }, "line")
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else
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BioInd.writeDebug("Won't change results of %s!", { tree.name })
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end
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end
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end
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---- Game Tweaks ---- Player (Changed for 0.18.34/1.1.4!)
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if BI.Settings.BI_Game_Tweaks_Player then
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-- There may be more than one character in the game! Here's a list of
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-- the character prototype names or patterns matching character prototype
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-- names we want to ignore.
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local blacklist = {
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------------------------------------------------------------------------------------
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-- Known dummies --
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------------------------------------------------------------------------------------
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-- Autodrive
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"autodrive-passenger",
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-- AAI Programmable Vehicles
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"^.+%-_%-driver$",
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-- Minime
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"minime_character_dummy",
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-- Water Turret (currently the dummies are not characters -- but things may change!)
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"^WT%-.+%-dummy$",
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------------------------------------------------------------------------------------
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-- Other characters --
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------------------------------------------------------------------------------------
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-- Bob's Classes and Multiple characters mod
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"^.*bob%-character%-.+$",
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}
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local whitelist = {
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-- Default character
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"^character$",
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-- Characters compatible with Minime
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"^.*skin.*$",
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}
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local tweaks = {
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loot_pickup_distance = 5, -- default 2
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build_distance = 20, -- Vanilla 6
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drop_item_distance = 20, -- Vanilla 6
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reach_distance = 20, -- Vanilla 6
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item_pickup_distance = 6, -- Vanilla 1
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reach_resource_distance = 6, -- Vanilla 2.7
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}
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local found, ignore
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for char_name, character in pairs(data.raw.character) do
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BioInd.show("Checking character", char_name)
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found = false
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for w, w_pattern in ipairs(whitelist) do
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if char_name == w_pattern or char_name:match(w_pattern) then
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ignore = false
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BioInd.show("Found whitelisted character name", char_name)
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for b, b_pattern in ipairs(blacklist) do
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if char_name == b_pattern or char_name:match(b_pattern) then
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BioInd.writeDebug("%s is on the ignore list!", char_name)
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-- Mark character as found
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ignore = true
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break
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end
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end
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if not ignore then
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found = true
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break
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end
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end
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if found then
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break
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end
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end
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-- Apply tweaks
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if found then
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for tweak_name, tweak in pairs(tweaks) do
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if character[tweak_name] < tweak then
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BioInd.writeDebug("Changing %s from %s to %s", { tweak_name, character[tweak_name], tweak })
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character[tweak_name] = tweak
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end
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end
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end
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end
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end
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---- Game Tweaks ---- Production science pack recipe
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if data.raw.recipe["bi-production-science-pack"] then
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BI_Functions.lib.allow_productivity("bi-production-science-pack")
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thxbob.lib.tech.add_recipe_unlock("production-science-pack", "bi-production-science-pack")
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BioInd.writeDebug("Unlock for recipe \"bi-production-science-pack\" added.")
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end
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---- Game Tweaks ---- Bots
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if BI.Settings.BI_Game_Tweaks_Bot then
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-- Logistic & Construction bots can't catch fire or be mined
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local function immunify(bot)
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local can_insert = true
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bot.flags = bot.flags or {}
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bot.resistances = bot.resistances or {}
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for f, flag in pairs(bot.flags) do
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if flag == "not-flammable" then
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can_insert = false
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break
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end
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end
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if can_insert then
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table.insert(bot.flags, "not-flammable")
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BioInd.writeDebug("Added flag \"not-flammable\" to %s", { bot.name })
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end
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can_insert = true
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for r, resistance in pairs(bot.resistances) do
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if resistance.type == "fire" and resistance.percent ~= 100 then
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BioInd.writeDebug("Change resistance against \"fire\" from %s to 100 %% for %s",
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{ resistance.percent or "nil", bot.name })
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bot.resistances[r] = { type = "fire", percent = 100 }
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can_insert = false
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break
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end
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end
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if can_insert then
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table.insert(bot.resistances, { type = "fire", percent = 100 })
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BioInd.writeDebug("Added resistance against \"fire\" to %s", { bot.name })
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end
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bot.minable = nil
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BioInd.writeDebug("Made %s unminable", { bot.name })
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end
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--catches modded bots too
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for _, bot in pairs(data.raw['construction-robot']) do
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immunify(bot)
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end
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for _, bot in pairs(data.raw['logistic-robot']) do
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immunify(bot)
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end
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end
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---- Game Tweaks stack size ----
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if BI.Settings.BI_Game_Tweaks_Stack_Size then
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-- Changed for 0.18.34/1.1.4
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local tweaks = {
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["wood"] = { value = 400, se_limit = 200 },
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["stone"] = { value = 400, se_limit = 50 },
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["stone-crushed"] = { value = 800, se_limit = 200 },
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["concrete"] = { value = 400, se_limit = 200 },
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["slag"] = { value = 800, se_limit = 200 },
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}
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local item
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local five_dim = BioInd.get_startup_setting("5d-change-stack")
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for tweak_name, tweak in pairs(tweaks) do
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item = data.raw.item[tweak_name]
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if item then
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-- Only adjust stack_size if 5Dim sets multiplier of 1 or is not active!
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if item.stack_size < tweak.value and (five_dim == 1 or not five_dim) then
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BioInd.writeDebug("Changing stacksize of %s from %s to %s",
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{ item.name, item.stack_size, tweak.value })
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item.stack_size = tweak.value
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end
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if mods["space-exploration"] then
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item.stack_size = math.min(tweak.se_limit, item.stack_size)
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BioInd.show("Adjusted stack_size on account of SE", item.stack_size)
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end
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end
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end
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end
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--- Update fuel_emissions_multiplier values
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if BI.Settings.BI_Game_Tweaks_Emissions_Multiplier then
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for item, factor in pairs({
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["pellet-coke"] = 0.80,
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["enriched-fuel"] = 0.90,
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["solid-fuel"] = 1.00,
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["solid-carbon"] = 1.05,
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["carbon"] = 1.05,
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["wood-bricks"] = 1.20,
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["rocket-fuel"] = 1.20,
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["bi-seed"] = 1.30,
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["seedling"] = 1.30,
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["bi-wooden-pole-big"] = 1.30,
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["bi-wooden-pole-huge"] = 1.30,
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["bi-wooden-fence"] = 1.30,
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["bi-wood-pipe"] = 1.30,
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["bi-wood-pipe-to-ground"] = 1.30,
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["bi-wooden-chest-large"] = 1.30,
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["bi-wooden-chest-huge"] = 1.30,
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["bi-wooden-chest-giga"] = 1.30,
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["bi-ash"] = 1.30,
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["ash"] = 1.30,
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["wood-charcoal"] = 1.25,
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["cellulose-fiber"] = 1.40,
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["bi-woodpulp"] = 1.40,
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["solid-coke"] = 1.40,
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["wood-pellets"] = 1.40,
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["coal-crushed"] = 1.50,
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["wood"] = 1.60,
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["coal"] = 2.00,
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}) do
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BI_Functions.lib.fuel_emissions_multiplier_update(item, factor)
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end
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end
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-- Make vanilla and Bio boilers exchangeable
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if BI.Settings.BI_Bio_Fuel then
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local boiler = data.raw["boiler"]["boiler"]
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local boiler_group = boiler.fast_replaceable_group or "boiler"
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boiler.fast_replaceable_group = boiler_group
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data.raw["boiler"]["bi-bio-boiler"].fast_replaceable_group = boiler_group
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end
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if mods["Krastorio2"] or mods["Krastorio2-spaced-out"] then
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-- Krastorio² needs much more wood than usually provided by Bio Industries. If Krastorio² is
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-- active, BI should produce much more wood/wood pulp. For better baĺancing, our recipes should
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-- also be changed to require more wood/wood pulp as ingredients.
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-- Recipes for making wood should also use/produce more seeds, seedlings, and water. It shouldn't
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-- be necessary to increase the input of ash and fertilizer in these recipes as they already
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-- require more wood/wood pulp.
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local update = {
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"wood", "bi-woodpulp",
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"bi-seed", "seedling", "water",
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}
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local multiply = function(items)
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for _, item in pairs(items) do
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for _, updateItem in pairs(update) do
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if item.name == updateItem then
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item.amount = item.amount * 4
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end
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end
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end
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end
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for _, recipe in pairs(data.raw.recipe) do
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BioInd.writeDebug("Recipe has \"mod\" property: %s", { recipe.mod and true or false })
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if recipe.mod == "Bio_Industries_2" then
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multiply(recipe.ingredients)
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multiply(recipe.results)
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BioInd.writeDebug("Changed ingredients for %s: %s",
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{ recipe and recipe.name or "nil", recipe and recipe.ingredients or "nil" })
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BioInd.writeDebug("Changed results for %s: %s",
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{ recipe and recipe.name or "nil", recipe and recipe.results or "nil" })
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end
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end
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end
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-- Make sure fertilizers have the "place_as_tile" property!
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local AlienBiomes = data.raw.tile["vegetation-green-grass-3"] and
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data.raw.tile["vegetation-green-grass-1"] and true or false
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-- We've already set place_as_tile. If it doesn't exist, our fertilizer definition has
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-- been overwritten by some other mod, so we restore icons and localization and add
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-- place_as_tile again!
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local fertilizer = data.raw.item["fertilizer"]
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if not fertilizer.place_as_tile then
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fertilizer.place_as_tile = {
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result = AlienBiomes and "vegetation-green-grass-3" or "grass-3",
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condition_size = 1,
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condition = { layers = { water_tile = true } }
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}
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fertilizer.icon = ICONPATH .. "fertilizer_64.png"
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fertilizer.icon_size = 64
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fertilizer.icons = {
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{
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icon = ICONPATH .. "fertilizer_64.png",
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icon_size = 64,
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}
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}
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fertilizer.localised_name = { "BI-item-name.fertilizer" }
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fertilizer.localised_description = { "BI-item-description.fertilizer" }
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end
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data.raw.item["bi-adv-fertilizer"].place_as_tile = {
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result = AlienBiomes and "vegetation-green-grass-1" or "grass-1",
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condition_size = 1,
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condition = { layers = { water_tile = true } }
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}
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if mods["pycoalprocessing"] and BI.Settings.BI_Bio_Fuel then
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-- Bio_Fuel/recipe.lua:30: {type = "item", name = "bi-ash", amount = 15}
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thxbob.lib.recipe.remove_result("bi-basic-gas-processing", "bi-ash")
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thxbob.lib.recipe.add_result("bi-basic-gas-processing", {
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type = "item",
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name = "ash",
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||||
amount = 15
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||||
})
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||||
end
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||||
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||||
|
||||
--- If Space Exploration Mod is installed.
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if mods["space-exploration"] then
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||||
-- Space Exploration Mod likes Stack Sizes to be 200 max.
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||||
-- Changed in 1.1.11
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||||
local tweaks = {
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["bi-solar-mat"] = 400,
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["bi-seed"] = 800,
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["seedling"] = 400,
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["bi-woodpulp"] = 800,
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["bi-ash"] = 400,
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["wood-charcoal"] = 400,
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["pellet-coke"] = 400,
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["stone-crushed"] = 400,
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||||
}
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local item
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||||
for tweak_name, tweak in pairs(tweaks) do
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||||
item = data.raw.item[tweak_name]
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||||
if item and item.stack_size then
|
||||
item.stack_size = 200
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||||
end
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end
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||||
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||||
if not mods["Natural_Evolution_Buildings"] then
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local ammo_tweaks = {
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||||
["bi-dart-magazine-basic"] = 400,
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["bi-dart-magazine-standard"] = 400,
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["bi-dart-magazine-enhanced"] = 400,
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["bi-dart-magazine-poison"] = 400,
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}
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local item
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||||
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||||
for tweak_name, tweak in pairs(ammo_tweaks) do
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item = data.raw.ammo[tweak_name]
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||||
item.stack_size = 200
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||||
end
|
||||
end
|
||||
end
|
||||
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||||
if BI.Settings.Bio_Cannon then
|
||||
local default_target_masks = data.raw["utility-constants"].default.default_trigger_target_mask_by_type
|
||||
default_target_masks["unit-spawner"] = default_target_masks["unit-spawner"] or
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||||
{ "common" } -- everything should have "common", unless there is specific reason not to
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table.insert(default_target_masks["unit-spawner"], "Bio_Cannon_Ammo")
|
||||
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||||
for w, worm in pairs(data.raw.turret) do
|
||||
worm.trigger_target_mask = worm.trigger_target_mask or default_target_masks["turret"] or { "common" }
|
||||
table.insert(worm.trigger_target_mask, "Bio_Cannon_Ammo")
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||||
end
|
||||
end
|
||||
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||||
------------------------------------------------------------------------------------
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||||
-- Add icons to our prototypes
|
||||
BioInd.BI_add_icons()
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||||
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||||
|
||||
---TESTING!
|
||||
|
||||
|
||||
for k, v in pairs(data.raw) do
|
||||
for t, p in pairs(v) do
|
||||
if p.se_allow_in_space then
|
||||
BioInd.writeDebug("%s (%s) can be built in space!", { p.name, t })
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||||
end
|
||||
end
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||||
end
|
||||
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Add table
Add a link
Reference in a new issue