Change line endings to \n
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111 changed files with 40179 additions and 40179 deletions
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@ -1,85 +1,85 @@
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----- Just used for Testing
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----- Just used for Testing
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function Test_Spawn()
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function Test_Spawn()
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local surface = game.surfaces['nauvis']
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local surface = game.surfaces['nauvis']
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surface.create_entity({name = "tree-01", position = {2, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-01", position = {2, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-02", position = {4, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-02", position = {4, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-02-red", position = {6, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-02-red", position = {6, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-03", position = {8, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-03", position = {8, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-04", position = {10, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-04", position = {10, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-05", position = {12, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-05", position = {12, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-06", position = {14, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-06", position = {14, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-06-brown", position = {16, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-06-brown", position = {16, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-07", position = {18, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-07", position = {18, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-08", position = {20, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-08", position = {20, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-08-brown", position = {22, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-08-brown", position = {22, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-09", position = {24, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-09", position = {24, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-09-brown", position = {26, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-09-brown", position = {26, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-09-red", position = {28, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-09-red", position = {28, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-a", position = {30, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-a", position = {30, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-b", position = {32, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-b", position = {32, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-c", position = {34, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-c", position = {34, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-d", position = {36, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-d", position = {36, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-e", position = {38, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-e", position = {38, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-f", position = {40, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-f", position = {40, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-g", position = {42, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-g", position = {42, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-h", position = {44, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-h", position = {44, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-i", position = {46, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-i", position = {46, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-j", position = {48, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-j", position = {48, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-k", position = {50, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-k", position = {50, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-l", position = {52, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-l", position = {52, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-m", position = {54, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-m", position = {54, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-n", position = {56, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-desert-n", position = {56, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-a", position = {58, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-a", position = {58, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-b", position = {60, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-b", position = {60, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-c", position = {62, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-c", position = {62, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-d", position = {64, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-d", position = {64, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-e", position = {66, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-e", position = {66, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-f", position = {68, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-f", position = {68, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-g", position = {70, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-g", position = {70, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-h", position = {72, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-h", position = {72, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-i", position = {74, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-i", position = {74, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-j", position = {76, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-j", position = {76, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-k", position = {78, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-k", position = {78, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-l", position = {80, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-l", position = {80, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-m", position = {82, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-m", position = {82, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-n", position = {84, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-n", position = {84, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-o", position = {86, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-dryland-o", position = {86, 10}, force = game.forces.player})
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--surface.create_entity({name = "tree-grassland-0", position = {88, 10}, force = game.forces.player})
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--surface.create_entity({name = "tree-grassland-0", position = {88, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-a", position = {90, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-a", position = {90, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-b", position = {92, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-b", position = {92, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-c", position = {94, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-c", position = {94, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-d", position = {96, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-d", position = {96, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-e", position = {98, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-e", position = {98, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-f", position = {100, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-f", position = {100, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-g", position = {102, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-g", position = {102, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-h", position = {104, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-h", position = {104, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-h2", position = {106, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-h2", position = {106, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-h3", position = {108, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-h3", position = {108, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-i", position = {110, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-i", position = {110, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-k", position = {112, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-k", position = {112, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-l", position = {114, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-l", position = {114, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-m", position = {116, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-m", position = {116, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-n", position = {118, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-n", position = {118, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-p", position = {120, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-p", position = {120, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-q", position = {122, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-q", position = {122, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-snow-a", position = {124, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-snow-a", position = {124, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-volcanic-a", position = {126, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-volcanic-a", position = {126, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-a", position = {128, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-a", position = {128, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-b", position = {130, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-b", position = {130, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-c", position = {132, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-c", position = {132, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-d", position = {134, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-d", position = {134, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-e", position = {136, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-e", position = {136, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-f", position = {138, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-f", position = {138, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-g", position = {140, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-g", position = {140, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-h", position = {142, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-h", position = {142, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-i", position = {144, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-i", position = {144, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-j", position = {146, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-j", position = {146, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-k", position = {148, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-k", position = {148, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-l", position = {150, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-l", position = {150, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-m", position = {152, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-m", position = {152, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-n", position = {154, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-n", position = {154, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-o", position = {156, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-wetland-o", position = {156, 10}, force = game.forces.player})
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end
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end
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@ -1,6 +1,6 @@
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---------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------
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Version: 2.0.1
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Version: 2.0.1
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Date: 06.07.2025
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Date: 06.07.2025
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Bug Fixes:
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Bug Fixes:
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- Fix locales
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- Fix locales
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- Fix Musk floor
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- Fix Musk floor
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File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
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@ -1,261 +1,261 @@
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BioInd.writeDebug("Entered control_arboretum.lua")
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BioInd.writeDebug("Entered control_arboretum.lua")
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---Arboretum Stuff
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---Arboretum Stuff
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local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
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local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
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-- If a recipe with NORMAL FERTILIZER is used, don't fertilize tiles set have "true"
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-- If a recipe with NORMAL FERTILIZER is used, don't fertilize tiles set have "true"
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-- set! (Fertile tiles set to true in this table can't be made more fertile with
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-- set! (Fertile tiles set to true in this table can't be made more fertile with
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-- normal fertilizer, and nothing should grow on the other tiles.)
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-- normal fertilizer, and nothing should grow on the other tiles.)
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local Terrain_Check_1 = {
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local Terrain_Check_1 = {
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["grass-1"] = true, -- Fertility: 100%
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["grass-1"] = true, -- Fertility: 100%
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["grass-3"] = true, -- Fertility: 85%
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["grass-3"] = true, -- Fertility: 85%
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["vegetation-green-grass-1"] = true, -- Fertility: 100%
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["vegetation-green-grass-1"] = true, -- Fertility: 100%
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["vegetation-green-grass-3"] = true, -- Fertility: 85%
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["vegetation-green-grass-3"] = true, -- Fertility: 85%
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}
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}
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-- If a recipe with ADVANCED FERTILIZER is used, don't fertilize tiles set have "true" set!
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-- If a recipe with ADVANCED FERTILIZER is used, don't fertilize tiles set have "true" set!
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-- (Fertile tiles in this table can't be made more fertile, and nothing should grow on the
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-- (Fertile tiles in this table can't be made more fertile, and nothing should grow on the
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-- the others tiles!)
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-- the others tiles!)
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local Terrain_Check_2 = {
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local Terrain_Check_2 = {
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["grass-1"] = true, -- Fertility: 100%
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["grass-1"] = true, -- Fertility: 100%
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["vegetation-green-grass-1"] = true, -- Fertility: 100%
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["vegetation-green-grass-1"] = true, -- Fertility: 100%
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}
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}
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local plant_radius = 75
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local plant_radius = 75
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-- Different tiles are used if AlienBiomes is active
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-- Different tiles are used if AlienBiomes is active
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local AB, terrain_name_g1, terrain_name_g3
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local AB, terrain_name_g1, terrain_name_g3
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-- OmniFluid replaces all fluids with items, so the arboretum won't have a fluidbox!
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-- OmniFluid replaces all fluids with items, so the arboretum won't have a fluidbox!
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local function get_new_position(pos)
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local function get_new_position(pos)
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pos = BioInd.normalize_position(pos) or BioInd.arg_err("nil", position)
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pos = BioInd.normalize_position(pos) or BioInd.arg_err("nil", position)
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local xxx = math.random(-plant_radius, plant_radius)
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local xxx = math.random(-plant_radius, plant_radius)
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local yyy = math.random(-plant_radius, plant_radius)
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local yyy = math.random(-plant_radius, plant_radius)
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return {x = pos.x + xxx, y = pos.y + yyy}
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return {x = pos.x + xxx, y = pos.y + yyy}
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end
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end
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-- Check that all ingredients are available!
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-- Check that all ingredients are available!
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local function check_ingredients(arboretum)
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local function check_ingredients(arboretum)
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local recipe = arboretum.get_recipe()
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local recipe = arboretum.get_recipe()
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local need = recipe and storage.bi_arboretum_recipe_table[recipe.name]
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local need = recipe and storage.bi_arboretum_recipe_table[recipe.name]
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local function check(need, have)
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local function check(need, have)
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for name, amount in pairs(need or {}) do
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for name, amount in pairs(need or {}) do
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if not (have and have[name]) or (have[name] < amount) then
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if not (have and have[name]) or (have[name] < amount) then
|
||||||
BioInd.writeDebug("Missing ingredient %s (have %s of %s)", {name, have[name] or 0, amount})
|
BioInd.writeDebug("Missing ingredient %s (have %s of %s)", {name, have[name] or 0, amount})
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
return true
|
return true
|
||||||
end
|
end
|
||||||
|
|
||||||
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
|
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
|
||||||
return need and
|
return need and
|
||||||
check(need.items, inventory and inventory.get_contents()) and
|
check(need.items, inventory and inventory.get_contents()) and
|
||||||
check(need.fluids, arboretum.get_fluid_contents()) and
|
check(need.fluids, arboretum.get_fluid_contents()) and
|
||||||
{ingredients = need, name = recipe.name} or nil
|
{ingredients = need, name = recipe.name} or nil
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
local function consume_ingredients(arboretum, need)
|
local function consume_ingredients(arboretum, need)
|
||||||
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
|
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
|
||||||
for item, i in pairs(need.items or {}) do
|
for item, i in pairs(need.items or {}) do
|
||||||
inventory.remove({name = item, count = i})
|
inventory.remove({name = item, count = i})
|
||||||
BioInd.writeDebug("Removed %s (%s)", {item, i})
|
BioInd.writeDebug("Removed %s (%s)", {item, i})
|
||||||
end
|
end
|
||||||
BioInd.show("Inventory", inventory.get_contents() or "nil")
|
BioInd.show("Inventory", inventory.get_contents() or "nil")
|
||||||
|
|
||||||
for fluid, f in pairs(need.fluids or {}) do
|
for fluid, f in pairs(need.fluids or {}) do
|
||||||
arboretum.remove_fluid({name = fluid, amount = f})
|
arboretum.remove_fluid({name = fluid, amount = f})
|
||||||
BioInd.writeDebug("Removed %s (%s)", {fluid, f})
|
BioInd.writeDebug("Removed %s (%s)", {fluid, f})
|
||||||
end
|
end
|
||||||
BioInd.show("Fluid contents", arboretum.get_fluid_contents() or "nil")
|
BioInd.show("Fluid contents", arboretum.get_fluid_contents() or "nil")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
local function set_tile(current, target, surface, position)
|
local function set_tile(current, target, surface, position)
|
||||||
if current ~= target then
|
if current ~= target then
|
||||||
surface.set_tiles(
|
surface.set_tiles(
|
||||||
{{name = target, position = position}},
|
{{name = target, position = position}},
|
||||||
true, -- correct_tiles
|
true, -- correct_tiles
|
||||||
true, -- remove_colliding_entities
|
true, -- remove_colliding_entities
|
||||||
true, -- remove_colliding_decoratives
|
true, -- remove_colliding_decoratives
|
||||||
true -- raise_event
|
true -- raise_event
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function Get_Arboretum_Recipe(ArboretumTable, event)
|
function Get_Arboretum_Recipe(ArboretumTable, event)
|
||||||
BioInd.writeDebug("Entered function Get_Arboretum_Recipe(%s, %s)", {ArboretumTable, event})
|
BioInd.writeDebug("Entered function Get_Arboretum_Recipe(%s, %s)", {ArboretumTable, event})
|
||||||
if not ArboretumTable then
|
if not ArboretumTable then
|
||||||
BioInd.writeDebug("%s is not a valid ArboretumTable. Leaving immediately!")
|
BioInd.writeDebug("%s is not a valid ArboretumTable. Leaving immediately!")
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
local arboretum = ArboretumTable.base
|
local arboretum = ArboretumTable.base
|
||||||
local new_position, currentTilename
|
local new_position, currentTilename
|
||||||
local pos, surface, Inventory, stack
|
local pos, surface, Inventory, stack
|
||||||
|
|
||||||
-- 'AlienBiomes' is a bool value -- we don't want to read it again if it's false,
|
-- 'AlienBiomes' is a bool value -- we don't want to read it again if it's false,
|
||||||
-- but only if it hasn't been set yet!
|
-- but only if it hasn't been set yet!
|
||||||
AB = storage.compatible.AlienBiomes
|
AB = storage.compatible.AlienBiomes
|
||||||
terrain_name_g1 = terrain_name_g1 or (AB and "vegetation-green-grass-1" or "grass-1")
|
terrain_name_g1 = terrain_name_g1 or (AB and "vegetation-green-grass-1" or "grass-1")
|
||||||
terrain_name_g3 = terrain_name_g3 or (AB and "vegetation-green-grass-3" or "grass-3")
|
terrain_name_g3 = terrain_name_g3 or (AB and "vegetation-green-grass-3" or "grass-3")
|
||||||
|
|
||||||
|
|
||||||
local check = check_ingredients(arboretum)
|
local check = check_ingredients(arboretum)
|
||||||
local ingredients, recipe_name
|
local ingredients, recipe_name
|
||||||
if check then
|
if check then
|
||||||
ingredients, recipe_name = check.ingredients, check.name
|
ingredients, recipe_name = check.ingredients, check.name
|
||||||
end
|
end
|
||||||
|
|
||||||
if ingredients then
|
if ingredients then
|
||||||
local create_seedling, new_plant
|
local create_seedling, new_plant
|
||||||
pos = BioInd.normalize_position(arboretum.position) or
|
pos = BioInd.normalize_position(arboretum.position) or
|
||||||
BioInd.arg_err("nil", "position")
|
BioInd.arg_err("nil", "position")
|
||||||
surface = arboretum.surface
|
surface = arboretum.surface
|
||||||
|
|
||||||
-- Just plant a tree and hope the ground is fertile!
|
-- Just plant a tree and hope the ground is fertile!
|
||||||
if recipe_name == "bi-arboretum-r1" then
|
if recipe_name == "bi-arboretum-r1" then
|
||||||
BioInd.writeDebug(tostring(recipe_name) .. ": Just plant a tree")
|
BioInd.writeDebug(tostring(recipe_name) .. ": Just plant a tree")
|
||||||
|
|
||||||
--- 10 attempts to find a random spot to plant a tree and/or change terrain
|
--- 10 attempts to find a random spot to plant a tree and/or change terrain
|
||||||
for k = 1, 10 do
|
for k = 1, 10 do
|
||||||
new_position = get_new_position(pos)
|
new_position = get_new_position(pos)
|
||||||
new_plant = {
|
new_plant = {
|
||||||
name= "seedling",
|
name= "seedling",
|
||||||
position = new_position,
|
position = new_position,
|
||||||
force = "neutral"
|
force = "neutral"
|
||||||
}
|
}
|
||||||
|
|
||||||
if surface.can_place_entity(new_plant) then
|
if surface.can_place_entity(new_plant) then
|
||||||
consume_ingredients(arboretum, ingredients)
|
consume_ingredients(arboretum, ingredients)
|
||||||
create_seedling = surface.create_entity(new_plant)
|
create_seedling = surface.create_entity(new_plant)
|
||||||
seed_planted_arboretum(event, create_seedling)
|
seed_planted_arboretum(event, create_seedling)
|
||||||
--- After sucessfully planting a tree, break out of the loop.
|
--- After sucessfully planting a tree, break out of the loop.
|
||||||
break
|
break
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Can't plant here (attempt %s)", k)
|
BioInd.writeDebug("Can't plant here (attempt %s)", k)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Fertilize the ground with normal fertilizer. Ignore tiles listed in Terrain_Check_1!
|
-- Fertilize the ground with normal fertilizer. Ignore tiles listed in Terrain_Check_1!
|
||||||
elseif recipe_name == "bi-arboretum-r2" then
|
elseif recipe_name == "bi-arboretum-r2" then
|
||||||
BioInd.writeDebug(tostring(recipe_name) .. ": Just change terrain to grass-3 (basic)")
|
BioInd.writeDebug(tostring(recipe_name) .. ": Just change terrain to grass-3 (basic)")
|
||||||
|
|
||||||
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
|
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
|
||||||
new_position = get_new_position(pos)
|
new_position = get_new_position(pos)
|
||||||
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
||||||
|
|
||||||
-- We need to fertilize the ground!
|
-- We need to fertilize the ground!
|
||||||
if Bi_Industries.fertility[currentTilename] and not Terrain_Check_1[currentTilename] then
|
if Bi_Industries.fertility[currentTilename] and not Terrain_Check_1[currentTilename] then
|
||||||
consume_ingredients(arboretum, ingredients)
|
consume_ingredients(arboretum, ingredients)
|
||||||
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
|
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
|
||||||
{k, currentTilename or "unknown tile",
|
{k, currentTilename or "unknown tile",
|
||||||
terrain_name_g3, serpent.line(new_position)})
|
terrain_name_g3, serpent.line(new_position)})
|
||||||
set_tile(currentTilename, terrain_name_g3, surface, new_position)
|
set_tile(currentTilename, terrain_name_g3, surface, new_position)
|
||||||
--- After sucessfully changing the terrain, break out of the loop.
|
--- After sucessfully changing the terrain, break out of the loop.
|
||||||
break
|
break
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s: Can't change terrain (%s)",
|
BioInd.writeDebug("%s: Can't change terrain (%s)",
|
||||||
{k, currentTilename or "unknown tile"})
|
{k, currentTilename or "unknown tile"})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
|
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
|
||||||
elseif recipe_name == "bi-arboretum-r3" then
|
elseif recipe_name == "bi-arboretum-r3" then
|
||||||
BioInd.writeDebug(tostring(recipe_name) .. ": Just change terrain to grass-1 (advanced)")
|
BioInd.writeDebug(tostring(recipe_name) .. ": Just change terrain to grass-1 (advanced)")
|
||||||
|
|
||||||
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
|
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
|
||||||
new_position = get_new_position(pos)
|
new_position = get_new_position(pos)
|
||||||
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
||||||
|
|
||||||
if Bi_Industries.fertility[currentTilename] and currentTilename ~= terrain_name_g1 then
|
if Bi_Industries.fertility[currentTilename] and currentTilename ~= terrain_name_g1 then
|
||||||
consume_ingredients(arboretum, ingredients)
|
consume_ingredients(arboretum, ingredients)
|
||||||
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
|
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
|
||||||
{k, currentTilename or "unknown tile",
|
{k, currentTilename or "unknown tile",
|
||||||
terrain_name_g1, serpent.line(new_position)})
|
terrain_name_g1, serpent.line(new_position)})
|
||||||
set_tile(currentTilename, terrain_name_g1, surface, new_position)
|
set_tile(currentTilename, terrain_name_g1, surface, new_position)
|
||||||
--- After sucessfully changing the terrain, break out of the loop.
|
--- After sucessfully changing the terrain, break out of the loop.
|
||||||
break
|
break
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s: Can't change terrain (%s)",
|
BioInd.writeDebug("%s: Can't change terrain (%s)",
|
||||||
{k, currentTilename or "unknown tile"})
|
{k, currentTilename or "unknown tile"})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Fertilize the ground with normal fertilizer. Ignore tiles listed in Terrain_Check_1!
|
-- Fertilize the ground with normal fertilizer. Ignore tiles listed in Terrain_Check_1!
|
||||||
-- Also plant a tree.
|
-- Also plant a tree.
|
||||||
elseif recipe_name == "bi-arboretum-r4" then
|
elseif recipe_name == "bi-arboretum-r4" then
|
||||||
BioInd.writeDebug(tostring(recipe_name) .. ": Plant Tree AND change the terrain to grass-3 (basic)")
|
BioInd.writeDebug(tostring(recipe_name) .. ": Plant Tree AND change the terrain to grass-3 (basic)")
|
||||||
|
|
||||||
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
|
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
|
||||||
new_position = get_new_position(pos)
|
new_position = get_new_position(pos)
|
||||||
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
||||||
new_plant = {
|
new_plant = {
|
||||||
name= "seedling",
|
name= "seedling",
|
||||||
position = new_position,
|
position = new_position,
|
||||||
force = "neutral"
|
force = "neutral"
|
||||||
}
|
}
|
||||||
|
|
||||||
-- Test to see if we can plant
|
-- Test to see if we can plant
|
||||||
if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then
|
if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then
|
||||||
consume_ingredients(arboretum, ingredients)
|
consume_ingredients(arboretum, ingredients)
|
||||||
-- Refund fertilizer -- no need to waste it on fertile ground!
|
-- Refund fertilizer -- no need to waste it on fertile ground!
|
||||||
if Terrain_Check_1[currentTilename] then
|
if Terrain_Check_1[currentTilename] then
|
||||||
arboretum.insert({name = "fertilizer", count = ingredients.items.fertilizer})
|
arboretum.insert({name = "fertilizer", count = ingredients.items.fertilizer})
|
||||||
BioInd.writeDebug("Refunded fertilizer!")
|
BioInd.writeDebug("Refunded fertilizer!")
|
||||||
end
|
end
|
||||||
|
|
||||||
set_tile(currentTilename, terrain_name_g3, surface, new_position)
|
set_tile(currentTilename, terrain_name_g3, surface, new_position)
|
||||||
create_seedling = surface.create_entity(new_plant)
|
create_seedling = surface.create_entity(new_plant)
|
||||||
seed_planted_arboretum(event, create_seedling)
|
seed_planted_arboretum(event, create_seedling)
|
||||||
--- After sucessfully planting a tree or changing the terrain, break out of the loop.
|
--- After sucessfully planting a tree or changing the terrain, break out of the loop.
|
||||||
break
|
break
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
|
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
|
||||||
{k, currentTilename or "unknown tile"})
|
{k, currentTilename or "unknown tile"})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
|
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
|
||||||
-- Also plant a tree.
|
-- Also plant a tree.
|
||||||
elseif recipe_name == "bi-arboretum-r5" then
|
elseif recipe_name == "bi-arboretum-r5" then
|
||||||
BioInd.writeDebug(tostring(recipe_name) .. ": Plant Tree and change the terrain to grass-1 (advanced)")
|
BioInd.writeDebug(tostring(recipe_name) .. ": Plant Tree and change the terrain to grass-1 (advanced)")
|
||||||
|
|
||||||
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
|
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
|
||||||
new_position = get_new_position(pos)
|
new_position = get_new_position(pos)
|
||||||
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
||||||
new_plant = {
|
new_plant = {
|
||||||
name= "seedling",
|
name= "seedling",
|
||||||
position = new_position,
|
position = new_position,
|
||||||
force = "neutral"
|
force = "neutral"
|
||||||
}
|
}
|
||||||
|
|
||||||
if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then
|
if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then
|
||||||
consume_ingredients(arboretum, ingredients)
|
consume_ingredients(arboretum, ingredients)
|
||||||
-- Refund fertilizer -- no need to waste it on fertile ground!
|
-- Refund fertilizer -- no need to waste it on fertile ground!
|
||||||
if Terrain_Check_2[currentTilename] then
|
if Terrain_Check_2[currentTilename] then
|
||||||
arboretum.insert({
|
arboretum.insert({
|
||||||
name = "bi-adv-fertilizer", count = ingredients.items["bi-adv-fertilizer"]
|
name = "bi-adv-fertilizer", count = ingredients.items["bi-adv-fertilizer"]
|
||||||
})
|
})
|
||||||
BioInd.writeDebug("Refunded advanced fertilizer!")
|
BioInd.writeDebug("Refunded advanced fertilizer!")
|
||||||
end
|
end
|
||||||
|
|
||||||
set_tile(currentTilename, terrain_name_g1, surface, new_position)
|
set_tile(currentTilename, terrain_name_g1, surface, new_position)
|
||||||
create_seedling = surface.create_entity(new_plant)
|
create_seedling = surface.create_entity(new_plant)
|
||||||
seed_planted_arboretum (event, create_seedling)
|
seed_planted_arboretum (event, create_seedling)
|
||||||
--- After sucessfully planting a tree or changing the terrain, break out of the loop.
|
--- After sucessfully planting a tree or changing the terrain, break out of the loop.
|
||||||
break
|
break
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
|
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
|
||||||
{k, currentTilename or "unknown tile"})
|
{k, currentTilename or "unknown tile"})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Terraformer has no recipe!")
|
BioInd.writeDebug("Terraformer has no recipe!")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,448 +1,448 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
local ICONPATH = "__Bio_Industries_2__/graphics/icons/"
|
local ICONPATH = "__Bio_Industries_2__/graphics/icons/"
|
||||||
|
|
||||||
-- If OwnlyMe's or Tral'a "Robot Tree Farm" mods are active, they will create variatons
|
-- If OwnlyMe's or Tral'a "Robot Tree Farm" mods are active, they will create variatons
|
||||||
-- of our variations of tree prototypes. Remove them!
|
-- of our variations of tree prototypes. Remove them!
|
||||||
local ignore_trees = BioInd.get_tree_ignore_list()
|
local ignore_trees = BioInd.get_tree_ignore_list()
|
||||||
local removed = 0
|
local removed = 0
|
||||||
|
|
||||||
for name, _ in pairs(ignore_trees or {}) do
|
for name, _ in pairs(ignore_trees or {}) do
|
||||||
if name:match("rtf%-bio%-tree%-.+%-%d-%d+") then
|
if name:match("rtf%-bio%-tree%-.+%-%d-%d+") then
|
||||||
data.raw.tree[name] = nil
|
data.raw.tree[name] = nil
|
||||||
ignore_trees[name] = nil
|
ignore_trees[name] = nil
|
||||||
removed = removed + 1
|
removed = removed + 1
|
||||||
BioInd.show("Removed tree prototype", name)
|
BioInd.show("Removed tree prototype", name)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
BioInd.writeDebug("Removed %g tree prototypes. Number of trees to ignore now: %g", {removed, table_size(ignore_trees)})
|
BioInd.writeDebug("Removed %g tree prototypes. Number of trees to ignore now: %g", {removed, table_size(ignore_trees)})
|
||||||
|
|
||||||
BI.Settings.BI_Game_Tweaks_Emissions_Multiplier = settings.startup["BI_Game_Tweaks_Emissions_Multiplier"].value
|
BI.Settings.BI_Game_Tweaks_Emissions_Multiplier = settings.startup["BI_Game_Tweaks_Emissions_Multiplier"].value
|
||||||
|
|
||||||
---- Game Tweaks ---- Tree
|
---- Game Tweaks ---- Tree
|
||||||
if BI.Settings.BI_Game_Tweaks_Tree then
|
if BI.Settings.BI_Game_Tweaks_Tree then
|
||||||
|
|
||||||
local new_results = {
|
local new_results = {
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "wood",
|
name = "wood",
|
||||||
amount_min = 1,
|
amount_min = 1,
|
||||||
amount_max = 6
|
amount_max = 6
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
for tree_name, tree in pairs(data.raw["tree"] or {}) do
|
for tree_name, tree in pairs(data.raw["tree"] or {}) do
|
||||||
if tree.minable and not ignore_trees[tree_name] then
|
if tree.minable and not ignore_trees[tree_name] then
|
||||||
BioInd.writeDebug("Tree name: %s\tminable.result: %s\tminable.count: %s", {tree.name, (tree.minable and tree.minable.result or "nil"), (tree.minable and tree.minable.count or "nil")}, "line")
|
BioInd.writeDebug("Tree name: %s\tminable.result: %s\tminable.count: %s", {tree.name, (tree.minable and tree.minable.result or "nil"), (tree.minable and tree.minable.count or "nil")}, "line")
|
||||||
BioInd.writeDebug("Tree name: %s\tminable.results: %s", {tree.name, (tree.minable and tree.minable.results or "nil")}, "line")
|
BioInd.writeDebug("Tree name: %s\tminable.results: %s", {tree.name, (tree.minable and tree.minable.results or "nil")}, "line")
|
||||||
--CHECK FOR SINGLE RESULTS
|
--CHECK FOR SINGLE RESULTS
|
||||||
-- mining.result may be set although mining.results exists (mining.result
|
-- mining.result may be set although mining.results exists (mining.result
|
||||||
-- will be ignored in that case; happens, for example with IR2's rubber
|
-- will be ignored in that case; happens, for example with IR2's rubber
|
||||||
-- trees). In this case, overwriting mining.results with the data from
|
-- trees). In this case, overwriting mining.results with the data from
|
||||||
-- mining.result could break other mods (e.g. IR2's rubber trees should
|
-- mining.result could break other mods (e.g. IR2's rubber trees should
|
||||||
-- yield "rubber-wood" instead of "wood").
|
-- yield "rubber-wood" instead of "wood").
|
||||||
if tree.minable.result and not tree.minable.results then
|
if tree.minable.result and not tree.minable.results then
|
||||||
BioInd.writeDebug("Tree has minable.result")
|
BioInd.writeDebug("Tree has minable.result")
|
||||||
--CHECK FOR VANILLA TREES WOOD x 4
|
--CHECK FOR VANILLA TREES WOOD x 4
|
||||||
if tree.minable.result == "wood" and tree.minable.count == 4 then
|
if tree.minable.result == "wood" and tree.minable.count == 4 then
|
||||||
BioInd.writeDebug("Changing wood yield of %s to random value.", {tree.name})
|
BioInd.writeDebug("Changing wood yield of %s to random value.", {tree.name})
|
||||||
tree.minable.mining_particle = "wooden-particle"
|
tree.minable.mining_particle = "wooden-particle"
|
||||||
tree.minable.mining_time = 1.5
|
tree.minable.mining_time = 1.5
|
||||||
tree.minable.results = new_results
|
tree.minable.results = new_results
|
||||||
-- CONVERT RESULT TO RESULTS
|
-- CONVERT RESULT TO RESULTS
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Converting tree.minable.result to tree.minable.results!")
|
BioInd.writeDebug("Converting tree.minable.result to tree.minable.results!")
|
||||||
tree.minable.mining_particle = "wooden-particle"
|
tree.minable.mining_particle = "wooden-particle"
|
||||||
tree.minable.results = {
|
tree.minable.results = {
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = tree.minable.result,
|
name = tree.minable.result,
|
||||||
amount = tree.minable.count,
|
amount = tree.minable.count,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
--CHECK FOR RESULTS TABLE
|
--CHECK FOR RESULTS TABLE
|
||||||
elseif tree.minable.results then
|
elseif tree.minable.results then
|
||||||
BioInd.writeDebug("Checking minable.results!")
|
BioInd.writeDebug("Checking minable.results!")
|
||||||
for r, result in pairs(tree.minable.results) do
|
for r, result in pairs(tree.minable.results) do
|
||||||
--CHECK FOR RESULT WOOD x 4
|
--CHECK FOR RESULT WOOD x 4
|
||||||
if result.name == "wood" and result.amount == 4 then
|
if result.name == "wood" and result.amount == 4 then
|
||||||
BioInd.writeDebug("Changing result %s: %s", {r, result}, "line")
|
BioInd.writeDebug("Changing result %s: %s", {r, result}, "line")
|
||||||
result.amount = nil
|
result.amount = nil
|
||||||
result.amount_min = 1
|
result.amount_min = 1
|
||||||
result.amount_max = 6
|
result.amount_max = 6
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
tree.minable.result = nil
|
tree.minable.result = nil
|
||||||
tree.minable.count = nil
|
tree.minable.count = nil
|
||||||
-- NEITHER RESULT NOR RESULTS EXIST -- CREATE RESULTS!
|
-- NEITHER RESULT NOR RESULTS EXIST -- CREATE RESULTS!
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Creating minable.results!")
|
BioInd.writeDebug("Creating minable.results!")
|
||||||
tree.minable.results = new_results
|
tree.minable.results = new_results
|
||||||
end
|
end
|
||||||
BioInd.writeDebug("New minable.results: %s",
|
BioInd.writeDebug("New minable.results: %s",
|
||||||
{tree.minable and tree.minable.results or "nil"}, "line")
|
{tree.minable and tree.minable.results or "nil"}, "line")
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Won't change results of %s!", {tree.name})
|
BioInd.writeDebug("Won't change results of %s!", {tree.name})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
---- Game Tweaks ---- Player (Changed for 0.18.34/1.1.4!)
|
---- Game Tweaks ---- Player (Changed for 0.18.34/1.1.4!)
|
||||||
if BI.Settings.BI_Game_Tweaks_Player then
|
if BI.Settings.BI_Game_Tweaks_Player then
|
||||||
-- There may be more than one character in the game! Here's a list of
|
-- There may be more than one character in the game! Here's a list of
|
||||||
-- the character prototype names or patterns matching character prototype
|
-- the character prototype names or patterns matching character prototype
|
||||||
-- names we want to ignore.
|
-- names we want to ignore.
|
||||||
local blacklist = {
|
local blacklist = {
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Known dummies --
|
-- Known dummies --
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Autodrive
|
-- Autodrive
|
||||||
"autodrive-passenger",
|
"autodrive-passenger",
|
||||||
-- AAI Programmable Vehicles
|
-- AAI Programmable Vehicles
|
||||||
"^.+%-_%-driver$",
|
"^.+%-_%-driver$",
|
||||||
-- Minime
|
-- Minime
|
||||||
"minime_character_dummy",
|
"minime_character_dummy",
|
||||||
-- Water Turret (currently the dummies are not characters -- but things may change!)
|
-- Water Turret (currently the dummies are not characters -- but things may change!)
|
||||||
"^WT%-.+%-dummy$",
|
"^WT%-.+%-dummy$",
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Other characters --
|
-- Other characters --
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Bob's Classes and Multiple characters mod
|
-- Bob's Classes and Multiple characters mod
|
||||||
"^.*bob%-character%-.+$",
|
"^.*bob%-character%-.+$",
|
||||||
}
|
}
|
||||||
|
|
||||||
local whitelist = {
|
local whitelist = {
|
||||||
-- Default character
|
-- Default character
|
||||||
"^character$",
|
"^character$",
|
||||||
-- Characters compatible with Minime
|
-- Characters compatible with Minime
|
||||||
"^.*skin.*$",
|
"^.*skin.*$",
|
||||||
}
|
}
|
||||||
|
|
||||||
local tweaks = {
|
local tweaks = {
|
||||||
loot_pickup_distance = 5, -- default 2
|
loot_pickup_distance = 5, -- default 2
|
||||||
build_distance = 20, -- Vanilla 6
|
build_distance = 20, -- Vanilla 6
|
||||||
drop_item_distance = 20, -- Vanilla 6
|
drop_item_distance = 20, -- Vanilla 6
|
||||||
reach_distance = 20, -- Vanilla 6
|
reach_distance = 20, -- Vanilla 6
|
||||||
item_pickup_distance = 6, -- Vanilla 1
|
item_pickup_distance = 6, -- Vanilla 1
|
||||||
reach_resource_distance = 6, -- Vanilla 2.7
|
reach_resource_distance = 6, -- Vanilla 2.7
|
||||||
}
|
}
|
||||||
|
|
||||||
local found, ignore
|
local found, ignore
|
||||||
for char_name, character in pairs(data.raw.character) do
|
for char_name, character in pairs(data.raw.character) do
|
||||||
BioInd.show("Checking character", char_name)
|
BioInd.show("Checking character", char_name)
|
||||||
found = false
|
found = false
|
||||||
|
|
||||||
for w, w_pattern in ipairs(whitelist) do
|
for w, w_pattern in ipairs(whitelist) do
|
||||||
if char_name == w_pattern or char_name:match(w_pattern) then
|
if char_name == w_pattern or char_name:match(w_pattern) then
|
||||||
ignore = false
|
ignore = false
|
||||||
BioInd.show("Found whitelisted character name", char_name)
|
BioInd.show("Found whitelisted character name", char_name)
|
||||||
for b, b_pattern in ipairs(blacklist) do
|
for b, b_pattern in ipairs(blacklist) do
|
||||||
|
|
||||||
if char_name == b_pattern or char_name:match(b_pattern) then
|
if char_name == b_pattern or char_name:match(b_pattern) then
|
||||||
BioInd.writeDebug("%s is on the ignore list!", char_name)
|
BioInd.writeDebug("%s is on the ignore list!", char_name)
|
||||||
-- Mark character as found
|
-- Mark character as found
|
||||||
ignore = true
|
ignore = true
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if not ignore then
|
if not ignore then
|
||||||
found = true
|
found = true
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if found then
|
if found then
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Apply tweaks
|
-- Apply tweaks
|
||||||
if found then
|
if found then
|
||||||
for tweak_name, tweak in pairs(tweaks) do
|
for tweak_name, tweak in pairs(tweaks) do
|
||||||
if character[tweak_name] < tweak then
|
if character[tweak_name] < tweak then
|
||||||
BioInd.writeDebug("Changing %s from %s to %s", {tweak_name, character[tweak_name], tweak})
|
BioInd.writeDebug("Changing %s from %s to %s", {tweak_name, character[tweak_name], tweak})
|
||||||
character[tweak_name] = tweak
|
character[tweak_name] = tweak
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-- Moved to data-updates.lua for 0.18.34/1.1.4!
|
-- Moved to data-updates.lua for 0.18.34/1.1.4!
|
||||||
|
|
||||||
|
|
||||||
---- Game Tweaks ---- Production science pack recipe
|
---- Game Tweaks ---- Production science pack recipe
|
||||||
if data.raw.recipe["bi-production-science-pack"] then
|
if data.raw.recipe["bi-production-science-pack"] then
|
||||||
BI_Functions.lib.allow_productivity("bi-production-science-pack")
|
BI_Functions.lib.allow_productivity("bi-production-science-pack")
|
||||||
thxbob.lib.tech.add_recipe_unlock("production-science-pack", "bi-production-science-pack")
|
thxbob.lib.tech.add_recipe_unlock("production-science-pack", "bi-production-science-pack")
|
||||||
BioInd.writeDebug("Unlock for recipe \"bi-production-science-pack\" added.")
|
BioInd.writeDebug("Unlock for recipe \"bi-production-science-pack\" added.")
|
||||||
end
|
end
|
||||||
|
|
||||||
---- Game Tweaks ---- Bots
|
---- Game Tweaks ---- Bots
|
||||||
if BI.Settings.BI_Game_Tweaks_Bot then
|
if BI.Settings.BI_Game_Tweaks_Bot then
|
||||||
-- Logistic & Construction bots can't catch fire or be mined
|
-- Logistic & Construction bots can't catch fire or be mined
|
||||||
local function immunify(bot)
|
local function immunify(bot)
|
||||||
-- Changed for 0.18.34/1.1.4!
|
-- Changed for 0.18.34/1.1.4!
|
||||||
local can_insert = true
|
local can_insert = true
|
||||||
bot.flags = bot.flags or {}
|
bot.flags = bot.flags or {}
|
||||||
bot.resistances = bot.resistances or {}
|
bot.resistances = bot.resistances or {}
|
||||||
for f, flag in pairs(bot.flags) do
|
for f, flag in pairs(bot.flags) do
|
||||||
if flag == "not-flammable" then
|
if flag == "not-flammable" then
|
||||||
can_insert = false
|
can_insert = false
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if can_insert then
|
if can_insert then
|
||||||
table.insert(bot.flags, "not-flammable")
|
table.insert(bot.flags, "not-flammable")
|
||||||
BioInd.writeDebug("Added flag \"not-flammable\" to %s", {bot.name})
|
BioInd.writeDebug("Added flag \"not-flammable\" to %s", {bot.name})
|
||||||
end
|
end
|
||||||
|
|
||||||
can_insert = true
|
can_insert = true
|
||||||
for r, resistance in pairs(bot.resistances) do
|
for r, resistance in pairs(bot.resistances) do
|
||||||
if resistance.type == "fire" and resistance.percent ~= 100 then
|
if resistance.type == "fire" and resistance.percent ~= 100 then
|
||||||
BioInd.writeDebug("Change resistance against \"fire\" from %s to 100 %% for %s", {resistance.percent or "nil", bot.name})
|
BioInd.writeDebug("Change resistance against \"fire\" from %s to 100 %% for %s", {resistance.percent or "nil", bot.name})
|
||||||
bot.resistances[r] = {type = "fire", percent = 100}
|
bot.resistances[r] = {type = "fire", percent = 100}
|
||||||
can_insert = false
|
can_insert = false
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if can_insert then
|
if can_insert then
|
||||||
table.insert(bot.resistances, {type = "fire", percent = 100})
|
table.insert(bot.resistances, {type = "fire", percent = 100})
|
||||||
BioInd.writeDebug("Added resistance against \"fire\" to %s", {bot.name})
|
BioInd.writeDebug("Added resistance against \"fire\" to %s", {bot.name})
|
||||||
end
|
end
|
||||||
|
|
||||||
bot.minable = nil
|
bot.minable = nil
|
||||||
BioInd.writeDebug("Made %s unminable", {bot.name})
|
BioInd.writeDebug("Made %s unminable", {bot.name})
|
||||||
end
|
end
|
||||||
|
|
||||||
--catches modded bots too
|
--catches modded bots too
|
||||||
for _, bot in pairs(data.raw['construction-robot']) do
|
for _, bot in pairs(data.raw['construction-robot']) do
|
||||||
immunify(bot)
|
immunify(bot)
|
||||||
end
|
end
|
||||||
|
|
||||||
for _, bot in pairs(data.raw['logistic-robot']) do
|
for _, bot in pairs(data.raw['logistic-robot']) do
|
||||||
immunify(bot)
|
immunify(bot)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
---- Game Tweaks stack size ----
|
---- Game Tweaks stack size ----
|
||||||
if BI.Settings.BI_Game_Tweaks_Stack_Size then
|
if BI.Settings.BI_Game_Tweaks_Stack_Size then
|
||||||
-- Changed for 0.18.34/1.1.4
|
-- Changed for 0.18.34/1.1.4
|
||||||
local tweaks = {
|
local tweaks = {
|
||||||
["wood"] = {value = 400, se_limit = 200},
|
["wood"] = {value = 400, se_limit = 200},
|
||||||
["stone"] = {value = 400, se_limit = 50},
|
["stone"] = {value = 400, se_limit = 50},
|
||||||
["stone-crushed"] = {value = 800, se_limit = 200},
|
["stone-crushed"] = {value = 800, se_limit = 200},
|
||||||
["concrete"] = {value = 400, se_limit = 200},
|
["concrete"] = {value = 400, se_limit = 200},
|
||||||
["slag"] = {value = 800, se_limit = 200},
|
["slag"] = {value = 800, se_limit = 200},
|
||||||
}
|
}
|
||||||
local item
|
local item
|
||||||
local five_dim = BioInd.get_startup_setting("5d-change-stack")
|
local five_dim = BioInd.get_startup_setting("5d-change-stack")
|
||||||
|
|
||||||
for tweak_name, tweak in pairs(tweaks) do
|
for tweak_name, tweak in pairs(tweaks) do
|
||||||
item = data.raw.item[tweak_name]
|
item = data.raw.item[tweak_name]
|
||||||
if item then
|
if item then
|
||||||
-- Only adjust stack_size if 5Dim sets multiplier of 1 or is not active!
|
-- Only adjust stack_size if 5Dim sets multiplier of 1 or is not active!
|
||||||
if item.stack_size < tweak.value and (five_dim == 1 or not five_dim) then
|
if item.stack_size < tweak.value and (five_dim == 1 or not five_dim) then
|
||||||
BioInd.writeDebug("Changing stacksize of %s from %s to %s",
|
BioInd.writeDebug("Changing stacksize of %s from %s to %s",
|
||||||
{item.name, item.stack_size, tweak.value})
|
{item.name, item.stack_size, tweak.value})
|
||||||
item.stack_size = tweak.value
|
item.stack_size = tweak.value
|
||||||
end
|
end
|
||||||
if mods["space-exploration"] then
|
if mods["space-exploration"] then
|
||||||
item.stack_size = math.min(tweak.se_limit, item.stack_size)
|
item.stack_size = math.min(tweak.se_limit, item.stack_size)
|
||||||
BioInd.show("Adjusted stack_size on account of SE", item.stack_size )
|
BioInd.show("Adjusted stack_size on account of SE", item.stack_size )
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
--- Update fuel_emissions_multiplier values
|
--- Update fuel_emissions_multiplier values
|
||||||
if BI.Settings.BI_Game_Tweaks_Emissions_Multiplier then
|
if BI.Settings.BI_Game_Tweaks_Emissions_Multiplier then
|
||||||
for item, factor in pairs({
|
for item, factor in pairs({
|
||||||
["pellet-coke"] = 0.80,
|
["pellet-coke"] = 0.80,
|
||||||
["enriched-fuel"] = 0.90,
|
["enriched-fuel"] = 0.90,
|
||||||
["solid-fuel"] = 1.00,
|
["solid-fuel"] = 1.00,
|
||||||
["solid-carbon"] = 1.05,
|
["solid-carbon"] = 1.05,
|
||||||
["carbon"] = 1.05,
|
["carbon"] = 1.05,
|
||||||
["wood-bricks"] = 1.20,
|
["wood-bricks"] = 1.20,
|
||||||
["rocket-fuel"] = 1.20,
|
["rocket-fuel"] = 1.20,
|
||||||
["bi-seed"] = 1.30,
|
["bi-seed"] = 1.30,
|
||||||
["seedling"] = 1.30,
|
["seedling"] = 1.30,
|
||||||
["bi-wooden-pole-big"] = 1.30,
|
["bi-wooden-pole-big"] = 1.30,
|
||||||
["bi-wooden-pole-huge"] = 1.30,
|
["bi-wooden-pole-huge"] = 1.30,
|
||||||
["bi-wooden-fence"] = 1.30,
|
["bi-wooden-fence"] = 1.30,
|
||||||
["bi-wood-pipe"] = 1.30,
|
["bi-wood-pipe"] = 1.30,
|
||||||
["bi-wood-pipe-to-ground"] = 1.30,
|
["bi-wood-pipe-to-ground"] = 1.30,
|
||||||
["bi-wooden-chest-large"] = 1.30,
|
["bi-wooden-chest-large"] = 1.30,
|
||||||
["bi-wooden-chest-huge"] = 1.30,
|
["bi-wooden-chest-huge"] = 1.30,
|
||||||
["bi-wooden-chest-giga"] = 1.30,
|
["bi-wooden-chest-giga"] = 1.30,
|
||||||
["bi-ash"] = 1.30,
|
["bi-ash"] = 1.30,
|
||||||
["ash"] = 1.30,
|
["ash"] = 1.30,
|
||||||
["wood-charcoal"] = 1.25,
|
["wood-charcoal"] = 1.25,
|
||||||
["cellulose-fiber"] = 1.40,
|
["cellulose-fiber"] = 1.40,
|
||||||
["bi-woodpulp"] = 1.40,
|
["bi-woodpulp"] = 1.40,
|
||||||
["solid-coke"] = 1.40,
|
["solid-coke"] = 1.40,
|
||||||
["wood-pellets"] = 1.40,
|
["wood-pellets"] = 1.40,
|
||||||
["coal-crushed"] = 1.50,
|
["coal-crushed"] = 1.50,
|
||||||
["wood"] = 1.60,
|
["wood"] = 1.60,
|
||||||
["coal"] = 2.00,
|
["coal"] = 2.00,
|
||||||
-- Removed in 0.17.48/0.18.16
|
-- Removed in 0.17.48/0.18.16
|
||||||
}) do
|
}) do
|
||||||
BI_Functions.lib.fuel_emissions_multiplier_update(item, factor)
|
BI_Functions.lib.fuel_emissions_multiplier_update(item, factor)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
-- Make vanilla and Bio boilers exchangeable
|
-- Make vanilla and Bio boilers exchangeable
|
||||||
if BI.Settings.BI_Bio_Fuel then
|
if BI.Settings.BI_Bio_Fuel then
|
||||||
local boiler = data.raw["boiler"]["boiler"]
|
local boiler = data.raw["boiler"]["boiler"]
|
||||||
local boiler_group = boiler.fast_replaceable_group or "boiler"
|
local boiler_group = boiler.fast_replaceable_group or "boiler"
|
||||||
|
|
||||||
boiler.fast_replaceable_group = boiler_group
|
boiler.fast_replaceable_group = boiler_group
|
||||||
data.raw["boiler"]["bi-bio-boiler"].fast_replaceable_group = boiler_group
|
data.raw["boiler"]["bi-bio-boiler"].fast_replaceable_group = boiler_group
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if mods["Krastorio2"] then
|
if mods["Krastorio2"] then
|
||||||
-- Krastorio² needs much more wood than usually provided by Bio Industries. If Krastorio² is
|
-- Krastorio² needs much more wood than usually provided by Bio Industries. If Krastorio² is
|
||||||
-- active, BI should produce much more wood/wood pulp. For better baĺancing, our recipes should
|
-- active, BI should produce much more wood/wood pulp. For better baĺancing, our recipes should
|
||||||
-- also be changed to require more wood/wood pulp as ingredients.
|
-- also be changed to require more wood/wood pulp as ingredients.
|
||||||
-- Recipes for making wood should also use/produce more seeds, seedlings, and water. It shouldn't
|
-- Recipes for making wood should also use/produce more seeds, seedlings, and water. It shouldn't
|
||||||
-- be necessary to increase the input of ash and fertilizer in these recipes as they already
|
-- be necessary to increase the input of ash and fertilizer in these recipes as they already
|
||||||
-- require more wood/wood pulp.
|
-- require more wood/wood pulp.
|
||||||
local update = {
|
local update = {
|
||||||
"wood", "bi-woodpulp",
|
"wood", "bi-woodpulp",
|
||||||
"bi-seed", "seedling", "water",
|
"bi-seed", "seedling", "water",
|
||||||
}
|
}
|
||||||
for _, recipe in pairs(data.raw.recipe) do
|
for _, recipe in pairs(data.raw.recipe) do
|
||||||
BioInd.writeDebug("Recipe has \"mod\" property: %s", {recipe.mod and true or false})
|
BioInd.writeDebug("Recipe has \"mod\" property: %s", {recipe.mod and true or false})
|
||||||
if recipe.mod == "Bio_Industries_2" then
|
if recipe.mod == "Bio_Industries_2" then
|
||||||
krastorio.recipes.multiplyIngredients(recipe.name, update, 4)
|
krastorio.recipes.multiplyIngredients(recipe.name, update, 4)
|
||||||
krastorio.recipes.multiplyProducts(recipe.name, update, 4)
|
krastorio.recipes.multiplyProducts(recipe.name, update, 4)
|
||||||
BioInd.writeDebug("Changed ingredients for %s: %s", {recipe and recipe.name or "nil", recipe and recipe.ingredients or "nil"})
|
BioInd.writeDebug("Changed ingredients for %s: %s", {recipe and recipe.name or "nil", recipe and recipe.ingredients or "nil"})
|
||||||
BioInd.writeDebug("Changed results for %s: %s", {recipe and recipe.name or "nil", recipe and recipe.results or "nil"})
|
BioInd.writeDebug("Changed results for %s: %s", {recipe and recipe.name or "nil", recipe and recipe.results or "nil"})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
-- Make sure fertilizers have the "place_as_tile" property!
|
-- Make sure fertilizers have the "place_as_tile" property!
|
||||||
local AlienBiomes = data.raw.tile["vegetation-green-grass-3"] and
|
local AlienBiomes = data.raw.tile["vegetation-green-grass-3"] and
|
||||||
data.raw.tile["vegetation-green-grass-1"] and true or false
|
data.raw.tile["vegetation-green-grass-1"] and true or false
|
||||||
|
|
||||||
-- We've already set place_as_tile. If it doesn't exist, our fertilizer definition has
|
-- We've already set place_as_tile. If it doesn't exist, our fertilizer definition has
|
||||||
-- been overwritten by some other mod, so we restore icons and localization and add
|
-- been overwritten by some other mod, so we restore icons and localization and add
|
||||||
-- place_as_tile again!
|
-- place_as_tile again!
|
||||||
local fertilizer = data.raw.item["fertilizer"]
|
local fertilizer = data.raw.item["fertilizer"]
|
||||||
if not fertilizer.place_as_tile then
|
if not fertilizer.place_as_tile then
|
||||||
fertilizer.place_as_tile = {
|
fertilizer.place_as_tile = {
|
||||||
result = AlienBiomes and "vegetation-green-grass-3" or "grass-3",
|
result = AlienBiomes and "vegetation-green-grass-3" or "grass-3",
|
||||||
condition_size = 1,
|
condition_size = 1,
|
||||||
condition = { layers = { water_tile = true }}
|
condition = { layers = { water_tile = true }}
|
||||||
}
|
}
|
||||||
fertilizer.icon = ICONPATH .. "fertilizer_64.png"
|
fertilizer.icon = ICONPATH .. "fertilizer_64.png"
|
||||||
fertilizer.icon_size = 64
|
fertilizer.icon_size = 64
|
||||||
fertilizer.icons = {
|
fertilizer.icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "fertilizer_64.png",
|
icon = ICONPATH .. "fertilizer_64.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
fertilizer.localised_name = {"BI-item-name.fertilizer"}
|
fertilizer.localised_name = {"BI-item-name.fertilizer"}
|
||||||
fertilizer.localised_description = {"BI-item-description.fertilizer"}
|
fertilizer.localised_description = {"BI-item-description.fertilizer"}
|
||||||
end
|
end
|
||||||
|
|
||||||
data.raw.item["bi-adv-fertilizer"].place_as_tile = {
|
data.raw.item["bi-adv-fertilizer"].place_as_tile = {
|
||||||
result = AlienBiomes and "vegetation-green-grass-1" or "grass-1",
|
result = AlienBiomes and "vegetation-green-grass-1" or "grass-1",
|
||||||
condition_size = 1,
|
condition_size = 1,
|
||||||
condition = { layers = { water_tile = true }}
|
condition = { layers = { water_tile = true }}
|
||||||
}
|
}
|
||||||
|
|
||||||
if mods["pycoalprocessing"] and BI.Settings.BI_Bio_Fuel then
|
if mods["pycoalprocessing"] and BI.Settings.BI_Bio_Fuel then
|
||||||
-- Bio_Fuel/recipe.lua:30: {type = "item", name = "bi-ash", amount = 15}
|
-- Bio_Fuel/recipe.lua:30: {type = "item", name = "bi-ash", amount = 15}
|
||||||
thxbob.lib.recipe.remove_result ("bi-basic-gas-processing", "bi-ash")
|
thxbob.lib.recipe.remove_result ("bi-basic-gas-processing", "bi-ash")
|
||||||
thxbob.lib.recipe.add_result("bi-basic-gas-processing", {
|
thxbob.lib.recipe.add_result("bi-basic-gas-processing", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "ash",
|
name = "ash",
|
||||||
amount = 15
|
amount = 15
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-- Moved to data-updates.lua for 0.18.34/1.1.4!
|
-- Moved to data-updates.lua for 0.18.34/1.1.4!
|
||||||
|
|
||||||
|
|
||||||
--- If Space Exploration Mod is installed.
|
--- If Space Exploration Mod is installed.
|
||||||
if mods["space-exploration"] then
|
if mods["space-exploration"] then
|
||||||
-- Space Exploration Mod likes Stack Sizes to be 200 max.
|
-- Space Exploration Mod likes Stack Sizes to be 200 max.
|
||||||
-- Changed in 1.1.11
|
-- Changed in 1.1.11
|
||||||
local tweaks = {
|
local tweaks = {
|
||||||
["bi-solar-mat"] = 400,
|
["bi-solar-mat"] = 400,
|
||||||
["bi-seed"] = 800,
|
["bi-seed"] = 800,
|
||||||
["seedling"] = 400,
|
["seedling"] = 400,
|
||||||
["bi-woodpulp"] = 800,
|
["bi-woodpulp"] = 800,
|
||||||
["bi-ash"] = 400,
|
["bi-ash"] = 400,
|
||||||
["wood-charcoal"] = 400,
|
["wood-charcoal"] = 400,
|
||||||
["pellet-coke"] = 400,
|
["pellet-coke"] = 400,
|
||||||
["stone-crushed"] = 400,
|
["stone-crushed"] = 400,
|
||||||
}
|
}
|
||||||
local item
|
local item
|
||||||
|
|
||||||
for tweak_name, tweak in pairs(tweaks) do
|
for tweak_name, tweak in pairs(tweaks) do
|
||||||
item = data.raw.item[tweak_name]
|
item = data.raw.item[tweak_name]
|
||||||
if item and item.stack_size then
|
if item and item.stack_size then
|
||||||
item.stack_size = 200
|
item.stack_size = 200
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if not mods["Natural_Evolution_Buildings"] then
|
if not mods["Natural_Evolution_Buildings"] then
|
||||||
|
|
||||||
local ammo_tweaks = {
|
local ammo_tweaks = {
|
||||||
["bi-dart-magazine-basic"] = 400,
|
["bi-dart-magazine-basic"] = 400,
|
||||||
["bi-dart-magazine-standard"] = 400,
|
["bi-dart-magazine-standard"] = 400,
|
||||||
["bi-dart-magazine-enhanced"] = 400,
|
["bi-dart-magazine-enhanced"] = 400,
|
||||||
["bi-dart-magazine-poison"] = 400,
|
["bi-dart-magazine-poison"] = 400,
|
||||||
}
|
}
|
||||||
local item
|
local item
|
||||||
|
|
||||||
for tweak_name, tweak in pairs(ammo_tweaks) do
|
for tweak_name, tweak in pairs(ammo_tweaks) do
|
||||||
item = data.raw.ammo[tweak_name]
|
item = data.raw.ammo[tweak_name]
|
||||||
item.stack_size = 200
|
item.stack_size = 200
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if BI.Settings.Bio_Cannon then
|
if BI.Settings.Bio_Cannon then
|
||||||
local default_target_masks = data.raw["utility-constants"].default.default_trigger_target_mask_by_type
|
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 {"common"} -- everything should have "common", unless there is specific reason not to
|
default_target_masks["unit-spawner"] = default_target_masks["unit-spawner"] or {"common"} -- everything should have "common", unless there is specific reason not to
|
||||||
table.insert(default_target_masks["unit-spawner"], "Bio_Cannon_Ammo")
|
table.insert(default_target_masks["unit-spawner"], "Bio_Cannon_Ammo")
|
||||||
|
|
||||||
for w, worm in pairs(data.raw.turret) do
|
for w, worm in pairs(data.raw.turret) do
|
||||||
worm.trigger_target_mask = worm.trigger_target_mask or default_target_masks["turret"] or {"common"}
|
worm.trigger_target_mask = worm.trigger_target_mask or default_target_masks["turret"] or {"common"}
|
||||||
table.insert(worm.trigger_target_mask, "Bio_Cannon_Ammo")
|
table.insert(worm.trigger_target_mask, "Bio_Cannon_Ammo")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Add icons to our prototypes
|
-- Add icons to our prototypes
|
||||||
BioInd.BI_add_icons()
|
BioInd.BI_add_icons()
|
||||||
|
|
||||||
|
|
||||||
---TESTING!
|
---TESTING!
|
||||||
|
|
||||||
|
|
||||||
for k, v in pairs(data.raw) do
|
for k, v in pairs(data.raw) do
|
||||||
for t, p in pairs(v) do
|
for t, p in pairs(v) do
|
||||||
if p.se_allow_in_space then
|
if p.se_allow_in_space then
|
||||||
BioInd.writeDebug("%s (%s) can be built in space!", {p.name, t})
|
BioInd.writeDebug("%s (%s) can be built in space!", {p.name, t})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,126 +1,126 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
if not BI then BI = {} end
|
if not BI then BI = {} end
|
||||||
if not BI.Settings then BI.Settings = {} end
|
if not BI.Settings then BI.Settings = {} end
|
||||||
|
|
||||||
if not BI_Functions then BI_Functions = {} end
|
if not BI_Functions then BI_Functions = {} end
|
||||||
if not BI_Functions.lib then BI_Functions.lib = {} end
|
if not BI_Functions.lib then BI_Functions.lib = {} end
|
||||||
|
|
||||||
if not thxbob then thxbob = {} end
|
if not thxbob then thxbob = {} end
|
||||||
if not thxbob.lib then thxbob.lib = {} end
|
if not thxbob.lib then thxbob.lib = {} end
|
||||||
|
|
||||||
for var, name in pairs({
|
for var, name in pairs({
|
||||||
Bio_Cannon = "BI_Bio_Cannon",
|
Bio_Cannon = "BI_Bio_Cannon",
|
||||||
BI_Bio_Fuel = "BI_Bio_Fuel",
|
BI_Bio_Fuel = "BI_Bio_Fuel",
|
||||||
BI_Easy_Bio_Gardens = "BI_Easy_Bio_Gardens",
|
BI_Easy_Bio_Gardens = "BI_Easy_Bio_Gardens",
|
||||||
BI_Bigger_Wooden_Chests = "BI_Bigger_Wooden_Chests",
|
BI_Bigger_Wooden_Chests = "BI_Bigger_Wooden_Chests",
|
||||||
BI_Game_Tweaks_Stack_Size = "BI_Game_Tweaks_Stack_Size",
|
BI_Game_Tweaks_Stack_Size = "BI_Game_Tweaks_Stack_Size",
|
||||||
BI_Game_Tweaks_Recipe = "BI_Game_Tweaks_Recipe",
|
BI_Game_Tweaks_Recipe = "BI_Game_Tweaks_Recipe",
|
||||||
BI_Game_Tweaks_Tree = "BI_Game_Tweaks_Tree",
|
BI_Game_Tweaks_Tree = "BI_Game_Tweaks_Tree",
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox = "BI_Game_Tweaks_Small_Tree_Collisionbox",
|
BI_Game_Tweaks_Small_Tree_Collisionbox = "BI_Game_Tweaks_Small_Tree_Collisionbox",
|
||||||
BI_Game_Tweaks_Player = "BI_Game_Tweaks_Player",
|
BI_Game_Tweaks_Player = "BI_Game_Tweaks_Player",
|
||||||
BI_Game_Tweaks_Disassemble = "BI_Game_Tweaks_Disassemble",
|
BI_Game_Tweaks_Disassemble = "BI_Game_Tweaks_Disassemble",
|
||||||
BI_Game_Tweaks_Bot = "BI_Game_Tweaks_Bot",
|
BI_Game_Tweaks_Bot = "BI_Game_Tweaks_Bot",
|
||||||
BI_Solar_Additions = "BI_Solar_Additions"
|
BI_Solar_Additions = "BI_Solar_Additions"
|
||||||
}) do
|
}) do
|
||||||
BI.Settings[var] = BioInd.get_startup_setting(name)
|
BI.Settings[var] = BioInd.get_startup_setting(name)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Help Files
|
--- Help Files
|
||||||
require ("libs.item-functions") -- From Bob's Libary
|
require ("libs.item-functions") -- From Bob's Libary
|
||||||
require ("libs.recipe-functions") -- From Bob's Libary
|
require ("libs.recipe-functions") -- From Bob's Libary
|
||||||
require ("libs.technology-functions") -- From Bob's Libary
|
require ("libs.technology-functions") -- From Bob's Libary
|
||||||
require ("libs.functions") -- From Bob's Libary
|
require ("libs.functions") -- From Bob's Libary
|
||||||
require ("libs.category-functions") -- From Bob's Libary
|
require ("libs.category-functions") -- From Bob's Libary
|
||||||
require ("libs.bi_functions") -- Functions
|
require ("libs.bi_functions") -- Functions
|
||||||
|
|
||||||
require ("prototypes.category")
|
require ("prototypes.category")
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
--- Bio Farm
|
--- Bio Farm
|
||||||
require ("prototypes.Bio_Farm.entities")
|
require ("prototypes.Bio_Farm.entities")
|
||||||
require ("prototypes.Bio_Farm.item")
|
require ("prototypes.Bio_Farm.item")
|
||||||
require ("prototypes.Bio_Farm.recipe")
|
require ("prototypes.Bio_Farm.recipe")
|
||||||
require ("prototypes.Bio_Farm.liquids")
|
require ("prototypes.Bio_Farm.liquids")
|
||||||
require ("prototypes.Bio_Farm.recipe-categories")
|
require ("prototypes.Bio_Farm.recipe-categories")
|
||||||
require ("prototypes.Bio_Farm.pipeConnectors")
|
require ("prototypes.Bio_Farm.pipeConnectors")
|
||||||
require ("prototypes.Bio_Farm.technology")
|
require ("prototypes.Bio_Farm.technology")
|
||||||
require ("prototypes.Bio_Farm.tree_entities")
|
require ("prototypes.Bio_Farm.tree_entities")
|
||||||
|
|
||||||
-- Bio Garden
|
-- Bio Garden
|
||||||
require ("prototypes.Bio_Garden.entities")
|
require ("prototypes.Bio_Garden.entities")
|
||||||
require ("prototypes.Bio_Garden.item")
|
require ("prototypes.Bio_Garden.item")
|
||||||
require ("prototypes.Bio_Garden.recipe")
|
require ("prototypes.Bio_Garden.recipe")
|
||||||
require ("prototypes.Bio_Garden.recipe-categories")
|
require ("prototypes.Bio_Garden.recipe-categories")
|
||||||
|
|
||||||
|
|
||||||
--- Bio Solar Farm
|
--- Bio Solar Farm
|
||||||
require ("prototypes.Bio_Solar_Farm.entities")
|
require ("prototypes.Bio_Solar_Farm.entities")
|
||||||
require ("prototypes.Bio_Solar_Farm.item")
|
require ("prototypes.Bio_Solar_Farm.item")
|
||||||
require ("prototypes.Bio_Solar_Farm.recipe")
|
require ("prototypes.Bio_Solar_Farm.recipe")
|
||||||
|
|
||||||
|
|
||||||
--- Wood Products
|
--- Wood Products
|
||||||
require ("prototypes.Wood_Products.entities")
|
require ("prototypes.Wood_Products.entities")
|
||||||
require ("prototypes.Wood_Products.item")
|
require ("prototypes.Wood_Products.item")
|
||||||
require ("prototypes.Wood_Products.recipe")
|
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")
|
||||||
|
|
||||||
|
|
||||||
if not mods["Natural_Evolution_Buildings"] then
|
if not mods["Natural_Evolution_Buildings"] then
|
||||||
--- Dart Turret (Bio turret)
|
--- Dart Turret (Bio turret)
|
||||||
require ("prototypes.Bio_Turret.item-group")
|
require ("prototypes.Bio_Turret.item-group")
|
||||||
require ("prototypes.Bio_Turret.damage-type")
|
require ("prototypes.Bio_Turret.damage-type")
|
||||||
require ("prototypes.Bio_Turret.item")
|
require ("prototypes.Bio_Turret.item")
|
||||||
require ("prototypes.Bio_Turret.recipe")
|
require ("prototypes.Bio_Turret.recipe")
|
||||||
require ("prototypes.Bio_Turret.entity")
|
require ("prototypes.Bio_Turret.entity")
|
||||||
|
|
||||||
|
|
||||||
--- Bio Cannon
|
--- Bio Cannon
|
||||||
|
|
||||||
|
|
||||||
-- Items Groups
|
-- Items Groups
|
||||||
require ("prototypes.Bio_Cannon.item-group")
|
require ("prototypes.Bio_Cannon.item-group")
|
||||||
|
|
||||||
-- Cannon
|
-- Cannon
|
||||||
require ("prototypes.Bio_Cannon.item")
|
require ("prototypes.Bio_Cannon.item")
|
||||||
require ("prototypes.Bio_Cannon.recipe")
|
require ("prototypes.Bio_Cannon.recipe")
|
||||||
require ("prototypes.Bio_Cannon.entity")
|
require ("prototypes.Bio_Cannon.entity")
|
||||||
require ("prototypes.Bio_Cannon.technology")
|
require ("prototypes.Bio_Cannon.technology")
|
||||||
|
|
||||||
-- Projectiles
|
-- Projectiles
|
||||||
require ("prototypes.Bio_Cannon.projectiles-item")
|
require ("prototypes.Bio_Cannon.projectiles-item")
|
||||||
require ("prototypes.Bio_Cannon.projectiles-recipe")
|
require ("prototypes.Bio_Cannon.projectiles-recipe")
|
||||||
require ("prototypes.Bio_Cannon.projectiles-entity")
|
require ("prototypes.Bio_Cannon.projectiles-entity")
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
---- Add Bio Fuel & Plastic, etc.
|
---- Add Bio Fuel & Plastic, etc.
|
||||||
require("prototypes.Bio_Fuel.item")
|
require("prototypes.Bio_Fuel.item")
|
||||||
require("prototypes.Bio_Fuel.recipe")
|
require("prototypes.Bio_Fuel.recipe")
|
||||||
require("prototypes.Bio_Fuel.entities")
|
require("prototypes.Bio_Fuel.entities")
|
||||||
require("prototypes.Bio_Fuel.technology")
|
require("prototypes.Bio_Fuel.technology")
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
-- Create the hidden entities (Moved here so we can be sure the base
|
-- Create the hidden entities (Moved here so we can be sure the base
|
||||||
-- entities already exist and their properties can be read.)
|
-- entities already exist and their properties can be read.)
|
||||||
require("prototypes.compound_entities.hidden_entities")
|
require("prototypes.compound_entities.hidden_entities")
|
||||||
|
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Alien Biomes will degrade tiles to "landfill" if more than 255 tiles are defined
|
-- 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
|
-- in the game. We can register the musk-floor tiles with Alien Biomes so it will
|
||||||
-- try to prioritize the tiles if they exist.
|
-- try to prioritize the tiles if they exist.
|
||||||
alien_biomes_priority_tiles = alien_biomes_priority_tiles or {}
|
alien_biomes_priority_tiles = alien_biomes_priority_tiles or {}
|
||||||
table.insert(alien_biomes_priority_tiles, "bi-solar-mat")
|
table.insert(alien_biomes_priority_tiles, "bi-solar-mat")
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Add icons to our prototypes
|
-- Add icons to our prototypes
|
||||||
BioInd.BI_add_icons()
|
BioInd.BI_add_icons()
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,9 @@
|
||||||
Icons:
|
Icons:
|
||||||
======
|
======
|
||||||
cokery.png bi_cokery.png
|
cokery.png bi_cokery.png
|
||||||
stone_crusher.png bi_stone_crusher.png
|
stone_crusher.png bi_stone_crusher.png
|
||||||
liquid-air.png bi_liquid_air.png
|
liquid-air.png bi_liquid_air.png
|
||||||
liquid-nitrogen.png bi_liquid_nitrogen.png
|
liquid-nitrogen.png bi_liquid_nitrogen.png
|
||||||
|
|
||||||
bi-recipe-battery bi-battery
|
bi-recipe-battery bi-battery
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,20 +1,20 @@
|
||||||
{
|
{
|
||||||
"name": "Bio_Industries_2",
|
"name": "Bio_Industries_2",
|
||||||
"version": "2.0.1",
|
"version": "2.0.1",
|
||||||
"factorio_version": "2.0",
|
"factorio_version": "2.0",
|
||||||
"title": "Bio Industries",
|
"title": "Bio Industries",
|
||||||
"author": "cackling fiend",
|
"author": "cackling fiend",
|
||||||
"homepage": "https://discord.gg/5bevXf5W",
|
"homepage": "https://discord.gg/5bevXf5W",
|
||||||
"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",
|
||||||
"(?) angelspetrochem",
|
"(?) angelspetrochem",
|
||||||
"(?) Transport_Drones",
|
"(?) Transport_Drones",
|
||||||
"(?) Natural_Evolution_Buildings",
|
"(?) Natural_Evolution_Buildings",
|
||||||
"(?) Natural_Evolution_Enemies"
|
"(?) Natural_Evolution_Enemies"
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,25 +1,25 @@
|
||||||
|
|
||||||
function BI_Functions.lib.allow_productivity(recipe_name)
|
function BI_Functions.lib.allow_productivity(recipe_name)
|
||||||
if data.raw.recipe[recipe_name] then
|
if data.raw.recipe[recipe_name] then
|
||||||
for i, module in pairs(data.raw.module) do
|
for i, module in pairs(data.raw.module) do
|
||||||
if module.limitation and module.effect.productivity then
|
if module.limitation and module.effect.productivity then
|
||||||
table.insert(module.limitation, recipe_name)
|
table.insert(module.limitation, recipe_name)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function BI_Functions.lib.remove_from_blueprint(check_tile)
|
function BI_Functions.lib.remove_from_blueprint(check_tile)
|
||||||
if data.raw.tile[check_tile] then
|
if data.raw.tile[check_tile] then
|
||||||
data.raw.tile[check_tile].can_be_part_of_blueprint = false
|
data.raw.tile[check_tile].can_be_part_of_blueprint = false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function BI_Functions.lib.fuel_emissions_multiplier_update(item2update, value)
|
function BI_Functions.lib.fuel_emissions_multiplier_update(item2update, value)
|
||||||
local target = data.raw.item[item2update]
|
local target = data.raw.item[item2update]
|
||||||
if target and target.fuel_value then
|
if target and target.fuel_value then
|
||||||
target.fuel_emissions_multiplier = value
|
target.fuel_emissions_multiplier = value
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,117 +1,117 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
if not thxbob.lib.machine then thxbob.lib.machine = {} end
|
if not thxbob.lib.machine then thxbob.lib.machine = {} end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.machine.has_category(machine, category_in)
|
function thxbob.lib.machine.has_category(machine, category_in)
|
||||||
local hasit = false
|
local hasit = false
|
||||||
if machine and machine.crafting_categories then
|
if machine and machine.crafting_categories then
|
||||||
for i, category in pairs(machine.crafting_categories) do
|
for i, category in pairs(machine.crafting_categories) do
|
||||||
if category == category_in then
|
if category == category_in then
|
||||||
hasit = true
|
hasit = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
return hasit
|
return hasit
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.machine.add_category(machine, category)
|
function thxbob.lib.machine.add_category(machine, category)
|
||||||
if machine and data.raw["recipe-category"][category] then
|
if machine and data.raw["recipe-category"][category] then
|
||||||
if not machine.crafting_categories then
|
if not machine.crafting_categories then
|
||||||
machine.crafting_categories = {category}
|
machine.crafting_categories = {category}
|
||||||
elseif not thxbob.lib.machine.has_category(machine, category) then
|
elseif not thxbob.lib.machine.has_category(machine, category) then
|
||||||
table.insert(machine.crafting_categories, category)
|
table.insert(machine.crafting_categories, category)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw["recipe-category"][category] then
|
if not data.raw["recipe-category"][category] then
|
||||||
BioInd.writeDebug("Crafting category %s does not exist.", {category})
|
BioInd.writeDebug("Crafting category %s does not exist.", {category})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.machine.if_add_category(machine, category, category_to_add)
|
function thxbob.lib.machine.if_add_category(machine, category, category_to_add)
|
||||||
if machine and data.raw["recipe-category"][category] and data.raw["recipe-category"][category_to_add] then
|
if machine and data.raw["recipe-category"][category] and data.raw["recipe-category"][category_to_add] then
|
||||||
if thxbob.lib.machine.has_category(machine, category) then
|
if thxbob.lib.machine.has_category(machine, category) then
|
||||||
thxbob.lib.machine.add_category(machine, category_to_add)
|
thxbob.lib.machine.add_category(machine, category_to_add)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw["recipe-category"][category] then
|
if not data.raw["recipe-category"][category] then
|
||||||
BioInd.writeDebug("Crafting category %s does not exist.", {category})
|
BioInd.writeDebug("Crafting category %s does not exist.", {category})
|
||||||
end
|
end
|
||||||
if not data.raw["recipe-category"][category_to_add] then
|
if not data.raw["recipe-category"][category_to_add] then
|
||||||
BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add})
|
BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.machine.type_if_add_category(machine_type, category, category_to_add)
|
function thxbob.lib.machine.type_if_add_category(machine_type, category, category_to_add)
|
||||||
if data.raw["recipe-category"][category] and data.raw["recipe-category"][category_to_add] then
|
if data.raw["recipe-category"][category] and data.raw["recipe-category"][category_to_add] then
|
||||||
for i, machine in pairs(data.raw[machine_type]) do
|
for i, machine in pairs(data.raw[machine_type]) do
|
||||||
thxbob.lib.machine.if_add_category(machine, category, category_to_add)
|
thxbob.lib.machine.if_add_category(machine, category, category_to_add)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw["recipe-category"][category] then
|
if not data.raw["recipe-category"][category] then
|
||||||
BioInd.writeDebug("Crafting category %s does not exist.", {category})
|
BioInd.writeDebug("Crafting category %s does not exist.", {category})
|
||||||
end
|
end
|
||||||
if not data.raw["recipe-category"][category_to_add] then
|
if not data.raw["recipe-category"][category_to_add] then
|
||||||
BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add})
|
BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.machine.has_resource_category(machine, category_in)
|
function thxbob.lib.machine.has_resource_category(machine, category_in)
|
||||||
local hasit = false
|
local hasit = false
|
||||||
if machine and machine.resource_categories then
|
if machine and machine.resource_categories then
|
||||||
for i, category in pairs(machine.resource_categories) do
|
for i, category in pairs(machine.resource_categories) do
|
||||||
if category == category_in then
|
if category == category_in then
|
||||||
hasit = true
|
hasit = true
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
return hasit
|
return hasit
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.machine.add_resource_category(machine, category)
|
function thxbob.lib.machine.add_resource_category(machine, category)
|
||||||
if machine and data.raw["resource-category"][category] then
|
if machine and data.raw["resource-category"][category] then
|
||||||
if not machine.resource_categories then
|
if not machine.resource_categories then
|
||||||
machine.resource_categories = {category}
|
machine.resource_categories = {category}
|
||||||
elseif not thxbob.lib.machine.has_resource_category(machine, category) then
|
elseif not thxbob.lib.machine.has_resource_category(machine, category) then
|
||||||
table.insert(machine.resource_categories, category)
|
table.insert(machine.resource_categories, category)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw["resource-category"][category] then
|
if not data.raw["resource-category"][category] then
|
||||||
BioInd.writeDebug("Resource category %s does not exist.", {category})
|
BioInd.writeDebug("Resource category %s does not exist.", {category})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.machine.if_add_resource_category(machine, category, category_to_add)
|
function thxbob.lib.machine.if_add_resource_category(machine, category, category_to_add)
|
||||||
if machine and data.raw["resource-category"][category] and data.raw["resource-category"][category_to_add] then
|
if machine and data.raw["resource-category"][category] and data.raw["resource-category"][category_to_add] then
|
||||||
if thxbob.lib.machine.has_resource_category(machine, category) then
|
if thxbob.lib.machine.has_resource_category(machine, category) then
|
||||||
thxbob.lib.machine.add_resource_category(machine, category_to_add)
|
thxbob.lib.machine.add_resource_category(machine, category_to_add)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw["resource-category"][category] then
|
if not data.raw["resource-category"][category] then
|
||||||
BioInd.writeDebug("Resource category %s does not exist.", {category})
|
BioInd.writeDebug("Resource category %s does not exist.", {category})
|
||||||
end
|
end
|
||||||
if not data.raw["resource-category"][category_to_add] then
|
if not data.raw["resource-category"][category_to_add] then
|
||||||
BioInd.writeDebug("Resource category %s does not exist.", {category_to_add})
|
BioInd.writeDebug("Resource category %s does not exist.", {category_to_add})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.machine.type_if_add_resource_category(machine_type, category, category_to_add)
|
function thxbob.lib.machine.type_if_add_resource_category(machine_type, category, category_to_add)
|
||||||
if data.raw["resource-category"][category] and data.raw["resource-category"][category_to_add] then
|
if data.raw["resource-category"][category] and data.raw["resource-category"][category_to_add] then
|
||||||
for i, machine in pairs(data.raw[machine_type]) do
|
for i, machine in pairs(data.raw[machine_type]) do
|
||||||
thxbob.lib.machine.if_add_resource_category(machine, category, category_to_add)
|
thxbob.lib.machine.if_add_resource_category(machine, category, category_to_add)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw["resource-category"][category] then
|
if not data.raw["resource-category"][category] then
|
||||||
BioInd.writeDebug("Resource category %s does not exist.", {category})
|
BioInd.writeDebug("Resource category %s does not exist.", {category})
|
||||||
end
|
end
|
||||||
if not data.raw["resource-category"][category_to_add] then
|
if not data.raw["resource-category"][category_to_add] then
|
||||||
BioInd.writeDebug("Resource category %s does not exist.", {category_to_add})
|
BioInd.writeDebug("Resource category %s does not exist.", {category_to_add})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,80 +1,80 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
|
|
||||||
-- Merges table2's contents into table1.
|
-- Merges table2's contents into table1.
|
||||||
function thxbob.lib.table_merge(table1, table2)
|
function thxbob.lib.table_merge(table1, table2)
|
||||||
for index, value in pairs(table2) do
|
for index, value in pairs(table2) do
|
||||||
if type(value) == "table" then
|
if type(value) == "table" then
|
||||||
if type(table1[index]) == "table" then
|
if type(table1[index]) == "table" then
|
||||||
thxbob.lib.table_merge(table1[index], table2[index])
|
thxbob.lib.table_merge(table1[index], table2[index])
|
||||||
else
|
else
|
||||||
table1[index] = util.table.deepcopy(table2[index])
|
table1[index] = util.table.deepcopy(table2[index])
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
table1[index] = value
|
table1[index] = value
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-- Converts recipe.result to recipe.results!
|
-- Converts recipe.result to recipe.results!
|
||||||
function thxbob.lib.result_check(object)
|
function thxbob.lib.result_check(object)
|
||||||
BioInd.show("Entered function result_check", object)
|
BioInd.show("Entered function result_check", object)
|
||||||
if object then
|
if object then
|
||||||
object.results = object.results or {}
|
object.results = object.results or {}
|
||||||
|
|
||||||
if object.result then
|
if object.result then
|
||||||
local item = thxbob.lib.item.basic_item({name = object.result})
|
local item = thxbob.lib.item.basic_item({name = object.result})
|
||||||
BioInd.show("item", item)
|
BioInd.show("item", item)
|
||||||
if object.result_count then
|
if object.result_count then
|
||||||
item.amount = object.result_count
|
item.amount = object.result_count
|
||||||
object.result_count = nil
|
object.result_count = nil
|
||||||
end
|
end
|
||||||
|
|
||||||
BioInd.show("object.result", object.result)
|
BioInd.show("object.result", object.result)
|
||||||
thxbob.lib.item.add_new(object.results, item)
|
thxbob.lib.item.add_new(object.results, item)
|
||||||
BioInd.show("object.results after add_new", object.results)
|
BioInd.show("object.results after add_new", object.results)
|
||||||
|
|
||||||
if object.ingredients then -- It's a recipe
|
if object.ingredients then -- It's a recipe
|
||||||
if not object.main_product then
|
if not object.main_product then
|
||||||
if object.icon or object.subgroup or object.order or item.type ~= "item" then -- if we already have one, add the rest
|
if object.icon or object.subgroup or object.order or item.type ~= "item" then -- if we already have one, add the rest
|
||||||
BioInd.writeDebug("data.raw[%s][%s]: %s", {item.type, object.result, data.raw[item.type][object.result] or "nil"})
|
BioInd.writeDebug("data.raw[%s][%s]: %s", {item.type, object.result, data.raw[item.type][object.result] or "nil"})
|
||||||
if (not object.icon) and data.raw[item.type][object.result] and
|
if (not object.icon) and data.raw[item.type][object.result] and
|
||||||
data.raw[item.type][object.result].icon then
|
data.raw[item.type][object.result].icon then
|
||||||
object.icon = data.raw[item.type][object.result].icon
|
object.icon = data.raw[item.type][object.result].icon
|
||||||
object.icon_size = data.raw[item.type][object.result].icon_size
|
object.icon_size = data.raw[item.type][object.result].icon_size
|
||||||
-- Make sure objects also have an icons definition
|
-- Make sure objects also have an icons definition
|
||||||
elseif not object.icons and data.raw[item.type][object.result] and
|
elseif not object.icons and data.raw[item.type][object.result] and
|
||||||
data.raw[item.type][object.result].icons and
|
data.raw[item.type][object.result].icons and
|
||||||
-- Don't assume that an icon already exists,
|
-- Don't assume that an icon already exists,
|
||||||
-- it could be set later on!
|
-- it could be set later on!
|
||||||
data.raw[item.type][object.result].icon then
|
data.raw[item.type][object.result].icon then
|
||||||
object.icons = {
|
object.icons = {
|
||||||
{icon = data.raw[item.type][object.result].icon, icon_size = 64}
|
{icon = data.raw[item.type][object.result].icon, icon_size = 64}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
if not object.subgroup and data.raw[item.type][object.result] and
|
if not object.subgroup and data.raw[item.type][object.result] and
|
||||||
data.raw[item.type][object.result].subgroup then
|
data.raw[item.type][object.result].subgroup then
|
||||||
object.subgroup = data.raw[item.type][object.result].subgroup
|
object.subgroup = data.raw[item.type][object.result].subgroup
|
||||||
end
|
end
|
||||||
if not object.order and data.raw[item.type][object.result] and
|
if not object.order and data.raw[item.type][object.result] and
|
||||||
data.raw[item.type][object.result].order then
|
data.raw[item.type][object.result].order then
|
||||||
object.order = data.raw[item.type][object.result].order
|
object.order = data.raw[item.type][object.result].order
|
||||||
end
|
end
|
||||||
else -- otherwise just use main_product as a cheap way to set them all.
|
else -- otherwise just use main_product as a cheap way to set them all.
|
||||||
object.main_product = object.result
|
object.main_product = object.result
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
object.result = nil
|
object.result = nil
|
||||||
end
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s does not exist.", {object})
|
BioInd.writeDebug("%s does not exist.", {object})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.belt_speed_ips(ips)
|
function thxbob.lib.belt_speed_ips(ips)
|
||||||
return ips * 1/480
|
return ips * 1/480
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,178 +1,178 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
if not thxbob.lib.item then thxbob.lib.item = {} end
|
if not thxbob.lib.item then thxbob.lib.item = {} end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.item.get_type(name)
|
function thxbob.lib.item.get_type(name)
|
||||||
local item_types = {
|
local item_types = {
|
||||||
"ammo",
|
"ammo",
|
||||||
"armor",
|
"armor",
|
||||||
"capsule",
|
"capsule",
|
||||||
"fluid",
|
"fluid",
|
||||||
"gun",
|
"gun",
|
||||||
"item",
|
"item",
|
||||||
"module",
|
"module",
|
||||||
"tool",
|
"tool",
|
||||||
"item-with-entity-data"
|
"item-with-entity-data"
|
||||||
}
|
}
|
||||||
local item_type = nil
|
local item_type = nil
|
||||||
for i, type_name in pairs(item_types) do
|
for i, type_name in pairs(item_types) do
|
||||||
if data.raw[type_name][name] then item_type = type_name end
|
if data.raw[type_name][name] then item_type = type_name end
|
||||||
end
|
end
|
||||||
return item_type
|
return item_type
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.item.get_basic_type(name)
|
function thxbob.lib.item.get_basic_type(name)
|
||||||
local item_type = "item"
|
local item_type = "item"
|
||||||
if data.raw.fluid[name] then item_type = "fluid" end
|
if data.raw.fluid[name] then item_type = "fluid" end
|
||||||
return item_type
|
return item_type
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.item.basic_item(inputs)
|
function thxbob.lib.item.basic_item(inputs)
|
||||||
local item = {}
|
local item = {}
|
||||||
|
|
||||||
if inputs.name then
|
if inputs.name then
|
||||||
item.name = inputs.name
|
item.name = inputs.name
|
||||||
else
|
else
|
||||||
item.name = inputs[1]
|
item.name = inputs[1]
|
||||||
end
|
end
|
||||||
|
|
||||||
if inputs.amount then
|
if inputs.amount then
|
||||||
item.amount = inputs.amount
|
item.amount = inputs.amount
|
||||||
else
|
else
|
||||||
if inputs[2] then
|
if inputs[2] then
|
||||||
item.amount = inputs[2]
|
item.amount = inputs[2]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if not item.amount then
|
if not item.amount then
|
||||||
item.amount = 1
|
item.amount = 1
|
||||||
end
|
end
|
||||||
|
|
||||||
if inputs.type then
|
if inputs.type then
|
||||||
item.type = inputs.type
|
item.type = inputs.type
|
||||||
else
|
else
|
||||||
item.type = thxbob.lib.item.get_basic_type(item.name)
|
item.type = thxbob.lib.item.get_basic_type(item.name)
|
||||||
end
|
end
|
||||||
|
|
||||||
if item.type == "item" then
|
if item.type == "item" then
|
||||||
if item.amount > 0 and item.amount < 1 then
|
if item.amount > 0 and item.amount < 1 then
|
||||||
item.amount = 1
|
item.amount = 1
|
||||||
else
|
else
|
||||||
item.amount = math.floor(item.amount)
|
item.amount = math.floor(item.amount)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return item
|
return item
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.item.item(inputs)
|
function thxbob.lib.item.item(inputs)
|
||||||
local item = {}
|
local item = {}
|
||||||
|
|
||||||
if inputs.name then
|
if inputs.name then
|
||||||
item.name = inputs.name
|
item.name = inputs.name
|
||||||
else
|
else
|
||||||
item.name = inputs[1]
|
item.name = inputs[1]
|
||||||
end
|
end
|
||||||
|
|
||||||
if inputs.amount then
|
if inputs.amount then
|
||||||
item.amount = inputs.amount
|
item.amount = inputs.amount
|
||||||
else
|
else
|
||||||
if inputs[2] then
|
if inputs[2] then
|
||||||
item.amount = inputs[2]
|
item.amount = inputs[2]
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if not item.amount then
|
if not item.amount then
|
||||||
if inputs.amount_min and inputs.amount_max then
|
if inputs.amount_min and inputs.amount_max then
|
||||||
item.amount_min = inputs.amount_min
|
item.amount_min = inputs.amount_min
|
||||||
item.amount_max = inputs.amount_max
|
item.amount_max = inputs.amount_max
|
||||||
else
|
else
|
||||||
item.amount = 1
|
item.amount = 1
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if inputs.probability then item.probability = inputs.probability end
|
if inputs.probability then item.probability = inputs.probability end
|
||||||
|
|
||||||
if inputs.type then
|
if inputs.type then
|
||||||
item.type = inputs.type
|
item.type = inputs.type
|
||||||
else
|
else
|
||||||
item.type = thxbob.lib.item.get_basic_type(item.name)
|
item.type = thxbob.lib.item.get_basic_type(item.name)
|
||||||
end
|
end
|
||||||
|
|
||||||
return item
|
return item
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.item.combine(item1_in, item2_in)
|
function thxbob.lib.item.combine(item1_in, item2_in)
|
||||||
local item = {}
|
local item = {}
|
||||||
local item1 = thxbob.lib.item.item(item1_in)
|
local item1 = thxbob.lib.item.item(item1_in)
|
||||||
local item2 = thxbob.lib.item.item(item2_in)
|
local item2 = thxbob.lib.item.item(item2_in)
|
||||||
|
|
||||||
item.name = item1.name
|
item.name = item1.name
|
||||||
item.type = item1.type
|
item.type = item1.type
|
||||||
|
|
||||||
if item1.amount and item2.amount then
|
if item1.amount and item2.amount then
|
||||||
item.amount = item1.amount + item2.amount
|
item.amount = item1.amount + item2.amount
|
||||||
elseif item1.amount_min and item1.amount_max and item2.amount_min and item2.amount_max then
|
elseif item1.amount_min and item1.amount_max and item2.amount_min and item2.amount_max then
|
||||||
item.amount_min = item1.amount_min + item2.amount_min
|
item.amount_min = item1.amount_min + item2.amount_min
|
||||||
item.amount_max = item1.amount_max + item2.amount_max
|
item.amount_max = item1.amount_max + item2.amount_max
|
||||||
else
|
else
|
||||||
if item1.amount_min and item1.amount_max and item2.amount then
|
if item1.amount_min and item1.amount_max and item2.amount then
|
||||||
item.amount_min = item1.amount_min + item2.amount
|
item.amount_min = item1.amount_min + item2.amount
|
||||||
item.amount_max = item1.amount_max + item2.amount
|
item.amount_max = item1.amount_max + item2.amount
|
||||||
elseif item1.amount and item2.amount_min and item2.amount_max then
|
elseif item1.amount and item2.amount_min and item2.amount_max then
|
||||||
item.amount_min = item1.amount + item2.amount_min
|
item.amount_min = item1.amount + item2.amount_min
|
||||||
item.amount_max = item1.amount + item2.amount_max
|
item.amount_max = item1.amount + item2.amount_max
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if item1.probability and item2.probability then
|
if item1.probability and item2.probability then
|
||||||
item.probability = (item1.probability + item2.probability) / 2
|
item.probability = (item1.probability + item2.probability) / 2
|
||||||
elseif item1.probability then
|
elseif item1.probability then
|
||||||
item.probability = (item1.probability + 1) / 2
|
item.probability = (item1.probability + 1) / 2
|
||||||
elseif item2.probability then
|
elseif item2.probability then
|
||||||
item.probability = (item2.probability + 1) / 2
|
item.probability = (item2.probability + 1) / 2
|
||||||
end
|
end
|
||||||
|
|
||||||
return item
|
return item
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.item.add(list, item_in) --increments amount if exists
|
function thxbob.lib.item.add(list, item_in) --increments amount if exists
|
||||||
local item = thxbob.lib.item.item(item_in)
|
local item = thxbob.lib.item.item(item_in)
|
||||||
local addit = true
|
local addit = true
|
||||||
for i, object in pairs(list) do
|
for i, object in pairs(list) do
|
||||||
if object[1] == item.name or object.name == item.name then
|
if object[1] == item.name or object.name == item.name then
|
||||||
addit = false
|
addit = false
|
||||||
list[i] = thxbob.lib.item.combine(object, item)
|
list[i] = thxbob.lib.item.combine(object, item)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if addit then table.insert(list, item) end
|
if addit then table.insert(list, item) end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.item.add_new(list, item_in) --ignores if exists
|
function thxbob.lib.item.add_new(list, item_in) --ignores if exists
|
||||||
local item = thxbob.lib.item.item(item_in)
|
local item = thxbob.lib.item.item(item_in)
|
||||||
local addit = true
|
local addit = true
|
||||||
for i, object in pairs(list) do
|
for i, object in pairs(list) do
|
||||||
if item.name == thxbob.lib.item.basic_item(object).name then addit = false end
|
if item.name == thxbob.lib.item.basic_item(object).name then addit = false end
|
||||||
end
|
end
|
||||||
if addit then
|
if addit then
|
||||||
table.insert(list, item)
|
table.insert(list, item)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.item.remove(list, item)
|
function thxbob.lib.item.remove(list, item)
|
||||||
for i, object in ipairs(list) do
|
for i, object in ipairs(list) do
|
||||||
if object[1] == item or object.name == item then
|
if object[1] == item or object.name == item then
|
||||||
table.remove(list, i)
|
table.remove(list, i)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.item.set(list, item_in)
|
function thxbob.lib.item.set(list, item_in)
|
||||||
local item = thxbob.lib.item.item(item_in)
|
local item = thxbob.lib.item.item(item_in)
|
||||||
for i, object in pairs(list) do
|
for i, object in pairs(list) do
|
||||||
if object[1] == item.name or object.name == item.name then
|
if object[1] == item.name or object.name == item.name then
|
||||||
list[i] = item
|
list[i] = item
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,163 +1,163 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
if not thxbob.lib.recipe then thxbob.lib.recipe = {} end
|
if not thxbob.lib.recipe then thxbob.lib.recipe = {} end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.recipe.replace_ingredient(recipe, old, new)
|
function thxbob.lib.recipe.replace_ingredient(recipe, old, new)
|
||||||
local retval = false
|
local retval = false
|
||||||
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(new) then
|
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(new) then
|
||||||
|
|
||||||
local amount = 0
|
local amount = 0
|
||||||
if data.raw.recipe[recipe].ingredients then
|
if data.raw.recipe[recipe].ingredients then
|
||||||
for i, ingredient in pairs(data.raw.recipe[recipe].ingredients) do
|
for i, ingredient in pairs(data.raw.recipe[recipe].ingredients) do
|
||||||
local item = thxbob.lib.item.basic_item(ingredient)
|
local item = thxbob.lib.item.basic_item(ingredient)
|
||||||
if item.name == old then
|
if item.name == old then
|
||||||
amount = item.amount + amount
|
amount = item.amount + amount
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if amount > 0 then
|
if amount > 0 then
|
||||||
if thxbob.lib.item.get_type(old) == "fluid" and thxbob.lib.item.get_type(new) == "item" then
|
if thxbob.lib.item.get_type(old) == "fluid" and thxbob.lib.item.get_type(new) == "item" then
|
||||||
amount = math.ceil(amount / 10)
|
amount = math.ceil(amount / 10)
|
||||||
end
|
end
|
||||||
if thxbob.lib.item.get_type(old) == "item" and thxbob.lib.item.get_type(new) == "fluid" then
|
if thxbob.lib.item.get_type(old) == "item" and thxbob.lib.item.get_type(new) == "fluid" then
|
||||||
amount = amount * 10
|
amount = amount * 10
|
||||||
end
|
end
|
||||||
thxbob.lib.recipe.remove_ingredient(recipe, old)
|
thxbob.lib.recipe.remove_ingredient(recipe, old)
|
||||||
thxbob.lib.recipe.add_ingredient(recipe, {new, amount})
|
thxbob.lib.recipe.add_ingredient(recipe, {new, amount})
|
||||||
return true
|
return true
|
||||||
else
|
else
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw.recipe[recipe] then
|
if not data.raw.recipe[recipe] then
|
||||||
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
||||||
end
|
end
|
||||||
if not thxbob.lib.item.get_type(new) then
|
if not thxbob.lib.item.get_type(new) then
|
||||||
BioInd.writeDebug("Ingredient %s does not exist.", {new})
|
BioInd.writeDebug("Ingredient %s does not exist.", {new})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return retval
|
return retval
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.recipe.replace_ingredient_in_all(old, new)
|
function thxbob.lib.recipe.replace_ingredient_in_all(old, new)
|
||||||
if thxbob.lib.item.get_basic_type(new) then
|
if thxbob.lib.item.get_basic_type(new) then
|
||||||
for i, recipe in pairs(data.raw.recipe) do
|
for i, recipe in pairs(data.raw.recipe) do
|
||||||
thxbob.lib.recipe.replace_ingredient(recipe.name, old, new)
|
thxbob.lib.recipe.replace_ingredient(recipe.name, old, new)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Ingredient %s does not exist.", {new})
|
BioInd.writeDebug("Ingredient %s does not exist.", {new})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.recipe.remove_ingredient(recipe, item)
|
function thxbob.lib.recipe.remove_ingredient(recipe, item)
|
||||||
if data.raw.recipe[recipe] then
|
if data.raw.recipe[recipe] then
|
||||||
if data.raw.recipe[recipe].ingredients then
|
if data.raw.recipe[recipe].ingredients then
|
||||||
thxbob.lib.item.remove(data.raw.recipe[recipe].ingredients, item)
|
thxbob.lib.item.remove(data.raw.recipe[recipe].ingredients, item)
|
||||||
end
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.recipe.add_new_ingredient(recipe, item)
|
function thxbob.lib.recipe.add_new_ingredient(recipe, item)
|
||||||
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
|
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
|
||||||
if data.raw.recipe[recipe].ingredients then
|
if data.raw.recipe[recipe].ingredients then
|
||||||
thxbob.lib.item.add_new(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item))
|
thxbob.lib.item.add_new(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item))
|
||||||
end
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
if not data.raw.recipe[recipe] then
|
if not data.raw.recipe[recipe] then
|
||||||
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
||||||
end
|
end
|
||||||
if not thxbob.lib.item.get_type(item) then
|
if not thxbob.lib.item.get_type(item) then
|
||||||
BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name})
|
BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.recipe.add_ingredient(recipe, item)
|
function thxbob.lib.recipe.add_ingredient(recipe, item)
|
||||||
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
|
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
|
||||||
if data.raw.recipe[recipe].ingredients then
|
if data.raw.recipe[recipe].ingredients then
|
||||||
thxbob.lib.item.add(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item))
|
thxbob.lib.item.add(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item))
|
||||||
end
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
if not data.raw.recipe[recipe] then
|
if not data.raw.recipe[recipe] then
|
||||||
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
||||||
end
|
end
|
||||||
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
|
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
|
||||||
BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name})
|
BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.recipe.set_ingredient(recipe, item)
|
function thxbob.lib.recipe.set_ingredient(recipe, item)
|
||||||
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
|
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
|
||||||
if data.raw.recipe[recipe].ingredients then
|
if data.raw.recipe[recipe].ingredients then
|
||||||
thxbob.lib.item.set(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item))
|
thxbob.lib.item.set(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item))
|
||||||
end
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
if not data.raw.recipe[recipe] then
|
if not data.raw.recipe[recipe] then
|
||||||
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
||||||
end
|
end
|
||||||
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
|
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
|
||||||
BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name})
|
BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.recipe.add_result(recipe, item)
|
function thxbob.lib.recipe.add_result(recipe, item)
|
||||||
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
|
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
|
||||||
if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then
|
if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then
|
||||||
thxbob.lib.result_check(data.raw.recipe[recipe])
|
thxbob.lib.result_check(data.raw.recipe[recipe])
|
||||||
thxbob.lib.item.add(data.raw.recipe[recipe].results, item)
|
thxbob.lib.item.add(data.raw.recipe[recipe].results, item)
|
||||||
end
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
if not data.raw.recipe[recipe] then
|
if not data.raw.recipe[recipe] then
|
||||||
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
||||||
end
|
end
|
||||||
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
|
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
|
||||||
BioInd.writeDebug("Item %s does not exist.", {thxbob.lib.item.basic_item(item).name})
|
BioInd.writeDebug("Item %s does not exist.", {thxbob.lib.item.basic_item(item).name})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.recipe.set_result(recipe, item)
|
function thxbob.lib.recipe.set_result(recipe, item)
|
||||||
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
|
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
|
||||||
if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then
|
if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then
|
||||||
thxbob.lib.result_check(data.raw.recipe[recipe])
|
thxbob.lib.result_check(data.raw.recipe[recipe])
|
||||||
thxbob.lib.item.set(data.raw.recipe[recipe].results, item)
|
thxbob.lib.item.set(data.raw.recipe[recipe].results, item)
|
||||||
end
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
if not data.raw.recipe[recipe] then
|
if not data.raw.recipe[recipe] then
|
||||||
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
||||||
end
|
end
|
||||||
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
|
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
|
||||||
BioInd.writeDebug("Item %s does not exist.", {thxbob.lib.item.basic_item(item).name})
|
BioInd.writeDebug("Item %s does not exist.", {thxbob.lib.item.basic_item(item).name})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.recipe.remove_result(recipe, item)
|
function thxbob.lib.recipe.remove_result(recipe, item)
|
||||||
local f_name = "remove_result"
|
local f_name = "remove_result"
|
||||||
BioInd.writeDebug("Entered function %s(%s, %s)", {f_name, recipe, item})
|
BioInd.writeDebug("Entered function %s(%s, %s)", {f_name, recipe, item})
|
||||||
if data.raw.recipe[recipe] then
|
if data.raw.recipe[recipe] then
|
||||||
if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then
|
if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then
|
||||||
thxbob.lib.result_check(data.raw.recipe[recipe])
|
thxbob.lib.result_check(data.raw.recipe[recipe])
|
||||||
thxbob.lib.item.remove(data.raw.recipe[recipe].results, item)
|
thxbob.lib.item.remove(data.raw.recipe[recipe].results, item)
|
||||||
end
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
@ -1,173 +1,173 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
if not thxbob.lib.tech then thxbob.lib.tech = {} end
|
if not thxbob.lib.tech then thxbob.lib.tech = {} end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.tech.replace_science_pack(technology, old, new)
|
function thxbob.lib.tech.replace_science_pack(technology, old, new)
|
||||||
if data.raw.technology[technology] and data.raw.tool[new] then
|
if data.raw.technology[technology] and data.raw.tool[new] then
|
||||||
local doit = false
|
local doit = false
|
||||||
local amount = 0
|
local amount = 0
|
||||||
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
|
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
|
||||||
if ingredient[1] == old then
|
if ingredient[1] == old then
|
||||||
doit = true
|
doit = true
|
||||||
amount = ingredient[2] + amount
|
amount = ingredient[2] + amount
|
||||||
end
|
end
|
||||||
if ingredient.name == old then
|
if ingredient.name == old then
|
||||||
doit = true
|
doit = true
|
||||||
amount = ingredient.amount + amount
|
amount = ingredient.amount + amount
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if doit then
|
if doit then
|
||||||
thxbob.lib.tech.remove_science_pack(technology, old)
|
thxbob.lib.tech.remove_science_pack(technology, old)
|
||||||
thxbob.lib.tech.add_science_pack(technology, new, amount)
|
thxbob.lib.tech.add_science_pack(technology, new, amount)
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw.technology[technology] then
|
if not data.raw.technology[technology] then
|
||||||
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
||||||
end
|
end
|
||||||
if not data.raw.tool[new] then
|
if not data.raw.tool[new] then
|
||||||
BioInd.writeDebug("Science pack %s does not exist.", {new})
|
BioInd.writeDebug("Science pack %s does not exist.", {new})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.tech.add_new_science_pack(technology, pack, amount)
|
function thxbob.lib.tech.add_new_science_pack(technology, pack, amount)
|
||||||
if data.raw.technology[technology] and data.raw.tool[pack] then
|
if data.raw.technology[technology] and data.raw.tool[pack] then
|
||||||
local addit = true
|
local addit = true
|
||||||
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
|
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
|
||||||
if ingredient[1] == pack or ingredient.name == pack then addit = false end
|
if ingredient[1] == pack or ingredient.name == pack then addit = false end
|
||||||
end
|
end
|
||||||
if addit then table.insert(data.raw.technology[technology].unit.ingredients, {pack, amount}) end
|
if addit then table.insert(data.raw.technology[technology].unit.ingredients, {pack, amount}) end
|
||||||
else
|
else
|
||||||
if not data.raw.technology[technology] then
|
if not data.raw.technology[technology] then
|
||||||
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
||||||
end
|
end
|
||||||
if not data.raw.tool[pack] then
|
if not data.raw.tool[pack] then
|
||||||
BioInd.writeDebug("Science pack %s does not exist.", {pack})
|
BioInd.writeDebug("Science pack %s does not exist.", {pack})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.tech.add_science_pack(technology, pack, amount)
|
function thxbob.lib.tech.add_science_pack(technology, pack, amount)
|
||||||
if data.raw.technology[technology] and data.raw.tool[pack] then
|
if data.raw.technology[technology] and data.raw.tool[pack] then
|
||||||
local addit = true
|
local addit = true
|
||||||
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
|
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
|
||||||
if ingredient[1] == pack then
|
if ingredient[1] == pack then
|
||||||
addit = false
|
addit = false
|
||||||
ingredient[2] = ingredient[2] + amount
|
ingredient[2] = ingredient[2] + amount
|
||||||
end
|
end
|
||||||
if ingredient.name == pack then
|
if ingredient.name == pack then
|
||||||
addit = false
|
addit = false
|
||||||
ingredient.amount = ingredient.amount + amount
|
ingredient.amount = ingredient.amount + amount
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if addit then
|
if addit then
|
||||||
table.insert(data.raw.technology[technology].unit.ingredients, {pack, amount})
|
table.insert(data.raw.technology[technology].unit.ingredients, {pack, amount})
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw.technology[technology] then
|
if not data.raw.technology[technology] then
|
||||||
BioInd.writeDebug("Technology " .. tostring(technology) .. " does not exist.")
|
BioInd.writeDebug("Technology " .. tostring(technology) .. " does not exist.")
|
||||||
end
|
end
|
||||||
if not data.raw.tool[pack] then
|
if not data.raw.tool[pack] then
|
||||||
BioInd.writeDebug("Science pack %s does not exist.", {pack})
|
BioInd.writeDebug("Science pack %s does not exist.", {pack})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.tech.remove_science_pack(technology, pack)
|
function thxbob.lib.tech.remove_science_pack(technology, pack)
|
||||||
if data.raw.technology[technology] then
|
if data.raw.technology[technology] then
|
||||||
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
|
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
|
||||||
if ingredient[1] == pack or ingredient.name == pack then
|
if ingredient[1] == pack or ingredient.name == pack then
|
||||||
table.remove(data.raw.technology[technology].unit.ingredients, i)
|
table.remove(data.raw.technology[technology].unit.ingredients, i)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function thxbob.lib.tech.add_recipe_unlock(technology, recipe)
|
function thxbob.lib.tech.add_recipe_unlock(technology, recipe)
|
||||||
if data.raw.technology[technology] and data.raw.recipe[recipe] then
|
if data.raw.technology[technology] and data.raw.recipe[recipe] then
|
||||||
local addit = true
|
local addit = true
|
||||||
if not data.raw.technology[technology].effects then
|
if not data.raw.technology[technology].effects then
|
||||||
data.raw.technology[technology].effects = {}
|
data.raw.technology[technology].effects = {}
|
||||||
end
|
end
|
||||||
for i, effect in pairs(data.raw.technology[technology].effects) do
|
for i, effect in pairs(data.raw.technology[technology].effects) do
|
||||||
if effect.type == "unlock-recipe" and effect.recipe == recipe then addit = false end
|
if effect.type == "unlock-recipe" and effect.recipe == recipe then addit = false end
|
||||||
end
|
end
|
||||||
if addit then table.insert(data.raw.technology[technology].effects, {type = "unlock-recipe", recipe = recipe}) end
|
if addit then table.insert(data.raw.technology[technology].effects, {type = "unlock-recipe", recipe = recipe}) end
|
||||||
else
|
else
|
||||||
if not data.raw.technology[technology] then
|
if not data.raw.technology[technology] then
|
||||||
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
||||||
end
|
end
|
||||||
if not data.raw.recipe[recipe] then
|
if not data.raw.recipe[recipe] then
|
||||||
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
BioInd.writeDebug("Recipe %s does not exist.", {recipe})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.tech.remove_recipe_unlock(technology, recipe)
|
function thxbob.lib.tech.remove_recipe_unlock(technology, recipe)
|
||||||
if data.raw.technology[technology] and data.raw.technology[technology].effects then
|
if data.raw.technology[technology] and data.raw.technology[technology].effects then
|
||||||
for i, effect in pairs(data.raw.technology[technology].effects) do
|
for i, effect in pairs(data.raw.technology[technology].effects) do
|
||||||
if effect.type == "unlock-recipe" and effect.recipe == recipe then
|
if effect.type == "unlock-recipe" and effect.recipe == recipe then
|
||||||
table.remove(data.raw.technology[technology].effects, i)
|
table.remove(data.raw.technology[technology].effects, i)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw.technology[technology] then
|
if not data.raw.technology[technology] then
|
||||||
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.tech.replace_prerequisite(technology, old, new)
|
function thxbob.lib.tech.replace_prerequisite(technology, old, new)
|
||||||
if data.raw.technology[technology] and data.raw.technology[new] then
|
if data.raw.technology[technology] and data.raw.technology[new] then
|
||||||
for i, prerequisite in ipairs(data.raw.technology[technology].prerequisites) do
|
for i, prerequisite in ipairs(data.raw.technology[technology].prerequisites) do
|
||||||
if prerequisite == old then
|
if prerequisite == old then
|
||||||
thxbob.lib.tech.remove_prerequisite(technology, old)
|
thxbob.lib.tech.remove_prerequisite(technology, old)
|
||||||
thxbob.lib.tech.add_prerequisite(technology, new)
|
thxbob.lib.tech.add_prerequisite(technology, new)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
if not data.raw.technology[technology] then
|
if not data.raw.technology[technology] then
|
||||||
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
||||||
end
|
end
|
||||||
if not data.raw.technology[new] then
|
if not data.raw.technology[new] then
|
||||||
BioInd.writeDebug("Technology %s does not exist.", {new})
|
BioInd.writeDebug("Technology %s does not exist.", {new})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.tech.add_prerequisite(technology, prerequisite)
|
function thxbob.lib.tech.add_prerequisite(technology, prerequisite)
|
||||||
if data.raw.technology[technology] and data.raw.technology[prerequisite] then
|
if data.raw.technology[technology] and data.raw.technology[prerequisite] then
|
||||||
local addit = true
|
local addit = true
|
||||||
if data.raw.technology[technology].prerequisites then
|
if data.raw.technology[technology].prerequisites then
|
||||||
for i, check in ipairs(data.raw.technology[technology].prerequisites) do
|
for i, check in ipairs(data.raw.technology[technology].prerequisites) do
|
||||||
if check == prerequisite then addit = false end
|
if check == prerequisite then addit = false end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
data.raw.technology[technology].prerequisites = {}
|
data.raw.technology[technology].prerequisites = {}
|
||||||
end
|
end
|
||||||
if addit then table.insert(data.raw.technology[technology].prerequisites, prerequisite) end
|
if addit then table.insert(data.raw.technology[technology].prerequisites, prerequisite) end
|
||||||
else
|
else
|
||||||
if not data.raw.technology[technology] then
|
if not data.raw.technology[technology] then
|
||||||
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
||||||
end
|
end
|
||||||
if not data.raw.technology[prerequisite] then
|
if not data.raw.technology[prerequisite] then
|
||||||
BioInd.writeDebug("Technology %s does not exist.", {prerequisite})
|
BioInd.writeDebug("Technology %s does not exist.", {prerequisite})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function thxbob.lib.tech.remove_prerequisite(technology, prerequisite)
|
function thxbob.lib.tech.remove_prerequisite(technology, prerequisite)
|
||||||
if data.raw.technology[technology] then
|
if data.raw.technology[technology] then
|
||||||
for i, check in ipairs(data.raw.technology[technology].prerequisites) do
|
for i, check in ipairs(data.raw.technology[technology].prerequisites) do
|
||||||
if check == prerequisite then
|
if check == prerequisite then
|
||||||
table.remove(data.raw.technology[technology].prerequisites, i)
|
table.remove(data.raw.technology[technology].prerequisites, i)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
BioInd.writeDebug("Technology %s does not exist.", {technology})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,142 +1,142 @@
|
||||||
|
|
||||||
--- Utils for grouping
|
--- Utils for grouping
|
||||||
function group_entities(entity_list)
|
function group_entities(entity_list)
|
||||||
return group_entities(nil, entity_list)
|
return group_entities(nil, entity_list)
|
||||||
end
|
end
|
||||||
|
|
||||||
function group_entities(entity_groupid, entity_list)
|
function group_entities(entity_groupid, entity_list)
|
||||||
return group("entities", entity_groupid, entity_list)
|
return group("entities", entity_groupid, entity_list)
|
||||||
end
|
end
|
||||||
|
|
||||||
function getGroup_entities(entity_groupid)
|
function getGroup_entities(entity_groupid)
|
||||||
return getGroup("entities", entity_groupid)
|
return getGroup("entities", entity_groupid)
|
||||||
end
|
end
|
||||||
|
|
||||||
function getGroup_entities_by_member(entity_id)
|
function getGroup_entities_by_member(entity_id)
|
||||||
return getGroup_byMember("entities", entity_id)
|
return getGroup_byMember("entities", entity_id)
|
||||||
end
|
end
|
||||||
|
|
||||||
function ungroup_entities(entity_groupid)
|
function ungroup_entities(entity_groupid)
|
||||||
return ungroup("entities", entity_groupid)
|
return ungroup("entities", entity_groupid)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-------------------------------------------------------------------
|
-------------------------------------------------------------------
|
||||||
-- Grouping
|
-- Grouping
|
||||||
--
|
--
|
||||||
function group(index_id, group_id, members)
|
function group(index_id, group_id, members)
|
||||||
_init_group(index_id, group_id)
|
_init_group(index_id, group_id)
|
||||||
|
|
||||||
if index_id == nil then
|
if index_id == nil then
|
||||||
index_id = "default"
|
index_id = "default"
|
||||||
end
|
end
|
||||||
|
|
||||||
if group_id then
|
if group_id then
|
||||||
for ix, vx in ipairs(members) do
|
for ix, vx in ipairs(members) do
|
||||||
_addto_group(index_id, group_id, vx)
|
_addto_group(index_id, group_id, vx)
|
||||||
end
|
end
|
||||||
return group_id
|
return group_id
|
||||||
else
|
else
|
||||||
-- no GID, then assign one
|
-- no GID, then assign one
|
||||||
return group(index_id, _new_group(index_id), members)
|
return group(index_id, _new_group(index_id), members)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function getGroup(index_id, group_id)
|
function getGroup(index_id, group_id)
|
||||||
_init_group(index_id, group_id)
|
_init_group(index_id, group_id)
|
||||||
|
|
||||||
if group_id then
|
if group_id then
|
||||||
return _get_group(index_id, group_id)
|
return _get_group(index_id, group_id)
|
||||||
else
|
else
|
||||||
return nil
|
return nil
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function getGroup_byMember(index_id, group_id, member_id)
|
function getGroup_byMember(index_id, group_id, member_id)
|
||||||
_init_group(index_id, group_id)
|
_init_group(index_id, group_id)
|
||||||
|
|
||||||
if member_id then
|
if member_id then
|
||||||
return _of_group(index_id, group_id, entity_id)
|
return _of_group(index_id, group_id, entity_id)
|
||||||
else
|
else
|
||||||
return nil
|
return nil
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function ungroup(index_id, group_id)
|
function ungroup(index_id, group_id)
|
||||||
_init_group(index_id, group_id)
|
_init_group(index_id, group_id)
|
||||||
|
|
||||||
if group_id then
|
if group_id then
|
||||||
return _clear_group(index_id, group_id)
|
return _clear_group(index_id, group_id)
|
||||||
else
|
else
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-------------------------------------------------------------------
|
-------------------------------------------------------------------
|
||||||
function _init_group(index_id)
|
function _init_group(index_id)
|
||||||
if not storage.group then
|
if not storage.group then
|
||||||
storage.group = {}
|
storage.group = {}
|
||||||
end
|
end
|
||||||
if not storage.group.default then
|
if not storage.group.default then
|
||||||
storage.group.default = {}
|
storage.group.default = {}
|
||||||
end
|
end
|
||||||
if index_id and not storage.group[index_id] then
|
if index_id and not storage.group[index_id] then
|
||||||
-- don't care if they name their group "default"
|
-- don't care if they name their group "default"
|
||||||
storage.group[index_id] = {}
|
storage.group[index_id] = {}
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
function _new_group(index_id)
|
function _new_group(index_id)
|
||||||
local group_id_n = 0
|
local group_id_n = 0
|
||||||
local group_id_r = nil
|
local group_id_r = nil
|
||||||
|
|
||||||
while group_id_r == nil do
|
while group_id_r == nil do
|
||||||
local group_id_x = "gid-" .. (group_id_n + #storage.group[index_id])
|
local group_id_x = "gid-" .. (group_id_n + #storage.group[index_id])
|
||||||
if storage.group[index_id][group_id_x] then
|
if storage.group[index_id][group_id_x] then
|
||||||
-- collision
|
-- collision
|
||||||
group_id_n = group_id_n + 1
|
group_id_n = group_id_n + 1
|
||||||
else
|
else
|
||||||
group_id_r = group_id_x
|
group_id_r = group_id_x
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
return group_id_r
|
return group_id_r
|
||||||
end
|
end
|
||||||
|
|
||||||
function _addto_group(index_id, group_id, member_id)
|
function _addto_group(index_id, group_id, member_id)
|
||||||
if storage.group[index_id] then
|
if storage.group[index_id] then
|
||||||
if not storage.group[index_id][group_id] then
|
if not storage.group[index_id][group_id] then
|
||||||
storage.group[index_id][group_id] = {}
|
storage.group[index_id][group_id] = {}
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
table.insert(storage.group[index_id][group_id], member_id)
|
table.insert(storage.group[index_id][group_id], member_id)
|
||||||
end
|
end
|
||||||
|
|
||||||
function _get_group(index_id, group_id)
|
function _get_group(index_id, group_id)
|
||||||
return storage.group[index_id][group_id]
|
return storage.group[index_id][group_id]
|
||||||
end
|
end
|
||||||
|
|
||||||
function _of_group(index_id, member_id)
|
function _of_group(index_id, member_id)
|
||||||
--full scan
|
--full scan
|
||||||
for kx, vx in pairs(storage.group[index_id]) do
|
for kx, vx in pairs(storage.group[index_id]) do
|
||||||
for ky, vy in pairs(vx) do
|
for ky, vy in pairs(vx) do
|
||||||
if member_id == vy then
|
if member_id == vy then
|
||||||
return vx
|
return vx
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
return nil
|
return nil
|
||||||
end
|
end
|
||||||
|
|
||||||
function _clear_group(index_id, group_id)
|
function _clear_group(index_id, group_id)
|
||||||
storage.group[index_id][group_id] = nil
|
storage.group[index_id][group_id] = nil
|
||||||
end
|
end
|
||||||
-------------------------------------------------------------------
|
-------------------------------------------------------------------
|
||||||
|
|
||||||
-------------------------------------------------------------------
|
-------------------------------------------------------------------
|
||||||
-- Cantor Hash
|
-- Cantor Hash
|
||||||
-------------------------------------------------------------------
|
-------------------------------------------------------------------
|
||||||
function cantor(k1, k2)
|
function cantor(k1, k2)
|
||||||
return (0.5 * (k1+k2) * (k1+k2+1) + k2)
|
return (0.5 * (k1+k2) * (k1+k2+1) + k2)
|
||||||
end
|
end
|
||||||
-------------------------------------------------------------------
|
-------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -1,51 +1,51 @@
|
||||||
[entity-description]
|
[entity-description]
|
||||||
## 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 45 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!
|
||||||
|
|
||||||
bi-bio-reactor=Im __ENTITY__bi-bio-reactor__ wird Biomasse hergestellt und weiterverarbeitet.
|
bi-bio-reactor=Im __ENTITY__bi-bio-reactor__ wird Biomasse hergestellt und weiterverarbeitet.
|
||||||
bi-cokery=In der __ENTITY__bi-cokery__ werden __ITEM__wood__ und __ITEM__bi-woodpulp__ zu __ITEM__wood-charcoal__ und anderen Brennstoffen veredelt.
|
bi-cokery=In der __ENTITY__bi-cokery__ werden __ITEM__wood__ und __ITEM__bi-woodpulp__ zu __ITEM__wood-charcoal__ und anderen Brennstoffen veredelt.
|
||||||
bi-stone-crusher=Diese Maschinen zerkleinern __ITEM__stone__ und __ITEM__concrete__ in allen Varianten zu __ITEM__stone-crushed__.
|
bi-stone-crusher=Diese Maschinen zerkleinern __ITEM__stone__ und __ITEM__concrete__ in allen Varianten zu __ITEM__stone-crushed__.
|
||||||
|
|
||||||
|
|
||||||
## Energieversorgung
|
## Energieversorgung
|
||||||
bi-bio-accumulator=Ein __ENTITY__bi-bio-accumulator__ kann sehr viel Energie speichern. Größe spielt manchmal eben doch eine Rolle!
|
bi-bio-accumulator=Ein __ENTITY__bi-bio-accumulator__ kann sehr viel Energie speichern. Größe spielt manchmal eben doch eine Rolle!
|
||||||
bi-bio-boiler=__ENTITY__bi-bio-boiler__ sind genauso leistungsfähig wie normale __ENTITY__boiler__, aber bedeutend umweltfreundlicher.\n(75% weniger Umweltverschmutzung!)
|
bi-bio-boiler=__ENTITY__bi-bio-boiler__ sind genauso leistungsfähig wie normale __ENTITY__boiler__, aber bedeutend umweltfreundlicher.\n(75% weniger Umweltverschmutzung!)
|
||||||
bi-bio-solar-farm=Viele Solarmodule werden zu einer kompakten Einheit verdichtet. Damit lässt sich auf kleinem Raum eine große Menge Energie erzeugen!
|
bi-bio-solar-farm=Viele Solarmodule werden zu einer kompakten Einheit verdichtet. Damit lässt sich auf kleinem Raum eine große Menge Energie erzeugen!
|
||||||
bi-large-substation=__ENTITY__bi-large-substation__ — damit kannst du ein großes Gebiet mit Elektrizität versorgen!
|
bi-large-substation=__ENTITY__bi-large-substation__ — damit kannst du ein großes Gebiet mit Elektrizität versorgen!
|
||||||
bi-solar-boiler=__ENTITY__bi-solar-boiler__ — erzeugt Elektrizität oder Dampf mittels Solarenergie.
|
bi-solar-boiler=__ENTITY__bi-solar-boiler__ — erzeugt Elektrizität oder Dampf mittels Solarenergie.
|
||||||
bi-solar-mat=Dank eingebetteter Solarpanele erzeugen hiermit gebaute Wege 10kW Elektrizität pro Feld und erlauben eine höhere Bewegungsgeschwindigkeit. (Danke, Elon Musk!)
|
bi-solar-mat=Dank eingebetteter Solarpanele erzeugen hiermit gebaute Wege 10kW Elektrizität pro Feld und erlauben eine höhere Bewegungsgeschwindigkeit. (Danke, Elon Musk!)
|
||||||
|
|
||||||
|
|
||||||
## Waffen
|
## Waffen
|
||||||
bi-dart-turret=Diese Geschütztürme sind sofort verfügbar und bieten ohne großen Aufwand Schutz vor Angriffen. Die Pfeile verursachen zwar weniger Schaden als Kugeln und Schrotpatronen, dafür haben diese Geschütztürme aber eine etwas größere Schussweite und eine höhere Feuerrate als die herkömmlichen.
|
bi-dart-turret=Diese Geschütztürme sind sofort verfügbar und bieten ohne großen Aufwand Schutz vor Angriffen. Die Pfeile verursachen zwar weniger Schaden als Kugeln und Schrotpatronen, dafür haben diese Geschütztürme aber eine etwas größere Schussweite und eine höhere Feuerrate als die herkömmlichen.
|
||||||
bi-bio-cannon=Dieser frühe Prototyp eines Artillerie-Geschützturms kann NUR Würmer sowie Nester von Beißern und Speiern attackieren (maximale Reichweite: 90) und hat noch keine manuelle Zielvorrichtung.
|
bi-bio-cannon=Dieser frühe Prototyp eines Artillerie-Geschützturms kann NUR Würmer sowie Nester von Beißern und Speiern attackieren (maximale Reichweite: 90) und hat noch keine manuelle Zielvorrichtung.
|
||||||
|
|
||||||
|
|
||||||
## Schienen
|
## Schienen
|
||||||
bi-power-to-rail-pole=Hiermit kannst du __ENTITY__bi-rail-power__ mit dem Stromnetz verbinden.\nACHTUNG: Ein __ENTITY__bi-power-to-rail-pole__ in Reichweite von zwei parallel verlaufenden oder sich kreuzenden __ENTITY__bi-rail-power__ kann die beiden Netzwerke miteinander verbinden!
|
bi-power-to-rail-pole=Hiermit kannst du __ENTITY__bi-rail-power__ mit dem Stromnetz verbinden.\nACHTUNG: Ein __ENTITY__bi-power-to-rail-pole__ in Reichweite von zwei parallel verlaufenden oder sich kreuzenden __ENTITY__bi-rail-power__ kann die beiden Netzwerke miteinander verbinden!
|
||||||
bi-rail-power=Diese Schienen leiten auch Strom. Baue einen __ENTITY__bi-power-to-rail-pole__ daneben, um sie mit einem Stromnetz zu verbinden!
|
bi-rail-power=Diese Schienen leiten auch Strom. Baue einen __ENTITY__bi-power-to-rail-pole__ daneben, um sie mit einem Stromnetz zu verbinden!
|
||||||
bi-rail-wood-bridge=Auf dieser hölzernen Eisenbahnbrücke können Züge Gewässer überqueren.\nHinweis: Du kannst diese Brücke nicht betreten – sie ist wirklich nur für Züge geeignet!
|
bi-rail-wood-bridge=Auf dieser hölzernen Eisenbahnbrücke können Züge Gewässer überqueren.\nHinweis: Du kannst diese Brücke nicht betreten – sie ist wirklich nur für Züge geeignet!
|
||||||
bi-rail-wood=Holzschienen
|
bi-rail-wood=Holzschienen
|
||||||
rail-remnants-wood-bridge=Überreste einer hölzernen Eisenbahnbrücke
|
rail-remnants-wood-bridge=Überreste einer hölzernen Eisenbahnbrücke
|
||||||
rail-remnants-wood=Überreste hölzerner Schienen
|
rail-remnants-wood=Überreste hölzerner Schienen
|
||||||
|
|
||||||
|
|
||||||
## Diverse Holzprodukte
|
## Diverse Holzprodukte
|
||||||
bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ aus __ITEM__wood__ und Kupfer
|
bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ aus __ITEM__wood__ und Kupfer
|
||||||
bi-wood-pipe=__ENTITY__pipe__ aus __ITEM__wood__ und Kupfer
|
bi-wood-pipe=__ENTITY__pipe__ aus __ITEM__wood__ und Kupfer
|
||||||
bi-wooden-chest-giga=Eine RIESIGE Holzkiste
|
bi-wooden-chest-giga=Eine RIESIGE Holzkiste
|
||||||
bi-wooden-chest-huge=Eine sehr große Holzkiste
|
bi-wooden-chest-huge=Eine sehr große Holzkiste
|
||||||
bi-wooden-chest-large=Eine mittelgroße Holzkiste
|
bi-wooden-chest-large=Eine mittelgroße Holzkiste
|
||||||
bi-wooden-fence=__ENTITY__bi-wooden-fence__ halten zwar starken Gegnern nicht lange stand, verschaffen dir aber am Anfang Zeit, in Ruhe deine Fabrik auszubauen.
|
bi-wooden-fence=__ENTITY__bi-wooden-fence__ halten zwar starken Gegnern nicht lange stand, verschaffen dir aber am Anfang Zeit, in Ruhe deine Fabrik auszubauen.
|
||||||
bi-wooden-pole-big=Diese großen hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
bi-wooden-pole-big=Diese großen hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
||||||
bi-wooden-pole-bigger=Diese hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
bi-wooden-pole-bigger=Diese hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
||||||
bi-wooden-pole-huge=Mit diesen riesigen Masten aus __ITEM__wood__ kannst du große Entfernungen (64 Felder) überbrücken, wenn du dein Strom- oder Schaltungsnetz aufbaust.
|
bi-wooden-pole-huge=Mit diesen riesigen Masten aus __ITEM__wood__ kannst du große Entfernungen (64 Felder) überbrücken, wenn du dein Strom- oder Schaltungsnetz aufbaust.
|
||||||
wooden-chest=Kleine Holzkiste
|
wooden-chest=Kleine Holzkiste
|
||||||
|
|
||||||
|
|
||||||
## Unterstützung für andere Mods
|
## Unterstützung für andere Mods
|
||||||
bi-stone-crusher-sand=Diese Maschinen zerkleinern __ITEM__stone__ und __ITEM__concrete__ in allen Varianten zu __ITEM__stone-crushed__. Sie können auch __ITEM__stone-crushed__ zu __ITEM__sand__ weiterverarbeiten.
|
bi-stone-crusher-sand=Diese Maschinen zerkleinern __ITEM__stone__ und __ITEM__concrete__ in allen Varianten zu __ITEM__stone-crushed__. Sie können auch __ITEM__stone-crushed__ zu __ITEM__sand__ weiterverarbeiten.
|
||||||
|
|
|
||||||
|
|
@ -1,52 +1,52 @@
|
||||||
[entity-name]
|
[entity-name]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-arboretum=Terraformer
|
bi-arboretum=Terraformer
|
||||||
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
|
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
|
||||||
bi-bio-farm=Bio-Baumschule
|
bi-bio-farm=Bio-Baumschule
|
||||||
bi-bio-garden=Bio-Garten
|
bi-bio-garden=Bio-Garten
|
||||||
bi-bio-garden-large=Großer __ENTITY__bi-bio-garden__
|
bi-bio-garden-large=Großer __ENTITY__bi-bio-garden__
|
||||||
bi-bio-garden-huge=Riesiger __ENTITY__bi-bio-garden__
|
bi-bio-garden-huge=Riesiger __ENTITY__bi-bio-garden__
|
||||||
bi-bio-greenhouse=Bio-Gewächshaus
|
bi-bio-greenhouse=Bio-Gewächshaus
|
||||||
seedling=Setzling
|
seedling=Setzling
|
||||||
|
|
||||||
bi-bio-reactor=Bio-Reaktor
|
bi-bio-reactor=Bio-Reaktor
|
||||||
bi-cokery=Kokerei
|
bi-cokery=Kokerei
|
||||||
bi-stone-crusher=Steinbrecher
|
bi-stone-crusher=Steinbrecher
|
||||||
|
|
||||||
|
|
||||||
## Energieversorgung
|
## Energieversorgung
|
||||||
bi-bio-accumulator=Großer Akkumulator
|
bi-bio-accumulator=Großer Akkumulator
|
||||||
bi-bio-boiler=Bio-Heizkessel
|
bi-bio-boiler=Bio-Heizkessel
|
||||||
bi-bio-solar-farm=Bio-Solarpark
|
bi-bio-solar-farm=Bio-Solarpark
|
||||||
bi-large-substation=Großes Umspannwerk
|
bi-large-substation=Großes Umspannwerk
|
||||||
bi-solar-boiler=Solarbetriebener Heizkessel
|
bi-solar-boiler=Solarbetriebener Heizkessel
|
||||||
bi-solar-mat=Musk-Panel
|
bi-solar-mat=Musk-Panel
|
||||||
|
|
||||||
|
|
||||||
## Waffen
|
## Waffen
|
||||||
bi-bio-cannon=Artillerie-Geschützturm (Prototyp)
|
bi-bio-cannon=Artillerie-Geschützturm (Prototyp)
|
||||||
bi-dart-turret=Pfeil-Geschützturm
|
bi-dart-turret=Pfeil-Geschützturm
|
||||||
|
|
||||||
|
|
||||||
## Schienen
|
## Schienen
|
||||||
bi-power-to-rail-pole=Anschluss für Stromschienen
|
bi-power-to-rail-pole=Anschluss für Stromschienen
|
||||||
bi-rail-power=Stromschienen
|
bi-rail-power=Stromschienen
|
||||||
bi-rail-wood-bridge=Hölzerne Eisenbahnbrücke
|
bi-rail-wood-bridge=Hölzerne Eisenbahnbrücke
|
||||||
bi-rail-wood=Hölzerne Schienen
|
bi-rail-wood=Hölzerne Schienen
|
||||||
rail-remnants-wood-bridge=Zerstörte hölzerne Eisenbahnbrücke
|
rail-remnants-wood-bridge=Zerstörte hölzerne Eisenbahnbrücke
|
||||||
rail-remnants-wood=Zerstörte hölzerne Schienen
|
rail-remnants-wood=Zerstörte hölzerne Schienen
|
||||||
|
|
||||||
|
|
||||||
## Diverse Holzprodukte
|
## Diverse Holzprodukte
|
||||||
bi-wood-pipe-to-ground=Unterirdisches Holzrohr
|
bi-wood-pipe-to-ground=Unterirdisches Holzrohr
|
||||||
bi-wood-pipe=Holzrohr
|
bi-wood-pipe=Holzrohr
|
||||||
bi-wooden-chest-giga=RIESIGE Holzkiste
|
bi-wooden-chest-giga=RIESIGE Holzkiste
|
||||||
bi-wooden-chest-huge=Große Holzkiste
|
bi-wooden-chest-huge=Große Holzkiste
|
||||||
bi-wooden-chest-large=Mittelgroße Holzkiste
|
bi-wooden-chest-large=Mittelgroße Holzkiste
|
||||||
bi-wooden-fence=Hölzerne Palisaden
|
bi-wooden-fence=Hölzerne Palisaden
|
||||||
bi-wooden-pole-big=Großer Strommast aus Holz
|
bi-wooden-pole-big=Großer Strommast aus Holz
|
||||||
bi-wooden-pole-bigger=Größerer Strommast aus Holz
|
bi-wooden-pole-bigger=Größerer Strommast aus Holz
|
||||||
bi-wooden-pole-huge=Riesiger Strommast aus Holz
|
bi-wooden-pole-huge=Riesiger Strommast aus Holz
|
||||||
#~ Just another name for the vanilla wood-chest
|
#~ Just another name for the vanilla wood-chest
|
||||||
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
|
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
|
||||||
bi-wooden-chest=Kleine Holzkiste
|
bi-wooden-chest=Kleine Holzkiste
|
||||||
|
|
|
||||||
|
|
@ -1,55 +1,55 @@
|
||||||
[BI-item-description]
|
[BI-item-description]
|
||||||
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
||||||
# so we hard-code its content here.
|
# so we hard-code its content here.
|
||||||
#~ fertilizer=__ITEM__fertilizer__ lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
#~ fertilizer=__ITEM__fertilizer__ lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
||||||
fertilizer=Düngemittel 08/15 lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
fertilizer=Düngemittel 08/15 lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
||||||
|
|
||||||
[item-description]
|
[item-description]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-adv-fertilizer=__ITEM__bi-adv-fertilizer__ – die spezielle Zutat, ohne die eine Superproduktion nicht möglich ist. Nur für Nutzer von Bio Industries! :-)
|
bi-adv-fertilizer=__ITEM__bi-adv-fertilizer__ – die spezielle Zutat, ohne die eine Superproduktion nicht möglich ist. Nur für Nutzer von Bio Industries! :-)
|
||||||
fertilizer=__ITEM__fertilizer__ lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
fertilizer=__ITEM__fertilizer__ lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
||||||
|
|
||||||
bi-purified-air=Saubere, unverschmutzte Luft!
|
bi-purified-air=Saubere, unverschmutzte Luft!
|
||||||
|
|
||||||
bi-arboretum-r1=Pflanzt Bäume im Umkreis des Terraformers
|
bi-arboretum-r1=Pflanzt Bäume im Umkreis des Terraformers
|
||||||
bi-arboretum-r2=Düngt den Boden um den Terraformer mit __ITEM__fertilizer__
|
bi-arboretum-r2=Düngt den Boden um den Terraformer mit __ITEM__fertilizer__
|
||||||
bi-arboretum-r3=Düngt den Boden um den Terraformer mit __ITEM__bi-adv-fertilizer__
|
bi-arboretum-r3=Düngt den Boden um den Terraformer mit __ITEM__bi-adv-fertilizer__
|
||||||
bi-arboretum-r4=Düngt den Boden um den Terraformer mit __ITEM__fertilizer__ und pflanzt Bäume
|
bi-arboretum-r4=Düngt den Boden um den Terraformer mit __ITEM__fertilizer__ und pflanzt Bäume
|
||||||
bi-arboretum-r5=Düngt den Boden um den Terraformer mit __ITEM__bi-adv-fertilizer__ und pflanzt Bäume
|
bi-arboretum-r5=Düngt den Boden um den Terraformer mit __ITEM__bi-adv-fertilizer__ und pflanzt Bäume
|
||||||
|
|
||||||
bi-seed-bomb-advanced=Diese __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 30 Feldern um den Einschlagort. Der Einsatz von __ITEM__bi-adv-fertilizer__ garantiert eine hohe Wahrscheinlichkeit dafür, dass das __ITEM__bi-seed__ gut anwächst und die Bäume schnell gedeihen.
|
bi-seed-bomb-advanced=Diese __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 30 Feldern um den Einschlagort. Der Einsatz von __ITEM__bi-adv-fertilizer__ garantiert eine hohe Wahrscheinlichkeit dafür, dass das __ITEM__bi-seed__ gut anwächst und die Bäume schnell gedeihen.
|
||||||
bi-seed-bomb-basic=Diese einfache __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 24 Feldern um den Einschlagort. Wenn du Glück hast, wachsen daraus auch ein paar Bäume!
|
bi-seed-bomb-basic=Diese einfache __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 24 Feldern um den Einschlagort. Wenn du Glück hast, wachsen daraus auch ein paar Bäume!
|
||||||
bi-seed-bomb-standard=Diese __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 27 Feldern um den Einschlagort. __ITEM__fertilizer__ verbessert die Wahrscheinlichkeit, dass das __ITEM__bi-seed__ anwächst und gedeiht!
|
bi-seed-bomb-standard=Diese __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 27 Feldern um den Einschlagort. __ITEM__fertilizer__ verbessert die Wahrscheinlichkeit, dass das __ITEM__bi-seed__ anwächst und gedeiht!
|
||||||
|
|
||||||
bi-seed=Daraus wird einmal ein __ENTITY__seedling__.
|
bi-seed=Daraus wird einmal ein __ENTITY__seedling__.
|
||||||
|
|
||||||
|
|
||||||
## Waffen
|
## Waffen
|
||||||
bi-bio-cannon-basic-ammo=Raketenbetrieben, geringer physischer Schaden
|
bi-bio-cannon-basic-ammo=Raketenbetrieben, geringer physischer Schaden
|
||||||
bi-bio-cannon-biological-ammo=Raketenbetrieben, hoher biologischer Schaden
|
bi-bio-cannon-biological-ammo=Raketenbetrieben, hoher biologischer Schaden
|
||||||
bi-bio-cannon-poison-ammo=Raketenbetrieben, mittlerer Giftschaden
|
bi-bio-cannon-poison-ammo=Raketenbetrieben, mittlerer Giftschaden
|
||||||
bi-bio-cannon-proto-ammo=Geringer Schaden, der größte Teil des TNT wird für den Antrieb verwendet.
|
bi-bio-cannon-proto-ammo=Geringer Schaden, der größte Teil des TNT wird für den Antrieb verwendet.
|
||||||
|
|
||||||
bi-dart-magazine-basic=__ITEM__bi-dart-magazine-basic__ pieken nur ein bisschen.
|
bi-dart-magazine-basic=__ITEM__bi-dart-magazine-basic__ pieken nur ein bisschen.
|
||||||
bi-dart-magazine-enhanced=__ITEM__bi-dart-magazine-enhanced__ verursachen auch Säureschaden!
|
bi-dart-magazine-enhanced=__ITEM__bi-dart-magazine-enhanced__ verursachen auch Säureschaden!
|
||||||
bi-dart-magazine-poison=__ITEM__bi-dart-magazine-enhanced__ — mit Gift!
|
bi-dart-magazine-poison=__ITEM__bi-dart-magazine-enhanced__ — mit Gift!
|
||||||
bi-dart-magazine-standard=__ITEM__bi-dart-magazine-standard__ können Ziele durchdringen.
|
bi-dart-magazine-standard=__ITEM__bi-dart-magazine-standard__ können Ziele durchdringen.
|
||||||
bi-dart-rifle=Diese billige Waffe verschießt leicht herstellbare Munition und ist gut zur Verteidigung gegen schwächere Gegner geeignet.
|
bi-dart-rifle=Diese billige Waffe verschießt leicht herstellbare Munition und ist gut zur Verteidigung gegen schwächere Gegner geeignet.
|
||||||
|
|
||||||
|
|
||||||
## Rohstoffe
|
## Rohstoffe
|
||||||
bi-ash=__ITEM__bi-ash__ ist durchaus ein wertvoller Rohstoff!
|
bi-ash=__ITEM__bi-ash__ ist durchaus ein wertvoller Rohstoff!
|
||||||
bi-cellulose=__ITEM__bi-cellulose__ wird aus __ITEM__wood__ gewonnen. Es ist schier unglaublich, was man daraus alles machen kann!
|
bi-cellulose=__ITEM__bi-cellulose__ wird aus __ITEM__wood__ gewonnen. Es ist schier unglaublich, was man daraus alles machen kann!
|
||||||
bi-woodpulp=__ITEM__bi-woodpulp__ können für verschiedene Zwecke eingesetzt werden. Verbrennt man sie, emittieren sie zwar weniger Schadstoffe als __ITEM__wood__, geben aber auch nur halb so viel Energie ab.
|
bi-woodpulp=__ITEM__bi-woodpulp__ können für verschiedene Zwecke eingesetzt werden. Verbrennt man sie, emittieren sie zwar weniger Schadstoffe als __ITEM__wood__, geben aber auch nur halb so viel Energie ab.
|
||||||
coal=Du wirst __ITEM__coal__ brauchen!
|
coal=Du wirst __ITEM__coal__ brauchen!
|
||||||
pellet-coke=Mehr Energie als __ITEM__solid-fuel__ bei ca. 40% weniger Schadstoffausstoß, dazu noch ein kleiner Bonus zur Höchstgeschwindigkeit — __ITEM__pellet-coke__ ist einfach der ideale Treibstoff für deine Fahrzeuge!
|
pellet-coke=Mehr Energie als __ITEM__solid-fuel__ bei ca. 40% weniger Schadstoffausstoß, dazu noch ein kleiner Bonus zur Höchstgeschwindigkeit — __ITEM__pellet-coke__ ist einfach der ideale Treibstoff für deine Fahrzeuge!
|
||||||
resin=__ITEM__resin__ ist nicht nur klebrig, man kann daraus auch Flüssiggas gewinnen!
|
resin=__ITEM__resin__ ist nicht nur klebrig, man kann daraus auch Flüssiggas gewinnen!
|
||||||
solid-fuel=Bietet weniger Energie als __ITEM__wood-bricks__, emittiert aber noch weniger Schadstoffe und lässt Fahrzeuge schneller fahren und beschleunigen.
|
solid-fuel=Bietet weniger Energie als __ITEM__wood-bricks__, emittiert aber noch weniger Schadstoffe und lässt Fahrzeuge schneller fahren und beschleunigen.
|
||||||
stone-crushed=__ITEM__stone-crushed__ wird hauptsächlich beim Gleis- und Straßenbau verwendet.
|
stone-crushed=__ITEM__stone-crushed__ wird hauptsächlich beim Gleis- und Straßenbau verwendet.
|
||||||
wood-bricks=Komprimierte __ITEM__bi-woodpulp__ geben eine Menge Energie ab, emittieren aber weniger Schadstoffe. Sie sind eine frühe Alternative zu __ITEM__solid-fuel__.
|
wood-bricks=Komprimierte __ITEM__bi-woodpulp__ geben eine Menge Energie ab, emittieren aber weniger Schadstoffe. Sie sind eine frühe Alternative zu __ITEM__solid-fuel__.
|
||||||
wood-charcoal=__ITEM__wood-charcoal__ gibt bedeutend mehr Energie ab als __ITEM__coal__ und emittiert deutlich weniger Schadstoffe, ist aber nicht so vielseitig verwendbar.
|
wood-charcoal=__ITEM__wood-charcoal__ gibt bedeutend mehr Energie ab als __ITEM__coal__ und emittiert deutlich weniger Schadstoffe, ist aber nicht so vielseitig verwendbar.
|
||||||
wood=Stelle deine Energieversorgung auf diesen nachhaltigen Rohstoff um!\nHinweis: Man kann mit __ITEM__wood__ noch mehr anfangen, als es einfach nur zu verbrennen!
|
wood=Stelle deine Energieversorgung auf diesen nachhaltigen Rohstoff um!\nHinweis: Man kann mit __ITEM__wood__ noch mehr anfangen, als es einfach nur zu verbrennen!
|
||||||
|
|
||||||
|
|
||||||
## Unterstützung für andere Mods
|
## Unterstützung für andere Mods
|
||||||
sand=__ITEM__sand__
|
sand=__ITEM__sand__
|
||||||
|
|
|
||||||
|
|
@ -1,56 +1,56 @@
|
||||||
[BI-item-name]
|
[BI-item-name]
|
||||||
fertilizer=Düngemittel 08/15
|
fertilizer=Düngemittel 08/15
|
||||||
|
|
||||||
[item-name]
|
[item-name]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-adv-fertilizer=BI-Super-Dünger(™)
|
bi-adv-fertilizer=BI-Super-Dünger(™)
|
||||||
fertilizer=Düngemittel 08/15
|
fertilizer=Düngemittel 08/15
|
||||||
|
|
||||||
bi-purified-air=Aufbereitete Luft
|
bi-purified-air=Aufbereitete Luft
|
||||||
|
|
||||||
bi-arboretum-r1=Bäume pflanzen
|
bi-arboretum-r1=Bäume pflanzen
|
||||||
bi-arboretum-r2=Geländeveränderung (einfach)
|
bi-arboretum-r2=Geländeveränderung (einfach)
|
||||||
bi-arboretum-r3=Geländeveränderung (verbessert)
|
bi-arboretum-r3=Geländeveränderung (verbessert)
|
||||||
bi-arboretum-r4=Gelände verändern & Bäume pflanzen (einfach)
|
bi-arboretum-r4=Gelände verändern & Bäume pflanzen (einfach)
|
||||||
bi-arboretum-r5=Gelände verändern & Bäume pflanzen (verbessert)
|
bi-arboretum-r5=Gelände verändern & Bäume pflanzen (verbessert)
|
||||||
|
|
||||||
bi-seed-bomb-advanced=Saatgutbombe mit __ITEM__bi-adv-fertilizer__
|
bi-seed-bomb-advanced=Saatgutbombe mit __ITEM__bi-adv-fertilizer__
|
||||||
bi-seed-bomb-basic=Saatgutbombe
|
bi-seed-bomb-basic=Saatgutbombe
|
||||||
bi-seed-bomb-standard=Saatgutbombe mit __ITEM__fertilizer__
|
bi-seed-bomb-standard=Saatgutbombe mit __ITEM__fertilizer__
|
||||||
bi-seed=Saatgut
|
bi-seed=Saatgut
|
||||||
|
|
||||||
|
|
||||||
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
||||||
bi-biomass=Biomasse
|
bi-biomass=Biomasse
|
||||||
liquid-air=Flüssigluft
|
liquid-air=Flüssigluft
|
||||||
nitrogen=Nitrogen
|
nitrogen=Nitrogen
|
||||||
|
|
||||||
## Waffen
|
## Waffen
|
||||||
bi-bio-cannon-basic-ammo=Munition für frühe Artillerie-Geschütztürme (Raketen)
|
bi-bio-cannon-basic-ammo=Munition für frühe Artillerie-Geschütztürme (Raketen)
|
||||||
bi-bio-cannon-biological-ammo=Munition für frühe Artillerie-Geschütztürme (biologische Kampfstoffe)
|
bi-bio-cannon-biological-ammo=Munition für frühe Artillerie-Geschütztürme (biologische Kampfstoffe)
|
||||||
bi-bio-cannon-poison-ammo=Munition für frühe Artillerie-Geschütztürme (Gift)
|
bi-bio-cannon-poison-ammo=Munition für frühe Artillerie-Geschütztürme (Gift)
|
||||||
bi-bio-cannon-proto-ammo=Munition für frühe Artillerie-Geschütztürme (normal)
|
bi-bio-cannon-proto-ammo=Munition für frühe Artillerie-Geschütztürme (normal)
|
||||||
|
|
||||||
bi-dart-magazine-basic=Einfache Pfeile
|
bi-dart-magazine-basic=Einfache Pfeile
|
||||||
bi-dart-magazine-enhanced=Verbesserte Pfeile
|
bi-dart-magazine-enhanced=Verbesserte Pfeile
|
||||||
bi-dart-magazine-poison=Giftpfeile
|
bi-dart-magazine-poison=Giftpfeile
|
||||||
bi-dart-magazine-standard=Normale Pfeile
|
bi-dart-magazine-standard=Normale Pfeile
|
||||||
bi-dart-rifle=Pfeilschussgewehr
|
bi-dart-rifle=Pfeilschussgewehr
|
||||||
|
|
||||||
|
|
||||||
## Rohstoffe
|
## Rohstoffe
|
||||||
bi-ash=Asche
|
bi-ash=Asche
|
||||||
bi-cellulose=Zellulose
|
bi-cellulose=Zellulose
|
||||||
bi-woodpulp=Holzfasern
|
bi-woodpulp=Holzfasern
|
||||||
pellet-coke=Pellet-Koks
|
pellet-coke=Pellet-Koks
|
||||||
resin=Harz
|
resin=Harz
|
||||||
stone-crushed=Schotter
|
stone-crushed=Schotter
|
||||||
wood-bricks=Holzziegel
|
wood-bricks=Holzziegel
|
||||||
wood-charcoal=Holzkohle
|
wood-charcoal=Holzkohle
|
||||||
|
|
||||||
|
|
||||||
## Unterstützung für andere Mods
|
## Unterstützung für andere Mods
|
||||||
sand=Sand
|
sand=Sand
|
||||||
slag=Schlacke
|
slag=Schlacke
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
gravel=Schotter
|
gravel=Schotter
|
||||||
|
|
|
||||||
|
|
@ -1,48 +1,48 @@
|
||||||
[fluid-name]
|
[fluid-name]
|
||||||
##~ bi-biomass=Algen-Biomasse
|
##~ bi-biomass=Algen-Biomasse
|
||||||
#~ bi-biomass=Biomasse
|
#~ bi-biomass=Biomasse
|
||||||
bi-biomass=__ITEM__bi-biomass__
|
bi-biomass=__ITEM__bi-biomass__
|
||||||
#~ Obsolete?
|
#~ Obsolete?
|
||||||
bi-ground-water=Wasser
|
bi-ground-water=Wasser
|
||||||
liquid-air=Flüssigluft
|
liquid-air=Flüssigluft
|
||||||
nitrogen=Stickstoff
|
nitrogen=Stickstoff
|
||||||
water-saline=Salzwasser
|
water-saline=Salzwasser
|
||||||
|
|
||||||
# Added for 0.18.32/1.1.
|
# Added for 0.18.32/1.1.
|
||||||
bi-fertilizer-fluid=Flüssiges __ITEM__fertilizer__
|
bi-fertilizer-fluid=Flüssiges __ITEM__fertilizer__
|
||||||
bi-adv-fertilizer-fluid=Flüssiger __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Flüssiger __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
# Added for 0.18.32/1.1.
|
# Added for 0.18.32/1.1.
|
||||||
[fluid-description]
|
[fluid-description]
|
||||||
bi-fertilizer-fluid=Etwas __ITEM__fertilizer__, gelöst in Wasser -- und das Gras wird grün!
|
bi-fertilizer-fluid=Etwas __ITEM__fertilizer__, gelöst in Wasser -- und das Gras wird grün!
|
||||||
bi-adv-fertilizer-fluid=Auch in flüssiger Form lässt __ITEM__bi-adv-fertilizer__ alles noch viel grüner erscheinen!
|
bi-adv-fertilizer-fluid=Auch in flüssiger Form lässt __ITEM__bi-adv-fertilizer__ alles noch viel grüner erscheinen!
|
||||||
|
|
||||||
[tile-name]
|
[tile-name]
|
||||||
bi-solar-mat=Musk-Boden
|
bi-solar-mat=Musk-Boden
|
||||||
bi-wood-floor=Holzboden
|
bi-wood-floor=Holzboden
|
||||||
|
|
||||||
[item-group-name]
|
[item-group-name]
|
||||||
bio-industries=Bio-Industries
|
bio-industries=Bio-Industries
|
||||||
|
|
||||||
[ammo-category-name]
|
[ammo-category-name]
|
||||||
Bio_Cannon_Ammo=Munition für frühe Artillerie-Geschütztürme
|
Bio_Cannon_Ammo=Munition für frühe Artillerie-Geschütztürme
|
||||||
Bio_Turret_Ammo=Munition für Pfeil-Geschütztürme
|
Bio_Turret_Ammo=Munition für Pfeil-Geschütztürme
|
||||||
|
|
||||||
[damage-type-name]
|
[damage-type-name]
|
||||||
Biological=Biologisch
|
Biological=Biologisch
|
||||||
bob-pierce=Pierce
|
bob-pierce=Pierce
|
||||||
|
|
||||||
|
|
||||||
[modifier-description]
|
[modifier-description]
|
||||||
Bio_Cannon_Ammo-damage-bonus=Munition für frühe Artillerie-Geschütztürme, Schaden: +__1__
|
Bio_Cannon_Ammo-damage-bonus=Munition für frühe Artillerie-Geschütztürme, Schaden: +__1__
|
||||||
Bio_Cannon_Ammo-shooting-speed-bonus=Munition für frühe Artillerie-Geschütztürme, Feuerrate: +__1__
|
Bio_Cannon_Ammo-shooting-speed-bonus=Munition für frühe Artillerie-Geschütztürme, Feuerrate: +__1__
|
||||||
Bio_Turret_Ammo-damage-bonus=Pfeil-Schaden: +__1__
|
Bio_Turret_Ammo-damage-bonus=Pfeil-Schaden: +__1__
|
||||||
Bio_Turret_Ammo-shooting-speed-bonus=Pfeil-Feuerrate: +__1__
|
Bio_Turret_Ammo-shooting-speed-bonus=Pfeil-Feuerrate: +__1__
|
||||||
bi-dart-turret-attack-bonus=Pfeil-Geschützturm, Schaden: +__1__
|
bi-dart-turret-attack-bonus=Pfeil-Geschützturm, Schaden: +__1__
|
||||||
bi-dart-turret-damage-bonus=Dart-Turm-Schadensbonus, zusätzlicher Schaden: +__1__
|
bi-dart-turret-damage-bonus=Dart-Turm-Schadensbonus, zusätzlicher Schaden: +__1__
|
||||||
|
|
||||||
[bi-misc]
|
[bi-misc]
|
||||||
growing-tree=Wachsender Baum
|
growing-tree=Wachsender Baum
|
||||||
growing-tree-desc=Dieser __ENTITY__seedling__ wird zu einem großen Baum heranwachsen.
|
growing-tree-desc=Dieser __ENTITY__seedling__ wird zu einem großen Baum heranwachsen.
|
||||||
young-tree=Junger Baum
|
young-tree=Junger Baum
|
||||||
young-tree-desc=Dieser Baum ist noch jung und wird noch nicht viel Holz liefern. Warte lieber, bis er ausgewachsen ist, bevor du ihn fällst!
|
young-tree-desc=Dieser Baum ist noch jung und wird noch nicht viel Holz liefern. Warte lieber, bis er ausgewachsen ist, bevor du ihn fällst!
|
||||||
|
|
|
||||||
|
|
@ -1,52 +1,52 @@
|
||||||
#~ translation into German by Tobilike
|
#~ translation into German by Tobilike
|
||||||
# No liability or damage, correctness or completeness of this text is assumed by the author.
|
# No liability or damage, correctness or completeness of this text is assumed by the author.
|
||||||
# License: MIT https://opensource.org/licenses/MIT
|
# License: MIT https://opensource.org/licenses/MIT
|
||||||
[mod-name]
|
[mod-name]
|
||||||
Bio_Industries=Bio Industries
|
Bio_Industries=Bio Industries
|
||||||
|
|
||||||
[mod-setting-name]
|
[mod-setting-name]
|
||||||
BI_Bio_Cannon=Aktivieren: Artillerie-Geschützturm (Prototyp)
|
BI_Bio_Cannon=Aktivieren: Artillerie-Geschützturm (Prototyp)
|
||||||
BI_Bio_Fuel=Aktivieren: Bio-Kraftstoffe
|
BI_Bio_Fuel=Aktivieren: Bio-Kraftstoffe
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
BI_Easy_Bio_Gardens=Aktivieren: __ENTITY__bi-bio-garden__ vereinfacht
|
BI_Easy_Bio_Gardens=Aktivieren: __ENTITY__bi-bio-garden__ vereinfacht
|
||||||
# Added for 1.1.8
|
# Added for 1.1.8
|
||||||
BI_Bigger_Wooden_Chests=Aktivieren: Größere Holzkisten
|
BI_Bigger_Wooden_Chests=Aktivieren: Größere Holzkisten
|
||||||
BI_Enable_gvv_support=Mod-Kompatibilität: Lua API global Variable Viewer (gvv)
|
BI_Enable_gvv_support=Mod-Kompatibilität: Lua API global Variable Viewer (gvv)
|
||||||
BI_Game_Tweaks_Bot=Spielanpassungen: Roboter
|
BI_Game_Tweaks_Bot=Spielanpassungen: Roboter
|
||||||
BI_Game_Tweaks_Disassemble=Spielanpassungen: Demontage
|
BI_Game_Tweaks_Disassemble=Spielanpassungen: Demontage
|
||||||
BI_Game_Tweaks_Emissions_Multiplier=Spielanpassungen: Faktor für Treibstoffemissionen
|
BI_Game_Tweaks_Emissions_Multiplier=Spielanpassungen: Faktor für Treibstoffemissionen
|
||||||
BI_Game_Tweaks_Player=Spielanpassungen: Spieler
|
BI_Game_Tweaks_Player=Spielanpassungen: Spieler
|
||||||
BI_Game_Tweaks_Production_Science=Spielanpassungen: __ITEM__production-science-pack__ (alternativer Bauplan)
|
BI_Game_Tweaks_Production_Science=Spielanpassungen: __ITEM__production-science-pack__ (alternativer Bauplan)
|
||||||
BI_Game_Tweaks_Recipe=Spielanpassungen: Rezepte
|
BI_Game_Tweaks_Recipe=Spielanpassungen: Rezepte
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=Spielanpassungen: Kleinere Kollisionsboxen für Bäume
|
BI_Game_Tweaks_Small_Tree_Collisionbox=Spielanpassungen: Kleinere Kollisionsboxen für Bäume
|
||||||
BI_Game_Tweaks_Stack_Size=Spielanpassungen: Stapelgröße
|
BI_Game_Tweaks_Stack_Size=Spielanpassungen: Stapelgröße
|
||||||
BI_Game_Tweaks_Tree=Spielanpassungen: Holzertrag/Baum
|
BI_Game_Tweaks_Tree=Spielanpassungen: Holzertrag/Baum
|
||||||
#~ BI_Hide_musk_floor_in_mapview=Stromnetz-Overlay fuer den Musk-Boden in der Kartenansicht ausblenden
|
#~ BI_Hide_musk_floor_in_mapview=Stromnetz-Overlay fuer den Musk-Boden in der Kartenansicht ausblenden
|
||||||
BI_Show_musk_floor_in_mapview=Aktivieren: Stromnetz-Overlay für __ENTITY__bi-solar-mat__
|
BI_Show_musk_floor_in_mapview=Aktivieren: Stromnetz-Overlay für __ENTITY__bi-solar-mat__
|
||||||
BI_Solar_Additions=Aktivieren: Erweiterungen für Solarenergie
|
BI_Solar_Additions=Aktivieren: Erweiterungen für Solarenergie
|
||||||
|
|
||||||
|
|
||||||
[mod-setting-description]
|
[mod-setting-description]
|
||||||
BI_Bio_Cannon=Dieser früh verfügbare Artillerie-Geschützturm ist sehr mächtig, attackiert aber nur Würmer sowie Nester von Beißern und Speiern.\n(Standard: an)
|
BI_Bio_Cannon=Dieser früh verfügbare Artillerie-Geschützturm ist sehr mächtig, attackiert aber nur Würmer sowie Nester von Beißern und Speiern.\n(Standard: an)
|
||||||
BI_Bio_Fuel=Ermöglicht die Herstellung von Erdölprodukten aus __ITEM__bi-biomass__\n(Standard: an)
|
BI_Bio_Fuel=Ermöglicht die Herstellung von Erdölprodukten aus __ITEM__bi-biomass__\n(Standard: an)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
BI_Easy_Bio_Gardens=Im __ENTITY__bi-bio-garden__ wird mit fertig gemischtem flüssigen Dünger gearbeitet, so dass eine einzige Rohrleitung zur Versorgung ausreicht. Allerdings erfordert die Zubereitung des flüssigen Düngers 50% mehr Dünger als das Mischen von Dünger und Wasser vor Ort.\nIm Raster angeordnet, mit nicht mehr als einem Feld Abstand, leitet jeder __ENTITY__bi-bio-garden__ Strom an seine Nachbarn weiter.\n(Standard: aus)
|
BI_Easy_Bio_Gardens=Im __ENTITY__bi-bio-garden__ wird mit fertig gemischtem flüssigen Dünger gearbeitet, so dass eine einzige Rohrleitung zur Versorgung ausreicht. Allerdings erfordert die Zubereitung des flüssigen Düngers 50% mehr Dünger als das Mischen von Dünger und Wasser vor Ort.\nIm Raster angeordnet, mit nicht mehr als einem Feld Abstand, leitet jeder __ENTITY__bi-bio-garden__ Strom an seine Nachbarn weiter.\n(Standard: aus)
|
||||||
# Added for 1.1.8
|
# 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_Bigger_Wooden_Chests=__ENTITY__bi-wooden-chest-large__, __ENTITY__bi-wooden-chest-huge__, __ENTITY__bi-wooden-chest-giga__
|
||||||
BI_Enable_gvv_support=Mit "Lua Api global Variable Viewer" (gvv) ist es möglich, den Inhalt der Tabelle "global" anderer Mods zu inspizieren. Wenn du dabei helfen willst, Fehler in "Bio Industries" zu beheben, aktiviere diese Option und gib "\gvv" auf der Lua-Konsole ein!\n(Standard: aus)
|
BI_Enable_gvv_support=Mit "Lua Api global Variable Viewer" (gvv) ist es möglich, den Inhalt der Tabelle "global" anderer Mods zu inspizieren. Wenn du dabei helfen willst, Fehler in "Bio Industries" zu beheben, aktiviere diese Option und gib "\gvv" auf der Lua-Konsole ein!\n(Standard: aus)
|
||||||
#~ BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging __MOD__Bio_Industries__, enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
#~ BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging __MOD__Bio_Industries__, enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
||||||
BI_Game_Tweaks_Bot=Roboter können nicht eingesammelt werden oder Feuer fangen.\n(Standard: aus)
|
BI_Game_Tweaks_Bot=Roboter können nicht eingesammelt werden oder Feuer fangen.\n(Standard: aus)
|
||||||
BI_Game_Tweaks_Disassemble=Aktiviert einige Rezepte zur Demontage von Gegenständen. Du erhältst etwa 50% der Ressourcen zurück.\n(Standard: an)
|
BI_Game_Tweaks_Disassemble=Aktiviert einige Rezepte zur Demontage von Gegenständen. Du erhältst etwa 50% der Ressourcen zurück.\n(Standard: an)
|
||||||
BI_Game_Tweaks_Emissions_Multiplier=Bob hat damit angefangen! Die Idee ist, dass unbehandelte Brennstoffe mehr Umweltverschmutzung verursachen als veredelte Brennstoffe. So erzeugt __ITEM__coal__ eine Umweltverschmutzung von 200%, __ITEM__solid-fuel__ dagegen nur 85%. Weitere Informationen sind in der Datei "Fuel Values.xlsx" im mod-Ordner zu finden.\n(Standard: an)
|
BI_Game_Tweaks_Emissions_Multiplier=Bob hat damit angefangen! Die Idee ist, dass unbehandelte Brennstoffe mehr Umweltverschmutzung verursachen als veredelte Brennstoffe. So erzeugt __ITEM__coal__ eine Umweltverschmutzung von 200%, __ITEM__solid-fuel__ dagegen nur 85%. Weitere Informationen sind in der Datei "Fuel Values.xlsx" im mod-Ordner zu finden.\n(Standard: an)
|
||||||
BI_Game_Tweaks_Player=Reichweite beim Bauen/Öffnen/Manipulieren/Ablegen von Gegenständen: 6 => 20; beim Aufheben von Gegenständen: 1 => 4; beim Abbauen von Ressourcen: 2.7 => 4; beim Einsammeln von Beute: 2 => 5\n(Standard: aus)
|
BI_Game_Tweaks_Player=Reichweite beim Bauen/Öffnen/Manipulieren/Ablegen von Gegenständen: 6 => 20; beim Aufheben von Gegenständen: 1 => 4; beim Abbauen von Ressourcen: 2.7 => 4; beim Einsammeln von Beute: 2 => 5\n(Standard: aus)
|
||||||
#~ BI_Game_Tweaks_Production_Science=Wenn diese Einstellung aktiviert ist, wird ein alternatives Rezept zur Herstellung von Wissenschaftspaketen für Produktion verfügbar sein.\n(Standard: ein)
|
#~ BI_Game_Tweaks_Production_Science=Wenn diese Einstellung aktiviert ist, wird ein alternatives Rezept zur Herstellung von Wissenschaftspaketen für Produktion verfügbar sein.\n(Standard: ein)
|
||||||
BI_Game_Tweaks_Production_Science=Das __ITEM__production-science-pack__ kann nach einem alternativen Bauplan hergestellt werden.\n(Standard: an)
|
BI_Game_Tweaks_Production_Science=Das __ITEM__production-science-pack__ kann nach einem alternativen Bauplan hergestellt werden.\n(Standard: an)
|
||||||
#~ BI_Game_Tweaks_Recipe=Betroffene Rezepte: BETON (Eisenerz => Eisenstab); STEINMAUER (+ Eisenstab); SCHIENEN (Stein => Schotter + Beton); STAHLAXT (Eisenstange => Eisenaxt)
|
#~ BI_Game_Tweaks_Recipe=Betroffene Rezepte: BETON (Eisenerz => Eisenstab); STEINMAUER (+ Eisenstab); SCHIENEN (Stein => Schotter + Beton); STAHLAXT (Eisenstange => Eisenaxt)
|
||||||
#~ BI_Game_Tweaks_Recipe=Betroffene Rezepte:\nBeton (Eisenerz => Eisenstab)\nSteinmauer (+ Eisenstab)\nGleise (Stein => Schotter + Beton)
|
#~ BI_Game_Tweaks_Recipe=Betroffene Rezepte:\nBeton (Eisenerz => Eisenstab)\nSteinmauer (+ Eisenstab)\nGleise (Stein => Schotter + Beton)
|
||||||
BI_Game_Tweaks_Recipe=Betroffene Rezepte:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (+ __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Standard: an)
|
BI_Game_Tweaks_Recipe=Betroffene Rezepte:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (+ __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Standard: an)
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTELL: Wenn diese Einstellung aktiviert ist, haben Bäume eine kleinere Kollisionsbox, so dass Spieler, Fahrzeuge und Gegner nicht ständig von Bäumen behindert werden, wenn sie Wälder passieren. Du solltest diese Einstellung nicht aktivieren, wenn Wälder auch weiterhin eine natürliche Barriere für deine Gegner sein sollen!\n(Standard: an)
|
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTELL: Wenn diese Einstellung aktiviert ist, haben Bäume eine kleinere Kollisionsbox, so dass Spieler, Fahrzeuge und Gegner nicht ständig von Bäumen behindert werden, wenn sie Wälder passieren. Du solltest diese Einstellung nicht aktivieren, wenn Wälder auch weiterhin eine natürliche Barriere für deine Gegner sein sollen!\n(Standard: an)
|
||||||
BI_Game_Tweaks_Stack_Size=Beeinflusst Stapelgrößen von __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__, und __ITEM__slag__.\n(Standard: an)
|
BI_Game_Tweaks_Stack_Size=Beeinflusst Stapelgrößen von __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__, und __ITEM__slag__.\n(Standard: an)
|
||||||
BI_Game_Tweaks_Tree=Bäume liefern eine variable Menge __ITEM__wood__ (1-6), wenn sie gefällt werden.\n(Vanilla: 4)\n(Standard: an)
|
BI_Game_Tweaks_Tree=Bäume liefern eine variable Menge __ITEM__wood__ (1-6), wenn sie gefällt werden.\n(Vanilla: 4)\n(Standard: an)
|
||||||
BI_Show_musk_floor_in_mapview=In der Kartenansicht wird das Stromnetz-Overlay für __ENTITY__bi-solar-mat__ angezeigt, wenn diese Einstellung aktiviert ist. Dies sollte in einem laufenden Spiel nicht geändert werden, da das Anwenden der Einstellung auf jedes betroffene Element einige Zeit dauern kann! (Standard: an)
|
BI_Show_musk_floor_in_mapview=In der Kartenansicht wird das Stromnetz-Overlay für __ENTITY__bi-solar-mat__ angezeigt, wenn diese Einstellung aktiviert ist. Dies sollte in einem laufenden Spiel nicht geändert werden, da das Anwenden der Einstellung auf jedes betroffene Element einige Zeit dauern kann! (Standard: an)
|
||||||
#~ BI_Solar_Additions=Aktiviert Solarobjekte wie den Solarpark, das Solarkraftwerk, den Bio-Akkumulator und das riesige Umspannwerk.
|
#~ BI_Solar_Additions=Aktiviert Solarobjekte wie den Solarpark, das Solarkraftwerk, den Bio-Akkumulator und das riesige Umspannwerk.
|
||||||
BI_Solar_Additions=Aktiviert Solarobjekte wie __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__\n(Standard: an)
|
BI_Solar_Additions=Aktiviert Solarobjekte wie __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__\n(Standard: an)
|
||||||
|
|
|
||||||
|
|
@ -1,137 +1,137 @@
|
||||||
[recipe-description]
|
[recipe-description]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__ für die Superproduktion! (Mit __ITEM__alien-artifact__)
|
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__ für die Superproduktion! (Mit __ITEM__alien-artifact__)
|
||||||
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__ für die Superproduktion!
|
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__ für die Superproduktion!
|
||||||
bi-fertilizer-1=__ITEM__fertilizer__
|
bi-fertilizer-1=__ITEM__fertilizer__
|
||||||
bi-fertilizer-2=__ITEM__fertilizer__ (mit Natriumhydroxid)
|
bi-fertilizer-2=__ITEM__fertilizer__ (mit Natriumhydroxid)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid=Viel Wasser mit einer Prise __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Viel Wasser mit einer Prise __ITEM__bi-adv-fertilizer__
|
||||||
bi-fertilizer-fluid=Viel Wasser mit einer Prise Liquid __ITEM__fertilizer__
|
bi-fertilizer-fluid=Viel Wasser mit einer Prise Liquid __ITEM__fertilizer__
|
||||||
|
|
||||||
bi-arboretum-r1=Pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r1=Pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r2=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r2=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r3=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r3=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r4=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r4=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r5=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r5=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
|
|
||||||
bi-basic-gas-processing=Man muss nicht Öl fördern, um Flüssiggas zu gewinnen, wenn man genug __ITEM__coal__ und __ITEM__resin__ hat. Leider ist das Verfahren nicht sehr effizient.
|
bi-basic-gas-processing=Man muss nicht Öl fördern, um Flüssiggas zu gewinnen, wenn man genug __ITEM__coal__ und __ITEM__resin__ hat. Leider ist das Verfahren nicht sehr effizient.
|
||||||
|
|
||||||
bi-battery=Wenn man es genau nimmt, ist diese __ITEM__battery__ aus __ITEM__wood__ gemacht.
|
bi-battery=Wenn man es genau nimmt, ist diese __ITEM__battery__ aus __ITEM__wood__ gemacht.
|
||||||
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ sind günstig herstellbar und erleichtern den Aufbau eines Eisenbahnnetzes. Wenn du aber __ENTITY__bi-rail-power__ nutzen willst, brauchst du normale Gleise.
|
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ sind günstig herstellbar und erleichtern den Aufbau eines Eisenbahnnetzes. Wenn du aber __ENTITY__bi-rail-power__ nutzen willst, brauchst du normale Gleise.
|
||||||
|
|
||||||
bi-biomass-1=Nimm __ITEM__fertilizer__, vermische es mit Wasser — und fertig ist die erste Biomasse!
|
bi-biomass-1=Nimm __ITEM__fertilizer__, vermische es mit Wasser — und fertig ist die erste Biomasse!
|
||||||
bi-biomass-2=Vermische etwas __ITEM__bi-biomass__ mit Wasser und __ITEM__liquid-air__, und du erhältst mehr __ITEM__bi-biomass__!
|
bi-biomass-2=Vermische etwas __ITEM__bi-biomass__ mit Wasser und __ITEM__liquid-air__, und du erhältst mehr __ITEM__bi-biomass__!
|
||||||
bi-biomass-3=Durch Zugabe von __ITEM__bi-ash__ lässt sich in kurzer Zeit ein Vielfaches an __ITEM__bi-biomass__ herstellen!
|
bi-biomass-3=Durch Zugabe von __ITEM__bi-ash__ lässt sich in kurzer Zeit ein Vielfaches an __ITEM__bi-biomass__ herstellen!
|
||||||
|
|
||||||
bi-biomass-conversion-1=Stelle __ITEM__bi-cellulose__ und Leichtöl aus __ITEM__bi-biomass__ her!
|
bi-biomass-conversion-1=Stelle __ITEM__bi-cellulose__ und Leichtöl aus __ITEM__bi-biomass__ her!
|
||||||
bi-biomass-conversion-2=Stelle Flüssiggas aus __ITEM__bi-biomass__ her!
|
bi-biomass-conversion-2=Stelle Flüssiggas aus __ITEM__bi-biomass__ her!
|
||||||
bi-biomass-conversion-3=Stelle Schmiermittel aus __ITEM__bi-biomass__ her!
|
bi-biomass-conversion-3=Stelle Schmiermittel aus __ITEM__bi-biomass__ her!
|
||||||
#~ bi-biomass-conversion-4=Stelle Rohöl und Wasser/Schwefelhaltiges Wasser aus Biomasse her!
|
#~ bi-biomass-conversion-4=Stelle Rohöl und Wasser/Schwefelhaltiges Wasser aus Biomasse her!
|
||||||
bi-biomass-conversion-4=Stelle Rohöl und Wasser aus Biomasse her!
|
bi-biomass-conversion-4=Stelle Rohöl und Wasser aus Biomasse her!
|
||||||
|
|
||||||
bi-seed-1=Man braucht nicht viel mehr als __ITEM__wood__ und Wasser, um an __ITEM__bi-seed__ zu kommen.
|
bi-seed-1=Man braucht nicht viel mehr als __ITEM__wood__ und Wasser, um an __ITEM__bi-seed__ zu kommen.
|
||||||
bi-seed-2=Durch Zugabe von __ITEM__bi-ash__ erzielt man in kürzerer Zeit höhere Erträge.
|
bi-seed-2=Durch Zugabe von __ITEM__bi-ash__ erzielt man in kürzerer Zeit höhere Erträge.
|
||||||
bi-seed-3=Mit __ITEM__fertilizer__ erhältst du noch viel mehr __ITEM__bi-seed__.
|
bi-seed-3=Mit __ITEM__fertilizer__ erhältst du noch viel mehr __ITEM__bi-seed__.
|
||||||
bi-seed-4=__ITEM__bi-adv-fertilizer__ – für die Superproduktion von __ITEM__bi-seed__!
|
bi-seed-4=__ITEM__bi-adv-fertilizer__ – für die Superproduktion von __ITEM__bi-seed__!
|
||||||
|
|
||||||
bi-seed-bomb-advanced=Diese __ITEM__bi-seed-bomb-basic__ enthält neben __ITEM__bi-seed__ auch __ITEM__bi-adv-fertilizer__ — besser geht es nicht!!
|
bi-seed-bomb-advanced=Diese __ITEM__bi-seed-bomb-basic__ enthält neben __ITEM__bi-seed__ auch __ITEM__bi-adv-fertilizer__ — besser geht es nicht!!
|
||||||
bi-seed-bomb-basic=Diese __ITEM__bi-seed-bomb-basic__ enthält nur __ITEM__bi-seed__.
|
bi-seed-bomb-basic=Diese __ITEM__bi-seed-bomb-basic__ enthält nur __ITEM__bi-seed__.
|
||||||
bi-seed-bomb-standard=Diese __ITEM__bi-seed-bomb-basic__ enthält neben __ITEM__bi-seed__ auch __ITEM__fertilizer__.
|
bi-seed-bomb-standard=Diese __ITEM__bi-seed-bomb-basic__ enthält neben __ITEM__bi-seed__ auch __ITEM__fertilizer__.
|
||||||
|
|
||||||
bi-seedling-1=Mit etwas Wasser wächst aus __ITEM__bi-seed__ ein __ENTITY__seedling__ heran.
|
bi-seedling-1=Mit etwas Wasser wächst aus __ITEM__bi-seed__ ein __ENTITY__seedling__ heran.
|
||||||
bi-seedling-2=__ITEM__bi-ash__ verbessert das Wachstum.
|
bi-seedling-2=__ITEM__bi-ash__ verbessert das Wachstum.
|
||||||
bi-seedling-3=Wer seine Produktion steigern will, kommt nicht an __ITEM__fertilizer__ vorbei!
|
bi-seedling-3=Wer seine Produktion steigern will, kommt nicht an __ITEM__fertilizer__ vorbei!
|
||||||
bi-seedling-4=Durch die Verwendung von __ITEM__bi-adv-fertilizer__ sind Supererträge garantiert!
|
bi-seedling-4=Durch die Verwendung von __ITEM__bi-adv-fertilizer__ sind Supererträge garantiert!
|
||||||
|
|
||||||
bi-logs-1=Bekommt er ordentlich Wasser, wächst aus einem Setzling ein Baum, der gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird.
|
bi-logs-1=Bekommt er ordentlich Wasser, wächst aus einem Setzling ein Baum, der gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird.
|
||||||
bi-logs-2=__ITEM__bi-ash__ beschleunigt das Wachstum.
|
bi-logs-2=__ITEM__bi-ash__ beschleunigt das Wachstum.
|
||||||
bi-logs-3=__ITEM__fertilizer__ ist wohl sehr bekömmlich für Flora und Fauna – jedenfalls wachsen die Bäume damit noch schneller heran.
|
bi-logs-3=__ITEM__fertilizer__ ist wohl sehr bekömmlich für Flora und Fauna – jedenfalls wachsen die Bäume damit noch schneller heran.
|
||||||
bi-logs-4=Hier wird __ITEM__bi-adv-fertilizer__ eingesetzt. Sagt das nicht schon alles?
|
bi-logs-4=Hier wird __ITEM__bi-adv-fertilizer__ eingesetzt. Sagt das nicht schon alles?
|
||||||
|
|
||||||
|
|
||||||
## Ressourcen
|
## Ressourcen
|
||||||
bi-ash-1=Verbrennst du __ITEM__wood__, erhältst du __ITEM__bi-ash__.
|
bi-ash-1=Verbrennst du __ITEM__wood__, erhältst du __ITEM__bi-ash__.
|
||||||
bi-ash-2=Verbrennst du __ITEM__bi-woodpulp__, erhältst du __ITEM__bi-ash__.
|
bi-ash-2=Verbrennst du __ITEM__bi-woodpulp__, erhältst du __ITEM__bi-ash__.
|
||||||
|
|
||||||
bi-cellulose-1=__ITEM__bi-woodpulp__, Schwefelsäure — und schon hast du __ITEM__bi-cellulose__!
|
bi-cellulose-1=__ITEM__bi-woodpulp__, Schwefelsäure — und schon hast du __ITEM__bi-cellulose__!
|
||||||
bi-cellulose-2=Wenn du richtig Dampf machst, kannst du die vierfache Menge an __ITEM__bi-cellulose__ produzieren!
|
bi-cellulose-2=Wenn du richtig Dampf machst, kannst du die vierfache Menge an __ITEM__bi-cellulose__ produzieren!
|
||||||
|
|
||||||
bi-charcoal-1=Wenn du __ITEM__bi-woodpulp__ verbrennst, hat die so produzierte __ITEM__wood-charcoal__ nur 20% der Energie, die in derselben Zeit hergestellte __ITEM__wood-bricks__ haben. Allerdings kannst du __ITEM__wood-charcoal__ zu __ITEM__coal__ weiterverarbeiten!
|
bi-charcoal-1=Wenn du __ITEM__bi-woodpulp__ verbrennst, hat die so produzierte __ITEM__wood-charcoal__ nur 20% der Energie, die in derselben Zeit hergestellte __ITEM__wood-bricks__ haben. Allerdings kannst du __ITEM__wood-charcoal__ zu __ITEM__coal__ weiterverarbeiten!
|
||||||
bi-charcoal-2=Das Verbrennen von __ITEM__wood__ bringt dir 60% mehr Ertrag an __ITEM__wood-charcoal__ als das Verbrennen von __ITEM__bi-woodpulp__.
|
bi-charcoal-2=Das Verbrennen von __ITEM__wood__ bringt dir 60% mehr Ertrag an __ITEM__wood-charcoal__ als das Verbrennen von __ITEM__bi-woodpulp__.
|
||||||
bi-coal-1=__ITEM__wood-charcoal__ kommt rein, __ITEM__coal__ kommt raus.
|
bi-coal-1=__ITEM__wood-charcoal__ kommt rein, __ITEM__coal__ kommt raus.
|
||||||
bi-coal-2=__ITEM__wood-charcoal__ kommt rein, noch mehr __ITEM__coal__ kommt raus. Fortschritte in der Technologie ermöglichen eine beachtliche Produktionssteigerung!
|
bi-coal-2=__ITEM__wood-charcoal__ kommt rein, noch mehr __ITEM__coal__ kommt raus. Fortschritte in der Technologie ermöglichen eine beachtliche Produktionssteigerung!
|
||||||
bi-coke-coal=Verarbeitest du __ITEM__coal__ zu __ITEM__pellet-coke__, erhältst du einen Brennstoff mit höherem Energiegehalt, der weniger Schadstoffe emittiert und Fahrzeuge schneller fahren und beschleunigen lässt.
|
bi-coke-coal=Verarbeitest du __ITEM__coal__ zu __ITEM__pellet-coke__, erhältst du einen Brennstoff mit höherem Energiegehalt, der weniger Schadstoffe emittiert und Fahrzeuge schneller fahren und beschleunigen lässt.
|
||||||
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
||||||
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
|
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
|
||||||
bi-solid-fuel=__ITEM__wood-bricks__ zu __ITEM__solid-fuel__ verarbeiten — gibt es einen besseren Weg, __ITEM__bi-woodpulp__ loszuwerden?
|
bi-solid-fuel=__ITEM__wood-bricks__ zu __ITEM__solid-fuel__ verarbeiten — gibt es einen besseren Weg, __ITEM__bi-woodpulp__ loszuwerden?
|
||||||
bi-wood-fuel-brick=In komprimierter Form sind __ITEM__bi-woodpulp__ leichter zu handhaben.
|
bi-wood-fuel-brick=In komprimierter Form sind __ITEM__bi-woodpulp__ leichter zu handhaben.
|
||||||
|
|
||||||
bi-crushed-stone-1=__ITEM__stone__ ist der natürliche Ausgangsstoff für die Produktion von __ITEM__stone-crushed__.
|
bi-crushed-stone-1=__ITEM__stone__ ist der natürliche Ausgangsstoff für die Produktion von __ITEM__stone-crushed__.
|
||||||
#~ bi-crushed-stone-2=__ITEM__stone-crushed__ aus __ITEM__concrete__
|
#~ bi-crushed-stone-2=__ITEM__stone-crushed__ aus __ITEM__concrete__
|
||||||
#~ bi-crushed-stone-3=__ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
#~ bi-crushed-stone-3=__ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
||||||
#~ bi-crushed-stone-4=__ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
#~ bi-crushed-stone-4=__ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
||||||
#~ bi-crushed-stone-5=__ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
#~ bi-crushed-stone-5=__ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
||||||
bi-crushed-stone=Aus überflüssigem __ITEM__concrete__ in allen Varianten kannst du __ITEM__stone-crushed__ machen.
|
bi-crushed-stone=Aus überflüssigem __ITEM__concrete__ in allen Varianten kannst du __ITEM__stone-crushed__ machen.
|
||||||
bi-stone-brick=So stellst du __ITEM__stone-brick__ schneller her und verbrauchst weniger __ITEM__stone__.
|
bi-stone-brick=So stellst du __ITEM__stone-brick__ schneller her und verbrauchst weniger __ITEM__stone__.
|
||||||
|
|
||||||
bi-purified-air-1=Wenn du immer genug Wasser und __ITEM__fertilizer__ vorrätig hast, verbessert der __ENTITY__bi-bio-garden__ nachhaltig die Luftqualität.
|
bi-purified-air-1=Wenn du immer genug Wasser und __ITEM__fertilizer__ vorrätig hast, verbessert der __ENTITY__bi-bio-garden__ nachhaltig die Luftqualität.
|
||||||
bi-purified-air-1-fluid=Flüssiger __ITEM__fertilizer__ kommt rein, saubere Luft kommt raus.
|
bi-purified-air-1-fluid=Flüssiger __ITEM__fertilizer__ kommt rein, saubere Luft kommt raus.
|
||||||
bi-purified-air-2=Verwendest du __ITEM__bi-adv-fertilizer__, hält der __ENTITY__bi-bio-garden__ die Luft mehr als doppelt so lange rein. So verbrauchst du viel weniger Wasser!
|
bi-purified-air-2=Verwendest du __ITEM__bi-adv-fertilizer__, hält der __ENTITY__bi-bio-garden__ die Luft mehr als doppelt so lange rein. So verbrauchst du viel weniger Wasser!
|
||||||
bi-purified-air-2-fluid=Flüssiger __ITEM__bi-adv-fertilizer__ kommt rein, viel saubere Luft kommt raus.
|
bi-purified-air-2-fluid=Flüssiger __ITEM__bi-adv-fertilizer__ kommt rein, viel saubere Luft kommt raus.
|
||||||
|
|
||||||
bi-resin-pulp=Du kannst __ITEM__resin__ aus __ITEM__bi-woodpulp__ gewinnen, aber das ist nicht sehr effizient.
|
bi-resin-pulp=Du kannst __ITEM__resin__ aus __ITEM__bi-woodpulp__ gewinnen, aber das ist nicht sehr effizient.
|
||||||
bi-resin-wood=Aus __ITEM__wood__ gewinnst du mehr __ITEM__resin__ als aus __ITEM__bi-woodpulp__!
|
bi-resin-wood=Aus __ITEM__wood__ gewinnst du mehr __ITEM__resin__ als aus __ITEM__bi-woodpulp__!
|
||||||
bi-wood-from-pulp=Verklebe __ITEM__bi-woodpulp__ mit __ITEM__resin__ und du erhältst -- __ITEM__wood__!
|
bi-wood-from-pulp=Verklebe __ITEM__bi-woodpulp__ mit __ITEM__resin__ und du erhältst -- __ITEM__wood__!
|
||||||
bi-woodpulp=Du kannst __ITEM__bi-woodpulp__ verbrennen (roh oder veredelt), aber auch zur Herstellung von __ITEM__resin__, __ITEM__bi-cellulose__ und __ITEM__bi-adv-fertilizer__ verwenden.
|
bi-woodpulp=Du kannst __ITEM__bi-woodpulp__ verbrennen (roh oder veredelt), aber auch zur Herstellung von __ITEM__resin__, __ITEM__bi-cellulose__ und __ITEM__bi-adv-fertilizer__ verwenden.
|
||||||
|
|
||||||
bi-acid=Man braucht kein Öl, um Schwefelsäure zu gewinnen — es geht auch mit nachwachsenden Ressourcen!
|
bi-acid=Man braucht kein Öl, um Schwefelsäure zu gewinnen — es geht auch mit nachwachsenden Ressourcen!
|
||||||
bi-liquid-air=__ITEM__bi-liquid-air__ wird bei der Herstellung von Stickstoff und Biomasse verwendet.
|
bi-liquid-air=__ITEM__bi-liquid-air__ wird bei der Herstellung von Stickstoff und Biomasse verwendet.
|
||||||
bi-nitrogen=Stickstoff ist zur Herstellung von __ITEM__fertilizer__ nötig.
|
bi-nitrogen=Stickstoff ist zur Herstellung von __ITEM__fertilizer__ nötig.
|
||||||
bi-sulfur=Bio-__ITEM__sulfur__ — so natürlich, so schwefelig!
|
bi-sulfur=Bio-__ITEM__sulfur__ — so natürlich, so schwefelig!
|
||||||
bi-plastic-1=Aus __ITEM__wood__ gemachte __ITEM__plastic-bar__
|
bi-plastic-1=Aus __ITEM__wood__ gemachte __ITEM__plastic-bar__
|
||||||
bi-plastic-2=Aus __ITEM__bi-cellulose__ gemachte __ITEM__plastic-bar__
|
bi-plastic-2=Aus __ITEM__bi-cellulose__ gemachte __ITEM__plastic-bar__
|
||||||
|
|
||||||
|
|
||||||
## Demontage
|
## Demontage
|
||||||
bi-disassemble-recipes=Einen Teil der Materialien kannst du wiederverwenden.
|
bi-disassemble-recipes=Einen Teil der Materialien kannst du wiederverwenden.
|
||||||
|
|
||||||
|
|
||||||
## Unterstützung für andere Mods
|
## Unterstützung für andere Mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste=Aus __ITEM__stone-crushed__, __ITEM__bi-charcoal__ und reinem Wasser werden mineralisiertes Wasser — und schwefelhaltige Abfälle.
|
bi-mineralized-sulfuric-waste=Aus __ITEM__stone-crushed__, __ITEM__bi-charcoal__ und reinem Wasser werden mineralisiertes Wasser — und schwefelhaltige Abfälle.
|
||||||
bi-slag-slurry=Schlamm aus __ITEM__bi-ash__, __ITEM__stone-crushed__ und Salzwasser
|
bi-slag-slurry=Schlamm aus __ITEM__bi-ash__, __ITEM__stone-crushed__ und Salzwasser
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane=Stelle Methan aus Biomasse her!
|
bi-biomass-conversion-2-methane=Stelle Methan aus Biomasse her!
|
||||||
bi-biomass-conversion-4-yellow-waste=Stelle Rohöl und Schwefelhaltiges Wasser aus Biomasse her!
|
bi-biomass-conversion-4-yellow-waste=Stelle Rohöl und Schwefelhaltiges Wasser aus Biomasse her!
|
||||||
bi-sulfur-angels=Bio-__ITEM__sulfur__ — natürlich schwefelig!
|
bi-sulfur-angels=Bio-__ITEM__sulfur__ — natürlich schwefelig!
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand=__ENTITY__bi-stone-crusher__ können __ITEM__stone-crushed__ zu __ITEM__sand__ zermahlen.
|
bi-sand=__ENTITY__bi-stone-crusher__ können __ITEM__stone-crushed__ zu __ITEM__sand__ zermahlen.
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR=__ITEM__stone__ ist der natürliche Ausgangsstoff für die Produktion von __ITEM__gravel__.
|
bi-crushed-stone-1_IR=__ITEM__stone__ ist der natürliche Ausgangsstoff für die Produktion von __ITEM__gravel__.
|
||||||
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
|
#~ 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-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-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-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=Aus überflüssigem __ITEM__concrete__ in allen Varianten kannst du __ITEM__gravel__ machen.
|
bi-crushed-stone_IR=Aus überflüssigem __ITEM__concrete__ in allen Varianten kannst du __ITEM__gravel__ machen.
|
||||||
|
|
||||||
|
|
||||||
#~ Really?
|
#~ Really?
|
||||||
#~ bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ made of __ITEM__wood__ and Copper
|
#~ bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ made of __ITEM__wood__ and Copper
|
||||||
#~ bi-wood-pipe=__ENTITY__pipe__ made of __ITEM__wood__ and Copper
|
#~ bi-wood-pipe=__ENTITY__pipe__ made of __ITEM__wood__ and Copper
|
||||||
#~ bi-wooden-chest-giga=A HUGE wooden chest
|
#~ bi-wooden-chest-giga=A HUGE wooden chest
|
||||||
#~ bi-wooden-chest-huge=A very large wooden chest
|
#~ bi-wooden-chest-huge=A very large wooden chest
|
||||||
#~ bi-wooden-chest-large=A medium wooden chest
|
#~ bi-wooden-chest-large=A medium wooden chest
|
||||||
#~ bi-wooden-fence=A __ENTITY__bi-wooden-fence__ is cheap to make. It won't help you much against strong enemies, but will keep early enemies out so you can concentrate on starting your factory.
|
#~ bi-wooden-fence=A __ENTITY__bi-wooden-fence__ is cheap to make. It won't help you much against strong enemies, but will keep early enemies out so you can concentrate on starting your factory.
|
||||||
#~ bi-wooden-pole-big=__ENTITY__bi-wooden-pole-big__s will be automatically healed if you use "Natural Evolution Enemies".
|
#~ bi-wooden-pole-big=__ENTITY__bi-wooden-pole-big__s will be automatically healed if you use "Natural Evolution Enemies".
|
||||||
#~ bi-wooden-pole-huge=__ENTITY__bi-wooden-pole-huge__s span vast distances (64 tiles) with __ITEM__copper-cable__, __ITEM__green-wire__, or __ITEM__red-wire__.
|
#~ bi-wooden-pole-huge=__ENTITY__bi-wooden-pole-huge__s span vast distances (64 tiles) with __ITEM__copper-cable__, __ITEM__green-wire__, or __ITEM__red-wire__.
|
||||||
|
|
||||||
bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ aus __ITEM__wood__ und Kupfer
|
bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ aus __ITEM__wood__ und Kupfer
|
||||||
bi-wood-pipe=__ENTITY__pipe__ aus __ITEM__wood__ und Kupfer
|
bi-wood-pipe=__ENTITY__pipe__ aus __ITEM__wood__ und Kupfer
|
||||||
bi-wooden-chest-giga=Eine RIESIGE Holzkiste
|
bi-wooden-chest-giga=Eine RIESIGE Holzkiste
|
||||||
bi-wooden-chest-huge=Eine sehr große Holzkiste
|
bi-wooden-chest-huge=Eine sehr große Holzkiste
|
||||||
bi-wooden-chest-large=Eine mittelgroße Holzkiste
|
bi-wooden-chest-large=Eine mittelgroße Holzkiste
|
||||||
bi-wooden-fence=__ENTITY__bi-wooden-fence__ halten zwar starken Gegnern nicht lange stand, verschaffen dir aber am Anfang Zeit, in Ruhe deine Fabrik auszubauen.
|
bi-wooden-fence=__ENTITY__bi-wooden-fence__ halten zwar starken Gegnern nicht lange stand, verschaffen dir aber am Anfang Zeit, in Ruhe deine Fabrik auszubauen.
|
||||||
bi-wooden-pole-big=Diese großen hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
bi-wooden-pole-big=Diese großen hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
||||||
bi-wooden-pole-bigger=Diese hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
bi-wooden-pole-bigger=Diese hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
||||||
bi-wooden-pole-huge=Mit diesen riesigen Masten aus __ITEM__wood__ kannst du große Entfernungen (64 Felder) überbrücken, wenn du dein Strom- oder Schaltungsnetz aufbaust.
|
bi-wooden-pole-huge=Mit diesen riesigen Masten aus __ITEM__wood__ kannst du große Entfernungen (64 Felder) überbrücken, wenn du dein Strom- oder Schaltungsnetz aufbaust.
|
||||||
wooden-chest=Kleine Holzkiste
|
wooden-chest=Kleine Holzkiste
|
||||||
|
|
|
||||||
|
|
@ -1,102 +1,102 @@
|
||||||
[recipe-description]
|
[recipe-description]
|
||||||
bi-acid=Man braucht kein Öl, um Schwefelsäure zu gewinnen — es geht auch mit nachwachsenden Ressourcen!
|
bi-acid=Man braucht kein Öl, um Schwefelsäure zu gewinnen — es geht auch mit nachwachsenden Ressourcen!
|
||||||
bi-adv-fertiliser-1=__ITEM__bi-adv-fertiliser__ (__ITEM__alien-artifact__)
|
bi-adv-fertiliser-1=__ITEM__bi-adv-fertiliser__ (__ITEM__alien-artifact__)
|
||||||
bi-adv-fertiliser-2=__ITEM__bi-adv-fertiliser__
|
bi-adv-fertiliser-2=__ITEM__bi-adv-fertiliser__
|
||||||
bi-fertiliser-1=__ITEM__fertiliser__
|
bi-fertiliser-1=__ITEM__fertiliser__
|
||||||
bi-fertiliser-2=__ITEM__fertiliser__ (mit Natriumhydroxid)
|
bi-fertiliser-2=__ITEM__fertiliser__ (mit Natriumhydroxid)
|
||||||
|
|
||||||
#~ bi-arboretum-r1=Bäume pflanzen
|
#~ bi-arboretum-r1=Bäume pflanzen
|
||||||
#~ bi-arboretum-r2=Gelände verändern (__ITEM__fertiliser__)
|
#~ bi-arboretum-r2=Gelände verändern (__ITEM__fertiliser__)
|
||||||
#~ bi-arboretum-r3=Gelände verändern (__ITEM__bi-adv-fertiliser__)y
|
#~ bi-arboretum-r3=Gelände verändern (__ITEM__bi-adv-fertiliser__)y
|
||||||
#~ bi-arboretum-r4=Gelände verändern & Bäume pflanzen (__ITEM__fertiliser__)
|
#~ bi-arboretum-r4=Gelände verändern & Bäume pflanzen (__ITEM__fertiliser__)
|
||||||
#~ bi-arboretum-r5=Gelände verändern & Bäume pflanzen (__ITEM__bi-adv-fertiliser__)
|
#~ bi-arboretum-r5=Gelände verändern & Bäume pflanzen (__ITEM__bi-adv-fertiliser__)
|
||||||
#~ bi-arboretum-r-fertilise+plant=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
#~ bi-arboretum-r-fertilise+plant=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
#~ bi-arboretum-r-fertilise=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
#~ bi-arboretum-r-fertilise=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r1=Pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r1=Pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r2=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r2=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r3=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r3=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r4=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r4=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r5=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r5=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
|
|
||||||
bi-ash-1=__ITEM__bi-ash__ aus __ITEM__wood__
|
bi-ash-1=__ITEM__bi-ash__ aus __ITEM__wood__
|
||||||
bi-ash-2=__ITEM__bi-ash__ aus __ITEM__bi-woodpulp__
|
bi-ash-2=__ITEM__bi-ash__ aus __ITEM__bi-woodpulp__
|
||||||
bi-basic-gas-processing=Flüssiggas aus __ITEM__coal__ und __ITEM__resin__
|
bi-basic-gas-processing=Flüssiggas aus __ITEM__coal__ und __ITEM__resin__
|
||||||
#~ bi-basic-pumpjack-disassemble=Demontage: Brennerflüssigkeitspumpe
|
#~ bi-basic-pumpjack-disassemble=Demontage: Brennerflüssigkeitspumpe
|
||||||
|
|
||||||
#~ bi-battery=Bio-Batterie
|
#~ bi-battery=Bio-Batterie
|
||||||
|
|
||||||
bi-biomass-1=Nimm __ITEM__fertiliser__, vermische es mit Wasser — und fertig ist die erste Biomasse!
|
bi-biomass-1=Nimm __ITEM__fertiliser__, vermische es mit Wasser — und fertig ist die erste Biomasse!
|
||||||
bi-biomass-2=Vermische etwas Biomasse mit Wasser und Flüssigluft, damit sie sich vermehrt!
|
bi-biomass-2=Vermische etwas Biomasse mit Wasser und Flüssigluft, damit sie sich vermehrt!
|
||||||
bi-biomass-3=Durch Zugabe von __ITEM__bi-ash__ lässt sich in kurzer Zeit ein Vielfaches an Biomasse herstellen!
|
bi-biomass-3=Durch Zugabe von __ITEM__bi-ash__ lässt sich in kurzer Zeit ein Vielfaches an Biomasse herstellen!
|
||||||
|
|
||||||
bi-biomass-conversion-1=Stelle __ITEM__bi-cellulose__ und Leichtöl aus Biomasse her!
|
bi-biomass-conversion-1=Stelle __ITEM__bi-cellulose__ und Leichtöl aus Biomasse her!
|
||||||
bi-biomass-conversion-2=Stelle Flüssiggas aus Biomasse her!
|
bi-biomass-conversion-2=Stelle Flüssiggas aus Biomasse her!
|
||||||
bi-biomass-conversion-3=Stelle Schmiermittel aus Biomasse her!
|
bi-biomass-conversion-3=Stelle Schmiermittel aus Biomasse her!
|
||||||
bi-biomass-conversion-4=Stelle Rohöl und Wasser/Schwefelhaltiges Wasser aus Biomasse her!
|
bi-biomass-conversion-4=Stelle Rohöl und Wasser/Schwefelhaltiges Wasser aus Biomasse her!
|
||||||
|
|
||||||
bi-disassemble-recipes=Ein Teil der Materialien kann wiederverwendet werden.
|
bi-disassemble-recipes=Ein Teil der Materialien kann wiederverwendet werden.
|
||||||
|
|
||||||
#~ bi-burner-inserter-disassemble=__ENTITY__burner-inserter__ zerlegen
|
#~ bi-burner-inserter-disassemble=__ENTITY__burner-inserter__ zerlegen
|
||||||
#~ bi-burner-mining-drill-disassemble=__ENTITY__burner-mining-drill__ zerlegen
|
#~ bi-burner-mining-drill-disassemble=__ENTITY__burner-mining-drill__ zerlegen
|
||||||
|
|
||||||
bi-cellulose-1=Produktion von __ITEM__bi-cellulose__ (einfach)
|
bi-cellulose-1=Produktion von __ITEM__bi-cellulose__ (einfach)
|
||||||
bi-cellulose-2=Produktion von __ITEM__bi-cellulose__ (verbessert)
|
bi-cellulose-2=Produktion von __ITEM__bi-cellulose__ (verbessert)
|
||||||
bi-charcoal-1=__ITEM__wood-charcoal__ aus __ITEM__bi-woodpulp__
|
bi-charcoal-1=__ITEM__wood-charcoal__ aus __ITEM__bi-woodpulp__
|
||||||
bi-charcoal-2=__ITEM__wood-charcoal__ aus __ITEM__wood__
|
bi-charcoal-2=__ITEM__wood-charcoal__ aus __ITEM__wood__
|
||||||
bi-coal-1=Produktion von __ITEM__coal__ (einfach)
|
bi-coal-1=Produktion von __ITEM__coal__ (einfach)
|
||||||
bi-coal-2=Produktion von __ITEM__coal__ (verbessert)
|
bi-coal-2=Produktion von __ITEM__coal__ (verbessert)
|
||||||
bi-coke-coal=__ITEM__pellet-coke__ aus __ITEM__coal__
|
bi-coke-coal=__ITEM__pellet-coke__ aus __ITEM__coal__
|
||||||
|
|
||||||
bi-crushed-stone-1=__ITEM__stone-crushed__ aus __ITEM__stone__
|
bi-crushed-stone-1=__ITEM__stone-crushed__ aus __ITEM__stone__
|
||||||
bi-crushed-stone-2=__ITEM__stone-crushed__ aus __ITEM__concrete__
|
bi-crushed-stone-2=__ITEM__stone-crushed__ aus __ITEM__concrete__
|
||||||
bi-crushed-stone-3=__ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
bi-crushed-stone-3=__ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4=__ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
bi-crushed-stone-4=__ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5=__ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5=__ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
||||||
|
|
||||||
#~ bi-liquid-air=Flüssigluft
|
#~ bi-liquid-air=Flüssigluft
|
||||||
|
|
||||||
bi-logs-1=Bekommt er ordentlich Wasser, wächst aus einem Setzling ein Baum, der gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird.
|
bi-logs-1=Bekommt er ordentlich Wasser, wächst aus einem Setzling ein Baum, der gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird.
|
||||||
bi-logs-2=__ITEM__bi-ash__ beschleunigt das Wachstum.
|
bi-logs-2=__ITEM__bi-ash__ beschleunigt das Wachstum.
|
||||||
bi-logs-3=__ITEM__fertiliser__ ist wohl gesund für Pflanzen – jedenfalls wachsen die Bäume damit noch schneller heran.
|
bi-logs-3=__ITEM__fertiliser__ ist wohl gesund für Pflanzen – jedenfalls wachsen die Bäume damit noch schneller heran.
|
||||||
bi-logs-4=Hier wird __ITEM__bi-adv-fertiliser__ eingesetzt. Muss ich noch mehr sagen?
|
bi-logs-4=Hier wird __ITEM__bi-adv-fertiliser__ eingesetzt. Muss ich noch mehr sagen?
|
||||||
|
|
||||||
bi-seed-1=Man braucht nicht viel mehr als __ITEM__wood__ und Wasser, um an __ITEM__bi-seed__ zu kommen.
|
bi-seed-1=Man braucht nicht viel mehr als __ITEM__wood__ und Wasser, um an __ITEM__bi-seed__ zu kommen.
|
||||||
bi-seed-2=Durch Zugabe von __ITEM__bi-ash__ erzielt man in kürzerer Zeit höhere Erträge.
|
bi-seed-2=Durch Zugabe von __ITEM__bi-ash__ erzielt man in kürzerer Zeit höhere Erträge.
|
||||||
bi-seed-3=Mit __ITEM__fertiliser__ erhält man noch viel mehr __ITEM__bi-seed__.
|
bi-seed-3=Mit __ITEM__fertiliser__ erhält man noch viel mehr __ITEM__bi-seed__.
|
||||||
bi-seed-4=__ITEM__bi-adv-fertiliser__ – für die Superproduktion von __ITEM__bi-seed__!
|
bi-seed-4=__ITEM__bi-adv-fertiliser__ – für die Superproduktion von __ITEM__bi-seed__!
|
||||||
|
|
||||||
bi-seedling-1=Mit etwas Wasser wächst aus __ITEM__bi-seed__ ein __ENTITY__seedling__ heran.
|
bi-seedling-1=Mit etwas Wasser wächst aus __ITEM__bi-seed__ ein __ENTITY__seedling__ heran.
|
||||||
bi-seedling-2=__ITEM__bi-ash__ verbessert das Wachstum.
|
bi-seedling-2=__ITEM__bi-ash__ verbessert das Wachstum.
|
||||||
bi-seedling-3=Wer seine Produktion steigern will, kommt nicht an __ITEM__fertiliser__ vorbei!
|
bi-seedling-3=Wer seine Produktion steigern will, kommt nicht an __ITEM__fertiliser__ vorbei!
|
||||||
bi-seedling-4=__ITEM__bi-adv-fertiliser__ macht Supererträge bei der Produktion von __ENTITY__seedling__ möglich!
|
bi-seedling-4=__ITEM__bi-adv-fertiliser__ macht Supererträge bei der Produktion von __ENTITY__seedling__ möglich!
|
||||||
|
|
||||||
bi-seed-bomb-advanced=Pflanze Bäume in einem großen Radius mittels einer Samenbombe (__ITEM__bi-adv-fertiliser__)!
|
bi-seed-bomb-advanced=Pflanze Bäume in einem großen Radius mittels einer Samenbombe (__ITEM__bi-adv-fertiliser__)!
|
||||||
bi-seed-bomb-basic=Pflanze Bäume in einem großen Radius mittels einer Samenbombe!
|
bi-seed-bomb-basic=Pflanze Bäume in einem großen Radius mittels einer Samenbombe!
|
||||||
bi-seed-bomb-standard=Pflanze Bäume in einem großen Radius mittels einer Samenbombe (__ITEM__fertiliser__)!
|
bi-seed-bomb-standard=Pflanze Bäume in einem großen Radius mittels einer Samenbombe (__ITEM__fertiliser__)!
|
||||||
|
|
||||||
#~ bi-long-handed-inserter-disassemble=__ENTITY__long-handed-inserter__ zerlegen
|
#~ bi-long-handed-inserter-disassemble=__ENTITY__long-handed-inserter__ zerlegen
|
||||||
#~ bi-mineralized-sulfuric-waste=Mineralized water & sulfuric waste from crushed stone, charcoal and pure water
|
#~ bi-mineralized-sulfuric-waste=Mineralized water & sulfuric waste from crushed stone, charcoal and pure water
|
||||||
|
|
||||||
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
||||||
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
|
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
|
||||||
bi-plastic-1=Bio-__ITEM__plastic-bar__ aus __ITEM__wood__
|
bi-plastic-1=Bio-__ITEM__plastic-bar__ aus __ITEM__wood__
|
||||||
bi-plastic-2=Bio-__ITEM__plastic-bar__ aus __ITEM__bi-cellulose__
|
bi-plastic-2=Bio-__ITEM__plastic-bar__ aus __ITEM__bi-cellulose__
|
||||||
|
|
||||||
bi-purified-air-1=__ITEM__bi-purified-air__ (__ITEM__fertiliser__)
|
bi-purified-air-1=__ITEM__bi-purified-air__ (__ITEM__fertiliser__)
|
||||||
bi-purified-air-2=__ITEM__bi-purified-air__ (__ITEM__bi-adv-fertiliser__)
|
bi-purified-air-2=__ITEM__bi-purified-air__ (__ITEM__bi-adv-fertiliser__)
|
||||||
|
|
||||||
bi-resin-pulp=__ITEM__resin__ aus __ITEM__bi-woodpulp__
|
bi-resin-pulp=__ITEM__resin__ aus __ITEM__bi-woodpulp__
|
||||||
bi-resin-wood=__ITEM__resin__ aus __ITEM__wood__
|
bi-resin-wood=__ITEM__resin__ aus __ITEM__wood__
|
||||||
|
|
||||||
bi-solid-fuel=__ITEM__solid-fuel__ aus __ITEM__wood-bricks__
|
bi-solid-fuel=__ITEM__solid-fuel__ aus __ITEM__wood-bricks__
|
||||||
#~ bi-steel-furnace-disassemble=__ENTITY__steel-furnace__ zerlegen
|
#~ bi-steel-furnace-disassemble=__ENTITY__steel-furnace__ zerlegen
|
||||||
#~ bi-stone-brick=Bio-__ITEM__stone-brick__
|
#~ bi-stone-brick=Bio-__ITEM__stone-brick__
|
||||||
|
|
||||||
#~ bi-stone-furnace-disassemble=__ENTITY__stone-furnace__ zerlegen
|
#~ bi-stone-furnace-disassemble=__ENTITY__stone-furnace__ zerlegen
|
||||||
bi-sulfur-angels=Bio-__ITEM__sulfur__
|
bi-sulfur-angels=Bio-__ITEM__sulfur__
|
||||||
bi-sulfur=Bio-__ITEM__sulfur__
|
bi-sulfur=Bio-__ITEM__sulfur__
|
||||||
bi-wood-from-pulp=__ITEM__wood__ aus __ITEM__bi-woodpulp__
|
bi-wood-from-pulp=__ITEM__wood__ aus __ITEM__bi-woodpulp__
|
||||||
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ aufwerten
|
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ aufwerten
|
||||||
|
|
||||||
bi-slag-slurry=Slag slurry from ash, crushed stone and saline water
|
bi-slag-slurry=Slag slurry from ash, crushed stone and saline water
|
||||||
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
|
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
|
||||||
|
|
|
||||||
|
|
@ -1,119 +1,119 @@
|
||||||
[recipe-name]
|
[recipe-name]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__ (__ITEM__alien-artifact__)
|
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__ (__ITEM__alien-artifact__)
|
||||||
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid=Flüssiger __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Flüssiger __ITEM__bi-adv-fertilizer__
|
||||||
bi-fertilizer-1=__ITEM__fertilizer__
|
bi-fertilizer-1=__ITEM__fertilizer__
|
||||||
bi-fertilizer-2=__ITEM__fertilizer__ (mit Natriumhydroxid)
|
bi-fertilizer-2=__ITEM__fertilizer__ (mit Natriumhydroxid)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-fertilizer-fluid=Flüssiges __ITEM__fertilizer__
|
bi-fertilizer-fluid=Flüssiges __ITEM__fertilizer__
|
||||||
|
|
||||||
bi-arboretum-r1=Bäume pflanzen
|
bi-arboretum-r1=Bäume pflanzen
|
||||||
bi-arboretum-r2=Gelände mit __ITEM__fertilizer__ verändern
|
bi-arboretum-r2=Gelände mit __ITEM__fertilizer__ verändern
|
||||||
bi-arboretum-r3=Gelände mit __ITEM__bi-adv-fertilizer__ verändern
|
bi-arboretum-r3=Gelände mit __ITEM__bi-adv-fertilizer__ verändern
|
||||||
bi-arboretum-r4=Gelände mit __ITEM__fertilizer__ verändern & Bäume pflanzen
|
bi-arboretum-r4=Gelände mit __ITEM__fertilizer__ verändern & Bäume pflanzen
|
||||||
bi-arboretum-r5=Gelände mit __ITEM__bi-adv-fertilizer__ verändern & Bäume pflanzen
|
bi-arboretum-r5=Gelände mit __ITEM__bi-adv-fertilizer__ verändern & Bäume pflanzen
|
||||||
|
|
||||||
bi-ash-1=__ITEM__bi-ash__ aus __ITEM__wood__
|
bi-ash-1=__ITEM__bi-ash__ aus __ITEM__wood__
|
||||||
bi-ash-2=__ITEM__bi-ash__ aus __ITEM__bi-woodpulp__
|
bi-ash-2=__ITEM__bi-ash__ aus __ITEM__bi-woodpulp__
|
||||||
|
|
||||||
bi-basic-gas-processing=Flüssiggas aus __ITEM__coal__ und __ITEM__resin__
|
bi-basic-gas-processing=Flüssiggas aus __ITEM__coal__ und __ITEM__resin__
|
||||||
|
|
||||||
bi-battery=Bio-Batterie
|
bi-battery=Bio-Batterie
|
||||||
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ aufwerten
|
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ aufwerten
|
||||||
|
|
||||||
#~ bi-biomass-1=Produktion von Biomasse mit __ITEM__fertilizer__
|
#~ bi-biomass-1=Produktion von Biomasse mit __ITEM__fertilizer__
|
||||||
bi-biomass-1=Produktion von Biomasse
|
bi-biomass-1=Produktion von Biomasse
|
||||||
bi-biomass-2=Vermehrung von Biomasse
|
bi-biomass-2=Vermehrung von Biomasse
|
||||||
bi-biomass-3=Vermehrung von Biomasse mit __ITEM__bi-ash__
|
bi-biomass-3=Vermehrung von Biomasse mit __ITEM__bi-ash__
|
||||||
|
|
||||||
bi-biomass-conversion-1=Bio-Umwandlung von Brennstoffen 1: __ITEM__bi-cellulose__, Leichtöl
|
bi-biomass-conversion-1=Bio-Umwandlung von Brennstoffen 1: __ITEM__bi-cellulose__, Leichtöl
|
||||||
bi-biomass-conversion-2=Bio-Umwandlung von Brennstoffen 2: Flüssiggas
|
bi-biomass-conversion-2=Bio-Umwandlung von Brennstoffen 2: Flüssiggas
|
||||||
bi-biomass-conversion-3=Bio-Umwandlung von Brennstoffen 3: Schmiermittel
|
bi-biomass-conversion-3=Bio-Umwandlung von Brennstoffen 3: Schmiermittel
|
||||||
#~ bi-biomass-conversion-4=Bio-Umwandlung von Brennstoffen 4: Rohöl, Wasser/Schwefelhaltiges Wasser
|
#~ bi-biomass-conversion-4=Bio-Umwandlung von Brennstoffen 4: Rohöl, Wasser/Schwefelhaltiges Wasser
|
||||||
bi-biomass-conversion-4=Bio-Umwandlung von Brennstoffen 4: Rohöl, Wasser
|
bi-biomass-conversion-4=Bio-Umwandlung von Brennstoffen 4: Rohöl, Wasser
|
||||||
|
|
||||||
bi-seed-1=Produktion von __ITEM__bi-seed__
|
bi-seed-1=Produktion von __ITEM__bi-seed__
|
||||||
bi-seed-2=Produktion von __ITEM__bi-seed__ mittels __ITEM__bi-ash__
|
bi-seed-2=Produktion von __ITEM__bi-seed__ mittels __ITEM__bi-ash__
|
||||||
bi-seed-3=Produktion von __ITEM__bi-seed__ mittels __ITEM__fertilizer__
|
bi-seed-3=Produktion von __ITEM__bi-seed__ mittels __ITEM__fertilizer__
|
||||||
bi-seed-4=Superproduktion von __ITEM__bi-seed__ mittels __ITEM__bi-adv-fertilizer__
|
bi-seed-4=Superproduktion von __ITEM__bi-seed__ mittels __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
bi-seed-bomb-advanced=__ITEM__bi-seed-bomb-basic__ mit __ITEM__bi-adv-fertilizer__
|
bi-seed-bomb-advanced=__ITEM__bi-seed-bomb-basic__ mit __ITEM__bi-adv-fertilizer__
|
||||||
bi-seed-bomb-basic=__ITEM__bi-seed-bomb-basic__
|
bi-seed-bomb-basic=__ITEM__bi-seed-bomb-basic__
|
||||||
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ mit __ITEM__fertilizer__
|
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ mit __ITEM__fertilizer__
|
||||||
|
|
||||||
bi-seedling-1=Produktion von Setzlingen
|
bi-seedling-1=Produktion von Setzlingen
|
||||||
bi-seedling-2=Produktion von Setzlingen mittels __ITEM__bi-ash__
|
bi-seedling-2=Produktion von Setzlingen mittels __ITEM__bi-ash__
|
||||||
bi-seedling-3=Produktion von Setzlingen mittels __ITEM__fertilizer__
|
bi-seedling-3=Produktion von Setzlingen mittels __ITEM__fertilizer__
|
||||||
bi-seedling-4=Superproduktion von Setzlingen mittels __ITEM__bi-adv-fertilizer__
|
bi-seedling-4=Superproduktion von Setzlingen mittels __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
bi-logs-1=Produktion von __ITEM__wood__
|
bi-logs-1=Produktion von __ITEM__wood__
|
||||||
bi-logs-2=Produktion von __ITEM__wood__ mittels __ITEM__bi-ash__
|
bi-logs-2=Produktion von __ITEM__wood__ mittels __ITEM__bi-ash__
|
||||||
bi-logs-3=Produktion von __ITEM__wood__ mittels __ITEM__fertilizer__
|
bi-logs-3=Produktion von __ITEM__wood__ mittels __ITEM__fertilizer__
|
||||||
bi-logs-4=Superproduktion von __ITEM__wood__ mittels __ITEM__bi-adv-fertilizer__
|
bi-logs-4=Superproduktion von __ITEM__wood__ mittels __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
|
|
||||||
## Ressourcen
|
## Ressourcen
|
||||||
bi-cellulose-1=Produktion von __ITEM__bi-cellulose__ (einfach)
|
bi-cellulose-1=Produktion von __ITEM__bi-cellulose__ (einfach)
|
||||||
bi-cellulose-2=Produktion von __ITEM__bi-cellulose__ (verbessert)
|
bi-cellulose-2=Produktion von __ITEM__bi-cellulose__ (verbessert)
|
||||||
|
|
||||||
bi-charcoal-1=__ITEM__wood-charcoal__ aus __ITEM__bi-woodpulp__
|
bi-charcoal-1=__ITEM__wood-charcoal__ aus __ITEM__bi-woodpulp__
|
||||||
bi-charcoal-2=__ITEM__wood-charcoal__ aus __ITEM__wood__
|
bi-charcoal-2=__ITEM__wood-charcoal__ aus __ITEM__wood__
|
||||||
bi-coal-1=Produktion von __ITEM__coal__ (einfach)
|
bi-coal-1=Produktion von __ITEM__coal__ (einfach)
|
||||||
bi-coal-2=Produktion von __ITEM__coal__ (verbessert)
|
bi-coal-2=Produktion von __ITEM__coal__ (verbessert)
|
||||||
bi-coke-coal=__ITEM__pellet-coke__
|
bi-coke-coal=__ITEM__pellet-coke__
|
||||||
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
||||||
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
|
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
|
||||||
bi-solid-fuel=__ITEM__solid-fuel__ aus __ITEM__wood-bricks__n
|
bi-solid-fuel=__ITEM__solid-fuel__ aus __ITEM__wood-bricks__n
|
||||||
bi-wood-fuel-brick=__ITEM__wood-bricks__
|
bi-wood-fuel-brick=__ITEM__wood-bricks__
|
||||||
|
|
||||||
bi-crushed-stone-1=__ITEM__stone-crushed__
|
bi-crushed-stone-1=__ITEM__stone-crushed__
|
||||||
bi-crushed-stone-2=__ITEM__stone-crushed__ aus __ITEM__concrete__
|
bi-crushed-stone-2=__ITEM__stone-crushed__ aus __ITEM__concrete__
|
||||||
bi-crushed-stone-3=__ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
bi-crushed-stone-3=__ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4=__ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
bi-crushed-stone-4=__ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5=__ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5=__ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
||||||
bi-stone-brick=Bio-__ITEM__stone-brick__
|
bi-stone-brick=Bio-__ITEM__stone-brick__
|
||||||
|
|
||||||
bi-purified-air-1=__ITEM__bi-purified-air__ (mit __ITEM__fertilizer__)
|
bi-purified-air-1=__ITEM__bi-purified-air__ (mit __ITEM__fertilizer__)
|
||||||
bi-purified-air-2=__ITEM__bi-purified-air__ (mit __ITEM__bi-adv-fertilizer__)
|
bi-purified-air-2=__ITEM__bi-purified-air__ (mit __ITEM__bi-adv-fertilizer__)
|
||||||
|
|
||||||
bi-resin-pulp=__ITEM__resin__ aus __ITEM__bi-woodpulp__
|
bi-resin-pulp=__ITEM__resin__ aus __ITEM__bi-woodpulp__
|
||||||
bi-resin-wood=__ITEM__resin__ aus __ITEM__wood__
|
bi-resin-wood=__ITEM__resin__ aus __ITEM__wood__
|
||||||
bi-woodpulp=__ITEM__bi-woodpulp__ aus __ITEM__wood__
|
bi-woodpulp=__ITEM__bi-woodpulp__ aus __ITEM__wood__
|
||||||
bi-wood-from-pulp=__ITEM__wood__ aus __ITEM__bi-woodpulp__
|
bi-wood-from-pulp=__ITEM__wood__ aus __ITEM__bi-woodpulp__
|
||||||
|
|
||||||
bi-acid=Schwefelsäure aus organischem Material
|
bi-acid=Schwefelsäure aus organischem Material
|
||||||
bi-liquid-air=Flüssigluft
|
bi-liquid-air=Flüssigluft
|
||||||
bi-nitrogen=Stickstoff
|
bi-nitrogen=Stickstoff
|
||||||
bi-sulfur=Bio-__ITEM__sulfur__
|
bi-sulfur=Bio-__ITEM__sulfur__
|
||||||
bi-plastic-1=Bio-__ITEM__plastic-bar__ aus __ITEM__wood__
|
bi-plastic-1=Bio-__ITEM__plastic-bar__ aus __ITEM__wood__
|
||||||
bi-plastic-2=Bio-__ITEM__plastic-bar__ aus __ITEM__bi-cellulose__
|
bi-plastic-2=Bio-__ITEM__plastic-bar__ aus __ITEM__bi-cellulose__
|
||||||
|
|
||||||
|
|
||||||
## Demontage
|
## Demontage
|
||||||
bi-burner-inserter-disassemble=Demontage: __ENTITY__burner-inserter__
|
bi-burner-inserter-disassemble=Demontage: __ENTITY__burner-inserter__
|
||||||
bi-burner-mining-drill-disassemble=Demontage: __ENTITY__burner-mining-drill__
|
bi-burner-mining-drill-disassemble=Demontage: __ENTITY__burner-mining-drill__
|
||||||
bi-long-handed-inserter-disassemble=Demontage: __ENTITY__long-handed-inserter__
|
bi-long-handed-inserter-disassemble=Demontage: __ENTITY__long-handed-inserter__
|
||||||
bi-steel-furnace-disassemble=Demontage: __ENTITY__steel-furnace__
|
bi-steel-furnace-disassemble=Demontage: __ENTITY__steel-furnace__
|
||||||
bi-stone-furnace-disassemble=Demontage: __ENTITY__stone-furnace__
|
bi-stone-furnace-disassemble=Demontage: __ENTITY__stone-furnace__
|
||||||
|
|
||||||
|
|
||||||
## Unterstützung für andere Mods
|
## Unterstützung für andere Mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste=Mineralisiertes Wasser
|
bi-mineralized-sulfuric-waste=Mineralisiertes Wasser
|
||||||
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane=Bio-Umwandlung von Brennstoffen 2: Methan
|
bi-biomass-conversion-2-methane=Bio-Umwandlung von Brennstoffen 2: Methan
|
||||||
bi-biomass-conversion-4-yellow-waste=Bio-Umwandlung von Brennstoffen 4: Rohöl, Schwefelhaltiges Wasser
|
bi-biomass-conversion-4-yellow-waste=Bio-Umwandlung von Brennstoffen 4: Rohöl, Schwefelhaltiges Wasser
|
||||||
bi-sulfur-angels=Bio-__ITEM__sulfur__
|
bi-sulfur-angels=Bio-__ITEM__sulfur__
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand=__ITEM__sand__ aus __ITEM__stone-crushed__
|
bi-sand=__ITEM__sand__ aus __ITEM__stone-crushed__
|
||||||
## bobelectronics
|
## bobelectronics
|
||||||
bi-press-wood=Pressholz
|
bi-press-wood=Pressholz
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR=__ITEM__gravel__
|
bi-crushed-stone-1_IR=__ITEM__gravel__
|
||||||
bi-crushed-stone-2_IR=__ITEM__gravel__ aus __ITEM__concrete__
|
bi-crushed-stone-2_IR=__ITEM__gravel__ aus __ITEM__concrete__
|
||||||
bi-crushed-stone-3_IR=__ITEM__gravel__ aus __ITEM__hazard-concrete__
|
bi-crushed-stone-3_IR=__ITEM__gravel__ aus __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4_IR=__ITEM__gravel__ aus __ITEM__refined-concrete__
|
bi-crushed-stone-4_IR=__ITEM__gravel__ aus __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5_IR=__ITEM__gravel__ aus __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5_IR=__ITEM__gravel__ aus __ITEM__refined-hazard-concrete__
|
||||||
|
|
|
||||||
|
|
@ -1,19 +1,19 @@
|
||||||
[technology-name]
|
[technology-name]
|
||||||
bi-tech-advanced-biotechnology=Fortgeschrittene Biotechnologie
|
bi-tech-advanced-biotechnology=Fortgeschrittene Biotechnologie
|
||||||
bi-tech-bio-cannon=Artillerie-Geschützturm (Prototyp)
|
bi-tech-bio-cannon=Artillerie-Geschützturm (Prototyp)
|
||||||
bi-tech-bio-farming=Bio-Baumschule
|
bi-tech-bio-farming=Bio-Baumschule
|
||||||
bi-tech-coal-processing-1=Kohleverarbeitung 1
|
bi-tech-coal-processing-1=Kohleverarbeitung 1
|
||||||
bi-tech-coal-processing-2=Kohleverarbeitung 2
|
bi-tech-coal-processing-2=Kohleverarbeitung 2
|
||||||
bi-tech-coal-processing-3=Kohleverarbeitung 3
|
bi-tech-coal-processing-3=Kohleverarbeitung 3
|
||||||
bi-tech-fertilizer=Düngemittel
|
bi-tech-fertilizer=Düngemittel
|
||||||
bi-tech-organic-plastic=Organischer Kunststoff
|
bi-tech-organic-plastic=Organischer Kunststoff
|
||||||
|
|
||||||
[technology-description]
|
[technology-description]
|
||||||
bi-tech-advanced-biotechnology=Neue Technologien erhöhen die Effizienz der Holzproduktion so sehr, dass sie als Basis für eine alternative chemische Industrie dienen kann.
|
bi-tech-advanced-biotechnology=Neue Technologien erhöhen die Effizienz der Holzproduktion so sehr, dass sie als Basis für eine alternative chemische Industrie dienen kann.
|
||||||
bi-tech-bio-cannon=Diese Artillerie-Geschütztürme sind noch auf einem frühen Entwicklungsstand. Man kann sie nur mit spezieller Munition verwenden, und manuelles Zielen ist damit noch nicht möglich.
|
bi-tech-bio-cannon=Diese Artillerie-Geschütztürme sind noch auf einem frühen Entwicklungsstand. Man kann sie nur mit spezieller Munition verwenden, und manuelles Zielen ist damit noch nicht möglich.
|
||||||
bi-tech-bio-farming=Die Aufzucht von Bäumen aus Samen und Setzlingen sorgt für eine stabile Versorgung mit Holz. Holz kann in bestimmten Produkten wertvolle Rohstoffe ersetzen. Es kann zu effizienteren Brennstoffen verarbeitet und als Grundstoff für eine alternative chemische Industrie verwenden werden.
|
bi-tech-bio-farming=Die Aufzucht von Bäumen aus Samen und Setzlingen sorgt für eine stabile Versorgung mit Holz. Holz kann in bestimmten Produkten wertvolle Rohstoffe ersetzen. Es kann zu effizienteren Brennstoffen verarbeitet und als Grundstoff für eine alternative chemische Industrie verwenden werden.
|
||||||
bi-tech-coal-processing-1=Verbrenne Holz, um Holzkohle und Asche zu gewinnen!
|
bi-tech-coal-processing-1=Verbrenne Holz, um Holzkohle und Asche zu gewinnen!
|
||||||
bi-tech-coal-processing-2=Holzkohle lässt sich zu höherwertigeren Energieträgern verarbeiten!
|
bi-tech-coal-processing-2=Holzkohle lässt sich zu höherwertigeren Energieträgern verarbeiten!
|
||||||
bi-tech-coal-processing-3=Selbst Kohle kann man noch veredeln!
|
bi-tech-coal-processing-3=Selbst Kohle kann man noch veredeln!
|
||||||
bi-tech-fertilizer=Mit __ITEM__fertilizer__ erzielst du höhere Erträge!
|
bi-tech-fertilizer=Mit __ITEM__fertilizer__ erzielst du höhere Erträge!
|
||||||
bi-tech-organic-plastic=Mittels hochentwickelter Technologien lassen sich Kunststoffe aus organischen Materialien herstellen.
|
bi-tech-organic-plastic=Mittels hochentwickelter Technologien lassen sich Kunststoffe aus organischen Materialien herstellen.
|
||||||
|
|
|
||||||
|
|
@ -1,50 +1,50 @@
|
||||||
[entity-description]
|
[entity-description]
|
||||||
## 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 45 pollution units per second — as much as 1500 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!
|
||||||
|
|
||||||
bi-bio-reactor=__ENTITY__bi-bio-reactor__ are used to produce and process biomass.
|
bi-bio-reactor=__ENTITY__bi-bio-reactor__ are used to produce and process biomass.
|
||||||
bi-cokery=__ITEM__wood__ and __ITEM__bi-woodpulp__ are refined to __ITEM__wood-charcoal__ and other fuels in the __ENTITY__bi-cokery__.
|
bi-cokery=__ITEM__wood__ and __ITEM__bi-woodpulp__ are refined to __ITEM__wood-charcoal__ and other fuels in the __ENTITY__bi-cokery__.
|
||||||
bi-stone-crusher=These machines crush __ITEM__stone__ and __ITEM__concrete__ in all forms.
|
bi-stone-crusher=These machines crush __ITEM__stone__ and __ITEM__concrete__ in all forms.
|
||||||
|
|
||||||
|
|
||||||
## Power
|
## Power
|
||||||
bi-bio-accumulator=__ENTITY__bi-bio-accumulator__ that can store very large amounts of energy. Sometimes, size really does matter …
|
bi-bio-accumulator=__ENTITY__bi-bio-accumulator__ that can store very large amounts of energy. Sometimes, size really does matter …
|
||||||
bi-bio-boiler=The __ENTITY__bi-bio-boiler__ is as efficient as a normal __ENTITY__boiler__, but produces 75% less pollution!
|
bi-bio-boiler=The __ENTITY__bi-bio-boiler__ is as efficient as a normal __ENTITY__boiler__, but produces 75% less pollution!
|
||||||
bi-bio-solar-farm=The __ENTITY__bi-bio-solar-farm__ is a huge __ENTITY__solar-panel__ that generates a lot of power on minimal space.
|
bi-bio-solar-farm=The __ENTITY__bi-bio-solar-farm__ is a huge __ENTITY__solar-panel__ that generates a lot of power on minimal space.
|
||||||
bi-large-substation=This __ENTITY__bi-large-substation__ can power stuff in a large area.
|
bi-large-substation=This __ENTITY__bi-large-substation__ can power stuff in a large area.
|
||||||
bi-solar-boiler=This __ENTITY__bi-solar-boiler__ uses solar energy to generate electricity and steam.
|
bi-solar-boiler=This __ENTITY__bi-solar-boiler__ uses solar energy to generate electricity and steam.
|
||||||
bi-solar-mat=This special pavement contains solar panels. Each tile will generate 10kW of electricity while increasing your speed. (Thanks, Elon Musk!)
|
bi-solar-mat=This special pavement contains solar panels. Each tile will generate 10kW of electricity while increasing your speed. (Thanks, Elon Musk!)
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon=Can ONLY fire at spawners and worms! (Range: 120)\nThis prototype isn't capable of manual targeting.
|
bi-bio-cannon=Can ONLY fire at spawners and worms! (Range: 120)\nThis prototype isn't capable of manual targeting.
|
||||||
bi-dart-turret=These turrets are immediately available and protect you from enemy attacks at a minimal cost. Of course, the darts inflict less damage than bullets, but __ENTITY__bi-dart-turret__s have a higher range and can fire at a higher speed than normal __ENTITY__gun-turret__s.
|
bi-dart-turret=These turrets are immediately available and protect you from enemy attacks at a minimal cost. Of course, the darts inflict less damage than bullets, but __ENTITY__bi-dart-turret__s have a higher range and can fire at a higher speed than normal __ENTITY__gun-turret__s.
|
||||||
|
|
||||||
|
|
||||||
## Rail stuff
|
## Rail stuff
|
||||||
bi-power-to-rail-pole=Connect your __ENTITY__bi-rail-power__ to the power grid!\nATTENTION: When you place a __ENTITY__bi-power-to-rail-pole__ in reach of two __ENTITY__bi-rail-power__ that are running parallel or crossing each other, you will connect these power grids!
|
bi-power-to-rail-pole=Connect your __ENTITY__bi-rail-power__ to the power grid!\nATTENTION: When you place a __ENTITY__bi-power-to-rail-pole__ in reach of two __ENTITY__bi-rail-power__ that are running parallel or crossing each other, you will connect these power grids!
|
||||||
bi-rail-power=Rails that also conducts electricity. Connect them to a power grid with a __ENTITY__bi-power-to-rail-pole__!
|
bi-rail-power=Rails that also conducts electricity. Connect them to a power grid with a __ENTITY__bi-power-to-rail-pole__!
|
||||||
bi-rail-wood-bridge=A wooden bridge with rails.\nNote: You can't walk on this!
|
bi-rail-wood-bridge=A wooden bridge with rails.\nNote: You can't walk on this!
|
||||||
bi-rail-wood=Wooden rails
|
bi-rail-wood=Wooden rails
|
||||||
rail-remnants-wood-bridge=Remnants of a wooden bridge
|
rail-remnants-wood-bridge=Remnants of a wooden bridge
|
||||||
rail-remnants-wood=Remnants of wooden rails
|
rail-remnants-wood=Remnants of wooden rails
|
||||||
|
|
||||||
|
|
||||||
## Miscallenous wooden products
|
## Miscallenous wooden products
|
||||||
bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ made of __ITEM__wood__ and Copper
|
bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ made of __ITEM__wood__ and Copper
|
||||||
bi-wood-pipe=__ENTITY__pipe__ made of __ITEM__wood__ and Copper
|
bi-wood-pipe=__ENTITY__pipe__ made of __ITEM__wood__ and Copper
|
||||||
bi-wooden-chest-giga=A HUGE wooden chest
|
bi-wooden-chest-giga=A HUGE wooden chest
|
||||||
bi-wooden-chest-huge=A very large wooden chest
|
bi-wooden-chest-huge=A very large wooden chest
|
||||||
bi-wooden-chest-large=A medium wooden chest
|
bi-wooden-chest-large=A medium wooden chest
|
||||||
bi-wooden-fence=A __ENTITY__bi-wooden-fence__ is cheap to make. It won't help you much against strong enemies, but will keep early enemies out so you can concentrate on starting your factory.
|
bi-wooden-fence=A __ENTITY__bi-wooden-fence__ is cheap to make. It won't help you much against strong enemies, but will keep early enemies out so you can concentrate on starting your factory.
|
||||||
bi-wooden-pole-big=__ENTITY__bi-wooden-pole-big__s will be automatically healed if you use "Natural Evolution Enemies".
|
bi-wooden-pole-big=__ENTITY__bi-wooden-pole-big__s will be automatically healed if you use "Natural Evolution Enemies".
|
||||||
bi-wooden-pole-bigger=__ENTITY__bi-wooden-pole-bigger__s will be automatically healed if you use "Natural Evolution Enemies".
|
bi-wooden-pole-bigger=__ENTITY__bi-wooden-pole-bigger__s will be automatically healed if you use "Natural Evolution Enemies".
|
||||||
bi-wooden-pole-huge=__ENTITY__bi-wooden-pole-huge__s span vast distances (64 tiles) with __ITEM__copper-cable__, __ITEM__green-wire__, or __ITEM__red-wire__.
|
bi-wooden-pole-huge=__ENTITY__bi-wooden-pole-huge__s span vast distances (64 tiles) with __ITEM__copper-cable__, __ITEM__green-wire__, or __ITEM__red-wire__.
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
bi-stone-crusher-sand=These machines produce __ITEM__stone-crushed__ from __ITEM__stone__ and __ITEM__concrete__ in all forms. They can also refine __ITEM__stone-crushed__ to __ITEM__sand__.
|
bi-stone-crusher-sand=These machines produce __ITEM__stone-crushed__ from __ITEM__stone__ and __ITEM__concrete__ in all forms. They can also refine __ITEM__stone-crushed__ to __ITEM__sand__.
|
||||||
|
|
|
||||||
|
|
@ -1,53 +1,53 @@
|
||||||
[entity-name]
|
[entity-name]
|
||||||
## Production
|
## Production
|
||||||
bi-arboretum=Terraformer
|
bi-arboretum=Terraformer
|
||||||
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
|
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
|
||||||
|
|
||||||
bi-bio-farm=Bio farm
|
bi-bio-farm=Bio farm
|
||||||
bi-bio-garden=Bio garden
|
bi-bio-garden=Bio garden
|
||||||
bi-bio-garden-large=Large bio garden
|
bi-bio-garden-large=Large bio garden
|
||||||
bi-bio-garden-huge=Huge bio garden
|
bi-bio-garden-huge=Huge bio garden
|
||||||
bi-bio-greenhouse=Bio nursery
|
bi-bio-greenhouse=Bio nursery
|
||||||
seedling=Sapling
|
seedling=Sapling
|
||||||
|
|
||||||
bi-bio-reactor=Bio-reactor
|
bi-bio-reactor=Bio-reactor
|
||||||
bi-cokery=Cokery
|
bi-cokery=Cokery
|
||||||
bi-stone-crusher=Stone crusher
|
bi-stone-crusher=Stone crusher
|
||||||
|
|
||||||
|
|
||||||
## Power
|
## Power
|
||||||
bi-bio-accumulator=Huge accumulator
|
bi-bio-accumulator=Huge accumulator
|
||||||
bi-bio-boiler=Bio-boiler
|
bi-bio-boiler=Bio-boiler
|
||||||
bi-bio-solar-farm=Solar farm
|
bi-bio-solar-farm=Solar farm
|
||||||
bi-large-substation=Huge substation
|
bi-large-substation=Huge substation
|
||||||
bi-solar-boiler=Solar power plant & boiler
|
bi-solar-boiler=Solar power plant & boiler
|
||||||
bi-solar-mat=Musk floor
|
bi-solar-mat=Musk floor
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon=Prototype artillery
|
bi-bio-cannon=Prototype artillery
|
||||||
bi-dart-turret=Dart turret
|
bi-dart-turret=Dart turret
|
||||||
|
|
||||||
|
|
||||||
## Rail stuff
|
## Rail stuff
|
||||||
bi-power-to-rail-pole=Powered rails connector
|
bi-power-to-rail-pole=Powered rails connector
|
||||||
bi-rail-power=Powered rails
|
bi-rail-power=Powered rails
|
||||||
bi-rail-wood-bridge=Wooden rail bridge
|
bi-rail-wood-bridge=Wooden rail bridge
|
||||||
bi-rail-wood=Wooden rails
|
bi-rail-wood=Wooden rails
|
||||||
rail-remnants-wood-bridge=Remnants of a wooden rail bridge
|
rail-remnants-wood-bridge=Remnants of a wooden rail bridge
|
||||||
rail-remnants-wood=Remnants of wooden rails
|
rail-remnants-wood=Remnants of wooden rails
|
||||||
|
|
||||||
|
|
||||||
## Miscallenous wooden products
|
## Miscallenous wooden products
|
||||||
bi-wood-pipe-to-ground=Wood pipe to ground
|
bi-wood-pipe-to-ground=Wood pipe to ground
|
||||||
bi-wood-pipe=Wood pipe
|
bi-wood-pipe=Wood pipe
|
||||||
bi-wooden-chest-giga=Huge wooden chest
|
bi-wooden-chest-giga=Huge wooden chest
|
||||||
bi-wooden-chest-huge=Large wooden chest
|
bi-wooden-chest-huge=Large wooden chest
|
||||||
bi-wooden-chest-large=Medium wooden chest
|
bi-wooden-chest-large=Medium wooden chest
|
||||||
bi-wooden-fence=Wooden fence
|
bi-wooden-fence=Wooden fence
|
||||||
bi-wooden-pole-big=Big wooden pole
|
bi-wooden-pole-big=Big wooden pole
|
||||||
bi-wooden-pole-bigger=Bigger wooden pole
|
bi-wooden-pole-bigger=Bigger wooden pole
|
||||||
bi-wooden-pole-huge=Huge wooden pole
|
bi-wooden-pole-huge=Huge wooden pole
|
||||||
#~ Just another name for the vanilla wood-chest
|
#~ Just another name for the vanilla wood-chest
|
||||||
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
|
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
|
||||||
bi-wooden-chest=Small wooden chest
|
bi-wooden-chest=Small wooden chest
|
||||||
|
|
|
||||||
|
|
@ -1,56 +1,56 @@
|
||||||
[BI-item-description]
|
[BI-item-description]
|
||||||
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
||||||
# so we hard-code its content here.
|
# so we hard-code its content here.
|
||||||
#~ fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
#~ fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
||||||
fertilizer=Common fertilizer lets stuff grow faster and is also used to produce Algae biomass.
|
fertilizer=Common fertilizer lets stuff grow faster and is also used to produce Algae biomass.
|
||||||
|
|
||||||
[item-description]
|
[item-description]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer=__ITEM__bi-adv-fertilizer__ — the special ingredient that turns a greatly improved into a super production. Available only to users of Bio Industries! :-)
|
bi-adv-fertilizer=__ITEM__bi-adv-fertilizer__ — the special ingredient that turns a greatly improved into a super production. Available only to users of Bio Industries! :-)
|
||||||
fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
||||||
|
|
||||||
bi-purified-air=Clean air, pollution removed!
|
bi-purified-air=Clean air, pollution removed!
|
||||||
|
|
||||||
bi-arboretum-r1=Plant trees around the building
|
bi-arboretum-r1=Plant trees around the building
|
||||||
bi-arboretum-r2=__ITEM__fertilizer__ is used to improve the ground around the building.
|
bi-arboretum-r2=__ITEM__fertilizer__ is used to improve the ground around the building.
|
||||||
bi-arboretum-r3=__ITEM__bi-adv-fertilizer__ is used to improve the ground around the building.
|
bi-arboretum-r3=__ITEM__bi-adv-fertilizer__ is used to improve the ground around the building.
|
||||||
bi-arboretum-r4=Plants trees and uses __ITEM__fertilizer__ to improve the ground around the building.
|
bi-arboretum-r4=Plants trees and uses __ITEM__fertilizer__ to improve the ground around the building.
|
||||||
bi-arboretum-r5=Plants trees and uses __ITEM__bi-adv-fertilizer__ to improve the ground around the building.
|
bi-arboretum-r5=Plants trees and uses __ITEM__bi-adv-fertilizer__ to improve the ground around the building.
|
||||||
|
|
||||||
bi-seed-bomb-advanced=This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 30 tiles around the impact location. __ITEM__bi-adv-fertilizer__ guarantees a high chance that the __ITEM__bi-seed__ will grow into trees fast!
|
bi-seed-bomb-advanced=This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 30 tiles around the impact location. __ITEM__bi-adv-fertilizer__ guarantees a high chance that the __ITEM__bi-seed__ will grow into trees fast!
|
||||||
bi-seed-bomb-basic=This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 24 tiles around the impact location.
|
bi-seed-bomb-basic=This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 24 tiles around the impact location.
|
||||||
bi-seed-bomb-standard=This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 27 tiles around the impact location. __ITEM__fertilizer__ improves the chance that the __ITEM__bi-seed__ will grow into trees.
|
bi-seed-bomb-standard=This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 27 tiles around the impact location. __ITEM__fertilizer__ improves the chance that the __ITEM__bi-seed__ will grow into trees.
|
||||||
|
|
||||||
bi-seed=This will grow into a __ENTITY__seedling__.
|
bi-seed=This will grow into a __ENTITY__seedling__.
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon-basic-ammo=Rocket powered, low physical damage (fired by prototype artillery)
|
bi-bio-cannon-basic-ammo=Rocket powered, low physical damage (fired by prototype artillery)
|
||||||
bi-bio-cannon-biological-ammo=Rocket powered, high biological damage (fired by prototype artillery)
|
bi-bio-cannon-biological-ammo=Rocket powered, high biological damage (fired by prototype artillery)
|
||||||
bi-bio-cannon-poison-ammo=Rocket powered, medium poison damage (fired by prototype artillery)
|
bi-bio-cannon-poison-ammo=Rocket powered, medium poison damage (fired by prototype artillery)
|
||||||
bi-bio-cannon-proto-ammo=Propelled by TNT, low physical damage (fired by prototype artillery)
|
bi-bio-cannon-proto-ammo=Propelled by TNT, low physical damage (fired by prototype artillery)
|
||||||
|
|
||||||
bi-dart-magazine-basic=__ITEM__bi-dart-magazine-basic__ hurts just a little bit.
|
bi-dart-magazine-basic=__ITEM__bi-dart-magazine-basic__ hurts just a little bit.
|
||||||
bi-dart-magazine-enhanced=__ITEM__bi-dart-magazine-enhanced__ causes additional acid damage!
|
bi-dart-magazine-enhanced=__ITEM__bi-dart-magazine-enhanced__ causes additional acid damage!
|
||||||
bi-dart-magazine-poison=__ITEM__bi-dart-magazine-enhanced__ — with poison as a topping!
|
bi-dart-magazine-poison=__ITEM__bi-dart-magazine-enhanced__ — with poison as a topping!
|
||||||
bi-dart-magazine-standard=__ITEM__bi-dart-magazine-standard__ can pierce through targets.
|
bi-dart-magazine-standard=__ITEM__bi-dart-magazine-standard__ can pierce through targets.
|
||||||
bi-dart-rifle=This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
|
bi-dart-rifle=This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash=__ITEM__bi-ash__ is a valuable resource!
|
bi-ash=__ITEM__bi-ash__ is a valuable resource!
|
||||||
bi-cellulose=__ITEM__battery__, __ITEM__plastic-bar__, Sulfuric acid — all of these can be made with __ITEM__bi-cellulose__!
|
bi-cellulose=__ITEM__battery__, __ITEM__plastic-bar__, Sulfuric acid — all of these can be made with __ITEM__bi-cellulose__!
|
||||||
bi-woodpulp=__ITEM__bi-woodpulp__ can be used for many purposes. When burned, it will pollute less than raw __ITEM__wood__, but it will only give you half the energy.
|
bi-woodpulp=__ITEM__bi-woodpulp__ can be used for many purposes. When burned, it will pollute less than raw __ITEM__wood__, but it will only give you half the energy.
|
||||||
coal=You will need it!
|
coal=You will need it!
|
||||||
pellet-coke=More energy than __ITEM__solid-fuel__ with only about 60% the emissions, plus a little boost to the top speed – why don't you fuel your trains with __ITEM__pellet-coke__ already?!
|
pellet-coke=More energy than __ITEM__solid-fuel__ with only about 60% the emissions, plus a little boost to the top speed – why don't you fuel your trains with __ITEM__pellet-coke__ already?!
|
||||||
resin=__ITEM__resin__ is a sticky substance that can be processed to get Petroleum gas!
|
resin=__ITEM__resin__ is a sticky substance that can be processed to get Petroleum gas!
|
||||||
solid-fuel=__ITEM__solid-fuel__ provides less energy than __ITEM__wood-bricks__, but also burns with less pollution. Additionally, it will make your vehicles drive and accelerate faster.
|
solid-fuel=__ITEM__solid-fuel__ provides less energy than __ITEM__wood-bricks__, but also burns with less pollution. Additionally, it will make your vehicles drive and accelerate faster.
|
||||||
stone-crushed=__ITEM__stone-crushed__ is mainly used for building rails and roads.
|
stone-crushed=__ITEM__stone-crushed__ is mainly used for building rails and roads.
|
||||||
wood-bricks=Compressed __ITEM__bi-woodpulp__ provides a lot of energy while polluting less. It's an early substitute for __ITEM__solid-fuel__.
|
wood-bricks=Compressed __ITEM__bi-woodpulp__ provides a lot of energy while polluting less. It's an early substitute for __ITEM__solid-fuel__.
|
||||||
wood-charcoal=Provides more energy than __ITEM__coal__ while emitting far less pollution. Unfortunately, it's not as versatilely usable, so you will still need __ITEM__coal__!
|
wood-charcoal=Provides more energy than __ITEM__coal__ while emitting far less pollution. Unfortunately, it's not as versatilely usable, so you will still need __ITEM__coal__!
|
||||||
wood=Base your energy production on this renewable resource!\nPlease note: There's a lot more you can use it for than just burning it!
|
wood=Base your energy production on this renewable resource!\nPlease note: There's a lot more you can use it for than just burning it!
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
#~ sand=__ITEM__sand__
|
#~ sand=__ITEM__sand__
|
||||||
sand =
|
sand =
|
||||||
|
|
|
||||||
|
|
@ -1,54 +1,54 @@
|
||||||
[BI-item-name]
|
[BI-item-name]
|
||||||
fertilizer=Common fertilizer
|
fertilizer=Common fertilizer
|
||||||
|
|
||||||
[item-name]
|
[item-name]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer=BI-Super-Fertilizer(™)
|
bi-adv-fertilizer=BI-Super-Fertilizer(™)
|
||||||
#~ fertilizer=Fertilizer "Run of ye olde mill"(™)
|
#~ fertilizer=Fertilizer "Run of ye olde mill"(™)
|
||||||
fertilizer=Common fertilizer
|
fertilizer=Common fertilizer
|
||||||
|
|
||||||
bi-purified-air=Purified air
|
bi-purified-air=Purified air
|
||||||
|
|
||||||
bi-arboretum-r1=Plant trees
|
bi-arboretum-r1=Plant trees
|
||||||
bi-arboretum-r2=Change terrain (basic)
|
bi-arboretum-r2=Change terrain (basic)
|
||||||
bi-arboretum-r3=Change terrain (advanced)
|
bi-arboretum-r3=Change terrain (advanced)
|
||||||
bi-arboretum-r4=Change terrain & plant trees (basic)
|
bi-arboretum-r4=Change terrain & plant trees (basic)
|
||||||
bi-arboretum-r5=Change terrain & plant trees (advanced)
|
bi-arboretum-r5=Change terrain & plant trees (advanced)
|
||||||
|
|
||||||
bi-seed-bomb-advanced=Advanced seed bomb
|
bi-seed-bomb-advanced=Advanced seed bomb
|
||||||
bi-seed-bomb-basic=Basic seed bomb
|
bi-seed-bomb-basic=Basic seed bomb
|
||||||
bi-seed-bomb-standard=Standard seed bomb
|
bi-seed-bomb-standard=Standard seed bomb
|
||||||
bi-seed=Tree seed
|
bi-seed=Tree seed
|
||||||
|
|
||||||
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
||||||
bi-biomass=Algae biomass
|
bi-biomass=Algae biomass
|
||||||
bi-liquid-air=Liquid air
|
bi-liquid-air=Liquid air
|
||||||
nitrogen=Nitrogen
|
nitrogen=Nitrogen
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon-basic-ammo=Prototype artillery - rocket ammo
|
bi-bio-cannon-basic-ammo=Prototype artillery - rocket ammo
|
||||||
bi-bio-cannon-biological-ammo=Prototype artillery - biological ammo
|
bi-bio-cannon-biological-ammo=Prototype artillery - biological ammo
|
||||||
bi-bio-cannon-poison-ammo=Prototype artillery - poison ammo
|
bi-bio-cannon-poison-ammo=Prototype artillery - poison ammo
|
||||||
bi-bio-cannon-proto-ammo=Prototype artillery - basic ammo
|
bi-bio-cannon-proto-ammo=Prototype artillery - basic ammo
|
||||||
|
|
||||||
bi-dart-magazine-basic=Basic dart ammo
|
bi-dart-magazine-basic=Basic dart ammo
|
||||||
bi-dart-magazine-enhanced=Enhanced dart ammo
|
bi-dart-magazine-enhanced=Enhanced dart ammo
|
||||||
bi-dart-magazine-poison=Poison dart ammo
|
bi-dart-magazine-poison=Poison dart ammo
|
||||||
bi-dart-magazine-standard=Standard dart ammo
|
bi-dart-magazine-standard=Standard dart ammo
|
||||||
bi-dart-rifle=Dart rifle
|
bi-dart-rifle=Dart rifle
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash=Ash
|
bi-ash=Ash
|
||||||
bi-cellulose=Cellulose
|
bi-cellulose=Cellulose
|
||||||
bi-woodpulp=Wood pulp
|
bi-woodpulp=Wood pulp
|
||||||
pellet-coke=Pellet coke
|
pellet-coke=Pellet coke
|
||||||
resin=Resin
|
resin=Resin
|
||||||
stone-crushed=Crushed stone
|
stone-crushed=Crushed stone
|
||||||
wood-bricks=Wood bricks
|
wood-bricks=Wood bricks
|
||||||
wood-charcoal=Charcoal
|
wood-charcoal=Charcoal
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
sand=Sand
|
sand=Sand
|
||||||
slag=Slag
|
slag=Slag
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,43 +1,43 @@
|
||||||
[fluid-name]
|
[fluid-name]
|
||||||
#~ bi-biomass=Algae biomass
|
#~ bi-biomass=Algae biomass
|
||||||
bi-biomass=__ITEM__bi-biomass__
|
bi-biomass=__ITEM__bi-biomass__
|
||||||
# We don't seem to use that!
|
# We don't seem to use that!
|
||||||
#~ bi-ground-water=Water
|
#~ bi-ground-water=Water
|
||||||
liquid-air=Liquid air
|
liquid-air=Liquid air
|
||||||
nitrogen=Nitrogen
|
nitrogen=Nitrogen
|
||||||
water-saline=Saline water
|
water-saline=Saline water
|
||||||
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
||||||
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
[fluid-description]
|
[fluid-description]
|
||||||
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__ makes greenwashing easy.
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__ makes greenwashing easy.
|
||||||
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__ -- just the thing you'll need if you really want to green-wash your factory!
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__ -- just the thing you'll need if you really want to green-wash your factory!
|
||||||
|
|
||||||
[tile-name]
|
[tile-name]
|
||||||
bi-solar-mat=Solar mat
|
bi-solar-mat=Solar mat
|
||||||
bi-wood-floor=Wood floor
|
bi-wood-floor=Wood floor
|
||||||
|
|
||||||
[item-group-name]
|
[item-group-name]
|
||||||
bio-industries=Bio-Industries
|
bio-industries=Bio-Industries
|
||||||
|
|
||||||
[ammo-category-name]
|
[ammo-category-name]
|
||||||
Bio_Cannon_Ammo=Bio-cannon ammo
|
Bio_Cannon_Ammo=Bio-cannon ammo
|
||||||
Bio_Turret_Ammo=Bio-turret ammo
|
Bio_Turret_Ammo=Bio-turret ammo
|
||||||
|
|
||||||
[damage-type-name]
|
[damage-type-name]
|
||||||
Biological=Biological
|
Biological=Biological
|
||||||
bob-pierce=Pierce
|
bob-pierce=Pierce
|
||||||
|
|
||||||
[modifier-description]
|
[modifier-description]
|
||||||
Bio_Cannon_Ammo-damage-bonus=__ENTITY__bi-bio-cannon__ damage: +__1__
|
Bio_Cannon_Ammo-damage-bonus=__ENTITY__bi-bio-cannon__ damage: +__1__
|
||||||
Bio_Cannon_Ammo-shooting-speed-bonus=__ENTITY__bi-bio-cannon__ shooting speed: +__1__
|
Bio_Cannon_Ammo-shooting-speed-bonus=__ENTITY__bi-bio-cannon__ shooting speed: +__1__
|
||||||
Bio_Turret_Ammo-damage-bonus=__ENTITY__bi-dart-turret__ ammo damage bonus: +__1__
|
Bio_Turret_Ammo-damage-bonus=__ENTITY__bi-dart-turret__ ammo damage bonus: +__1__
|
||||||
Bio_Turret_Ammo-shooting-speed-bonus=__ENTITY__bi-dart-turret__ ammo shooting speed bonus: +__1__
|
Bio_Turret_Ammo-shooting-speed-bonus=__ENTITY__bi-dart-turret__ ammo shooting speed bonus: +__1__
|
||||||
bi-dart-turret-attack-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
|
bi-dart-turret-attack-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
|
||||||
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
|
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
|
||||||
|
|
||||||
[bi-misc]
|
[bi-misc]
|
||||||
growing-tree=Growing tree
|
growing-tree=Growing tree
|
||||||
growing-tree-desc=Given some time, a big tree will grow from this __ENTITY__seedling__.
|
growing-tree-desc=Given some time, a big tree will grow from this __ENTITY__seedling__.
|
||||||
young-tree=Young tree
|
young-tree=Young tree
|
||||||
young-tree-desc=This tree is still young and won't yield much wood yet. Better wait until it's fully grown before you chop it down!
|
young-tree-desc=This tree is still young and won't yield much wood yet. Better wait until it's fully grown before you chop it down!
|
||||||
|
|
|
||||||
|
|
@ -1,46 +1,46 @@
|
||||||
[mod-name]
|
[mod-name]
|
||||||
Bio_Industries=Bio Industries
|
Bio_Industries=Bio Industries
|
||||||
|
|
||||||
[mod-setting-name]
|
[mod-setting-name]
|
||||||
BI_Bio_Cannon=Enable: Prototype Artillery
|
BI_Bio_Cannon=Enable: Prototype Artillery
|
||||||
BI_Bio_Fuel=Enable: Bio fuel production
|
BI_Bio_Fuel=Enable: Bio fuel production
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
BI_Easy_Bio_Gardens=Enable: Easy Bio gardens
|
BI_Easy_Bio_Gardens=Enable: Easy Bio gardens
|
||||||
# Added for 1.1.8
|
# Added for 1.1.8
|
||||||
BI_Bigger_Wooden_Chests=Enable: Bigger wooden chests
|
BI_Bigger_Wooden_Chests=Enable: Bigger wooden chests
|
||||||
BI_Enable_gvv_support=Compatibility: Add support for GVV
|
BI_Enable_gvv_support=Compatibility: Add support for GVV
|
||||||
BI_Game_Tweaks_Bot=Game tweaks: Bots
|
BI_Game_Tweaks_Bot=Game tweaks: Bots
|
||||||
BI_Game_Tweaks_Disassemble=Game tweaks: Disassemble recipes
|
BI_Game_Tweaks_Disassemble=Game tweaks: Disassemble recipes
|
||||||
BI_Game_Tweaks_Emissions_Multiplier=Game tweaks: Fuel emission multipliers
|
BI_Game_Tweaks_Emissions_Multiplier=Game tweaks: Fuel emission multipliers
|
||||||
BI_Game_Tweaks_Player=Game tweaks: Player
|
BI_Game_Tweaks_Player=Game tweaks: Player
|
||||||
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
|
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
|
||||||
BI_Game_Tweaks_Recipe=Game tweaks: Recipe
|
BI_Game_Tweaks_Recipe=Game tweaks: Recipe
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=Game tweaks: Smaller collision boxes for trees
|
BI_Game_Tweaks_Small_Tree_Collisionbox=Game tweaks: Smaller collision boxes for trees
|
||||||
BI_Game_Tweaks_Stack_Size=Game tweaks: Stack size
|
BI_Game_Tweaks_Stack_Size=Game tweaks: Stack size
|
||||||
BI_Game_Tweaks_Tree=Game tweaks: Tree yield
|
BI_Game_Tweaks_Tree=Game tweaks: Tree yield
|
||||||
#~ BI_Hide_musk_floor_in_mapview=Hide electric grid overlay for Musk floor in map view
|
#~ BI_Hide_musk_floor_in_mapview=Hide electric grid overlay for Musk floor in map view
|
||||||
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view
|
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view
|
||||||
BI_Solar_Additions=Enable: Bio solar additions
|
BI_Solar_Additions=Enable: Bio solar additions
|
||||||
|
|
||||||
[mod-setting-description]
|
[mod-setting-description]
|
||||||
BI_Bio_Cannon=The Prototype artillery is very powerful, but will only fire at spawners.\n(Default: on)
|
BI_Bio_Cannon=The Prototype artillery is very powerful, but will only fire at spawners.\n(Default: on)
|
||||||
BI_Bio_Fuel=Enables the production of oil products on the basis of __ITEM__bi-biomass__\n(Default: on)
|
BI_Bio_Fuel=Enables the production of oil products on the basis of __ITEM__bi-biomass__\n(Default: on)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
BI_Easy_Bio_Gardens=Bio gardens consume ready-made fluid fertilizer, so just one pipeline is enough to supply all ingredients. However, this requires 50% more fertilizer than combining solid fertilizer and water on site.\nBio gardens will transmit electricity to adjacent Bio gardens. Arrange them on a grid, with no more than 1 tile between 2 Bio gardens, and they will be magically connected. :-)\n(Default: off)
|
BI_Easy_Bio_Gardens=Bio gardens consume ready-made fluid fertilizer, so just one pipeline is enough to supply all ingredients. However, this requires 50% more fertilizer than combining solid fertilizer and water on site.\nBio gardens will transmit electricity to adjacent Bio gardens. Arrange them on a grid, with no more than 1 tile between 2 Bio gardens, and they will be magically connected. :-)\n(Default: off)
|
||||||
# Added for 1.1.8
|
# 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_Bigger_Wooden_Chests=__ENTITY__bi-wooden-chest-large__, __ENTITY__bi-wooden-chest-huge__, __ENTITY__bi-wooden-chest-giga__
|
||||||
#~ BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
#~ BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
||||||
BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI!\n(Default: off)
|
BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI!\n(Default: off)
|
||||||
BI_Game_Tweaks_Bot=Bots can't be mined or catch fire.\n(Default: off)
|
BI_Game_Tweaks_Bot=Bots can't be mined or catch fire.\n(Default: off)
|
||||||
BI_Game_Tweaks_Disassemble=Allow some disassemble recipes. You get about 50% of the resources back.\n(Default: on)
|
BI_Game_Tweaks_Disassemble=Allow some disassemble recipes. You get about 50% of the resources back.\n(Default: on)
|
||||||
BI_Game_Tweaks_Emissions_Multiplier=Bob started this. The general idea is that unprocessed fuels cause more pollution than more refined fules. Thus __ITEM__coal__ would produce 200% pollution, while __ITEM__solid-fuel__ would produce only 85%. Please see "Fuel Values.xlsx" in mod folder for more info!\n(Default: on)
|
BI_Game_Tweaks_Emissions_Multiplier=Bob started this. The general idea is that unprocessed fuels cause more pollution than more refined fules. Thus __ITEM__coal__ would produce 200% pollution, while __ITEM__solid-fuel__ would produce only 85%. Please see "Fuel Values.xlsx" in mod folder for more info!\n(Default: on)
|
||||||
BI_Game_Tweaks_Player=Build, drop & reach distance: 6 => 20\nReach distance for item pickup 1 => 4\nResource reach distance: 2.7 => 4\nLoot pickup distance: 2 => 5\n(Default: off)
|
BI_Game_Tweaks_Player=Build, drop & reach distance: 6 => 20\nReach distance for item pickup 1 => 4\nResource reach distance: 2.7 => 4\nLoot pickup distance: 2 => 5\n(Default: off)
|
||||||
BI_Game_Tweaks_Production_Science=Enable an alternative recipe for the __ITEM__production-science-pack__.\n(Default: on)
|
BI_Game_Tweaks_Production_Science=Enable an alternative recipe for the __ITEM__production-science-pack__.\n(Default: on)
|
||||||
#~ BI_Game_Tweaks_Recipe=Recipes Affected: CONCRETE Remove: Iron Ore Add: Iron Stick, STONE-WALL Add: Iron Stick, RAILS Remove: stone Add: crushed-stone and Concrete, STEEL-AXE Remove: Iron-Stick Add: Iron-Axe
|
#~ BI_Game_Tweaks_Recipe=Recipes Affected: CONCRETE Remove: Iron Ore Add: Iron Stick, STONE-WALL Add: Iron Stick, RAILS Remove: stone Add: crushed-stone and Concrete, STEEL-AXE Remove: Iron-Stick Add: Iron-Axe
|
||||||
BI_Game_Tweaks_Recipe=Affected recipes:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (adds __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Default: on)
|
BI_Game_Tweaks_Recipe=Affected recipes:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (adds __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Default: on)
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTAL: This setting is enabled per default. If it isn't, trees will have the bigger vanilla collision box, making forests more likely to block players, vehicles, and biters. Not sure if this will have any side effects!\n(Default: on)
|
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTAL: This setting is enabled per default. If it isn't, trees will have the bigger vanilla collision box, making forests more likely to block players, vehicles, and biters. Not sure if this will have any side effects!\n(Default: on)
|
||||||
BI_Game_Tweaks_Stack_Size=Affects stack sizes of __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__, and __ITEM__slag__.\n(Default: on)
|
BI_Game_Tweaks_Stack_Size=Affects stack sizes of __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__, and __ITEM__slag__.\n(Default: on)
|
||||||
BI_Game_Tweaks_Tree=Game tweaks - trees randomly provide 1 to 6 __ITEM__wood__ when chopped down. (Vanilla: 4)\n(Default: on)
|
BI_Game_Tweaks_Tree=Game tweaks - trees randomly provide 1 to 6 __ITEM__wood__ when chopped down. (Vanilla: 4)\n(Default: on)
|
||||||
#~ BI_Hide_musk_floor_in_mapview=In map view, the electric grid overlay will be hidden for Musk floor if this setting is enabled. This shouldn't be changed in a running game as applying the setting to every Musk floor tile may take some time!
|
#~ BI_Hide_musk_floor_in_mapview=In map view, the electric grid overlay will be hidden for Musk floor if this setting is enabled. This shouldn't be changed in a running game as applying the setting to every Musk floor tile may take some time!
|
||||||
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!\n(Default: on)
|
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!\n(Default: on)
|
||||||
BI_Solar_Additions=Enables solar items like the __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__.\n(Default: on)
|
BI_Solar_Additions=Enables solar items like the __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__.\n(Default: on)
|
||||||
|
|
|
||||||
|
|
@ -1,135 +1,135 @@
|
||||||
[recipe-description]
|
[recipe-description]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer-1=Use __ITEM__bi-adv-fertilizer__ for a super production — it's far better than __ITEM__fertilizer__! (Made with __ITEM__alien-artifact__)
|
bi-adv-fertilizer-1=Use __ITEM__bi-adv-fertilizer__ for a super production — it's far better than __ITEM__fertilizer__! (Made with __ITEM__alien-artifact__)
|
||||||
bi-adv-fertilizer-2=Use __ITEM__bi-adv-fertilizer__ for a super production — it's far better than __ITEM__fertilizer__!
|
bi-adv-fertilizer-2=Use __ITEM__bi-adv-fertilizer__ for a super production — it's far better than __ITEM__fertilizer__!
|
||||||
bi-fertilizer-1=__ITEM__fertilizer__ lets your stuff grow faster, it really does!
|
bi-fertilizer-1=__ITEM__fertilizer__ lets your stuff grow faster, it really does!
|
||||||
bi-fertilizer-2=__ITEM__fertilizer__ lets your stuff grow faster, it really does! (Made with Sodium hydroxide)
|
bi-fertilizer-2=__ITEM__fertilizer__ lets your stuff grow faster, it really does! (Made with Sodium hydroxide)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ dissolved in water
|
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ dissolved in water
|
||||||
bi-fertilizer-fluid=__ITEM__fertilizer__ dissolved in water
|
bi-fertilizer-fluid=__ITEM__fertilizer__ dissolved in water
|
||||||
|
|
||||||
bi-arboretum-r1=Note: The recipe will never complete, trees are planted on sector scan.
|
bi-arboretum-r1=Note: The recipe will never complete, trees are planted on sector scan.
|
||||||
bi-arboretum-r2=Note: The recipe will never complete, the ground is fertilized on sector scan.
|
bi-arboretum-r2=Note: The recipe will never complete, the ground is fertilized on sector scan.
|
||||||
bi-arboretum-r3=Note: The recipe will never complete, the ground is fertilized on sector scan.
|
bi-arboretum-r3=Note: The recipe will never complete, the ground is fertilized on sector scan.
|
||||||
bi-arboretum-r4=Note: The recipe will never complete, the ground is fertilized and trees are planted on sector scan.
|
bi-arboretum-r4=Note: The recipe will never complete, the ground is fertilized and trees are planted on sector scan.
|
||||||
bi-arboretum-r5=Note: The recipe will never complete, the ground is fertilized and trees are planted on sector scan.
|
bi-arboretum-r5=Note: The recipe will never complete, the ground is fertilized and trees are planted on sector scan.
|
||||||
|
|
||||||
bi-basic-gas-processing=Inefficient gas extraction using __ITEM__coal__ und __ITEM__resin__
|
bi-basic-gas-processing=Inefficient gas extraction using __ITEM__coal__ und __ITEM__resin__
|
||||||
|
|
||||||
bi-battery=If you really think about it, this __ITEM__battery__ is made from __ITEM__wood__!
|
bi-battery=If you really think about it, this __ITEM__battery__ is made from __ITEM__wood__!
|
||||||
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ are cheap to make and allow you an easy start of your rail network. But if you want to use __ENTITY__bi-rail-power__, you'll need normal rails.
|
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ are cheap to make and allow you an easy start of your rail network. But if you want to use __ENTITY__bi-rail-power__, you'll need normal rails.
|
||||||
|
|
||||||
bi-biomass-1=Prime your Algae biomass production with __ITEM__fertilizer__!
|
bi-biomass-1=Prime your Algae biomass production with __ITEM__fertilizer__!
|
||||||
bi-biomass-2=Feed back some of the produced Algae biomass to produce more of it!\nNote: This will yield less (and take longer) than using the start-up recipe, but you will save on __ITEM__fertilizer__.
|
bi-biomass-2=Feed back some of the produced Algae biomass to produce more of it!\nNote: This will yield less (and take longer) than using the start-up recipe, but you will save on __ITEM__fertilizer__.
|
||||||
bi-biomass-3=Feed back some of the produced Algae biomass to produce lots of it!\nNote: The added __ITEM__bi-ash__ will gain you a much higher yield in a fraction of the time.
|
bi-biomass-3=Feed back some of the produced Algae biomass to produce lots of it!\nNote: The added __ITEM__bi-ash__ will gain you a much higher yield in a fraction of the time.
|
||||||
|
|
||||||
bi-biomass-conversion-1=Use Algae biomass to produce Light oil and __ITEM__bi-cellulose__!
|
bi-biomass-conversion-1=Use Algae biomass to produce Light oil and __ITEM__bi-cellulose__!
|
||||||
bi-biomass-conversion-2=Use Algae biomass to produce Petroleum gas!
|
bi-biomass-conversion-2=Use Algae biomass to produce Petroleum gas!
|
||||||
bi-biomass-conversion-3=Use Algae biomass to produce Lubricant!
|
bi-biomass-conversion-3=Use Algae biomass to produce Lubricant!
|
||||||
bi-biomass-conversion-4=Use Algae biomass to produce Crude oil and Water!
|
bi-biomass-conversion-4=Use Algae biomass to produce Crude oil and Water!
|
||||||
|
|
||||||
bi-seed-1=Use wood and water to produce __ITEM__bi-seed__!
|
bi-seed-1=Use wood and water to produce __ITEM__bi-seed__!
|
||||||
bi-seed-2=Increase your __ITEM__bi-seed__ production by using __ITEM__bi-ash__ as a cheap fertilizer!
|
bi-seed-2=Increase your __ITEM__bi-seed__ production by using __ITEM__bi-ash__ as a cheap fertilizer!
|
||||||
bi-seed-3=Increase your __ITEM__bi-seed__ production even more by using __ITEM__fertilizer__ instead of __ITEM__bi-ash__!
|
bi-seed-3=Increase your __ITEM__bi-seed__ production even more by using __ITEM__fertilizer__ instead of __ITEM__bi-ash__!
|
||||||
bi-seed-4=Increase your __ITEM__bi-seed__ production dramatically with __ITEM__bi-adv-fertilizer__!
|
bi-seed-4=Increase your __ITEM__bi-seed__ production dramatically with __ITEM__bi-adv-fertilizer__!
|
||||||
|
|
||||||
bi-seedling-1=Use __ITEM__bi-seed__ and Water to grow __ENTITY__seedling__s!
|
bi-seedling-1=Use __ITEM__bi-seed__ and Water to grow __ENTITY__seedling__s!
|
||||||
bi-seedling-2=Produce more by using __ITEM__bi-ash__ as a cheap fertilizer!
|
bi-seedling-2=Produce more by using __ITEM__bi-ash__ as a cheap fertilizer!
|
||||||
bi-seedling-3=Increase your production by using __ITEM__fertilizer__!
|
bi-seedling-3=Increase your production by using __ITEM__fertilizer__!
|
||||||
bi-seedling-4=Use __ITEM__bi-adv-fertilizer__ for a super production!
|
bi-seedling-4=Use __ITEM__bi-adv-fertilizer__ for a super production!
|
||||||
|
|
||||||
bi-seed-bomb-advanced=This __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 30 tiles around the target position. Use of __ITEM__bi-adv-fertilizer__ guarantees a big chance that the __ITEM__bi-seed__ will grow into big trees in a short time.
|
bi-seed-bomb-advanced=This __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 30 tiles around the target position. Use of __ITEM__bi-adv-fertilizer__ guarantees a big chance that the __ITEM__bi-seed__ will grow into big trees in a short time.
|
||||||
bi-seed-bomb-basic=This simple __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 24 tiles around the target position. With a bit of luck, it will grow into trees!
|
bi-seed-bomb-basic=This simple __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 24 tiles around the target position. With a bit of luck, it will grow into trees!
|
||||||
bi-seed-bomb-standard=This __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 27 tiles around the target position. __ITEM__fertilizer__ increases the chance that the __ITEM__bi-seed__ will grow into trees!
|
bi-seed-bomb-standard=This __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 27 tiles around the target position. __ITEM__fertilizer__ increases the chance that the __ITEM__bi-seed__ will grow into trees!
|
||||||
|
|
||||||
bi-logs-1=Grow __ITEM__wood__ the old-fashioned way by watering __ITEM__bi-seed__s!
|
bi-logs-1=Grow __ITEM__wood__ the old-fashioned way by watering __ITEM__bi-seed__s!
|
||||||
bi-logs-2=Improve your __ITEM__wood__ production by using __ITEM__bi-ash__ as a cheap fertilizer!
|
bi-logs-2=Improve your __ITEM__wood__ production by using __ITEM__bi-ash__ as a cheap fertilizer!
|
||||||
bi-logs-3=Grow even more __ITEM__wood__ by using __ITEM__fertilizer__ instead of __ITEM__bi-ash__!
|
bi-logs-3=Grow even more __ITEM__wood__ by using __ITEM__fertilizer__ instead of __ITEM__bi-ash__!
|
||||||
bi-logs-4=__ITEM__bi-adv-fertilizer__ is used in this recipe. Need I say more?
|
bi-logs-4=__ITEM__bi-adv-fertilizer__ is used in this recipe. Need I say more?
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash-1=Burn __ITEM__wood__, get __ITEM__bi-ash__!
|
bi-ash-1=Burn __ITEM__wood__, get __ITEM__bi-ash__!
|
||||||
bi-ash-2=Burn lots of __ITEM__bi-woodpulp__, get lots of __ITEM__bi-ash__!
|
bi-ash-2=Burn lots of __ITEM__bi-woodpulp__, get lots of __ITEM__bi-ash__!
|
||||||
|
|
||||||
bi-cellulose-1=Just combine __ITEM__bi-woodpulp__ and Sulfuric acid and you'll get __ITEM__bi-cellulose__.
|
bi-cellulose-1=Just combine __ITEM__bi-woodpulp__ and Sulfuric acid and you'll get __ITEM__bi-cellulose__.
|
||||||
bi-cellulose-2=Heat things up a bit to quadruple your __ITEM__bi-cellulose__ production!
|
bi-cellulose-2=Heat things up a bit to quadruple your __ITEM__bi-cellulose__ production!
|
||||||
|
|
||||||
bi-charcoal-1=The fuel value you'll get from processing __ITEM__bi-woodpulp__ to __ITEM__wood-charcoal__ is only 20% of what you'd get in the same time from making __ITEM__wood-bricks__. However, __ITEM__wood-charcoal__ can be turned into __ITEM__coal__.
|
bi-charcoal-1=The fuel value you'll get from processing __ITEM__bi-woodpulp__ to __ITEM__wood-charcoal__ is only 20% of what you'd get in the same time from making __ITEM__wood-bricks__. However, __ITEM__wood-charcoal__ can be turned into __ITEM__coal__.
|
||||||
bi-charcoal-2=Burning __ITEM__wood__ will gain you 60% more __ITEM__wood-charcoal__ than burning __ITEM__bi-woodpulp__.
|
bi-charcoal-2=Burning __ITEM__wood__ will gain you 60% more __ITEM__wood-charcoal__ than burning __ITEM__bi-woodpulp__.
|
||||||
bi-coal-1=Put in __ITEM__wood-charcoal__, take out __ITEM__coal__…
|
bi-coal-1=Put in __ITEM__wood-charcoal__, take out __ITEM__coal__…
|
||||||
bi-coal-2=Put in __ITEM__wood-charcoal__, take out even more __ITEM__coal__… Advanced technology allows for a considerable increase of __ITEM__coal__ production!
|
bi-coal-2=Put in __ITEM__wood-charcoal__, take out even more __ITEM__coal__… Advanced technology allows for a considerable increase of __ITEM__coal__ production!
|
||||||
bi-coke-coal=Refining your __ITEM__coal__ will increase the fuel value. Also, __ITEM__pellet-coke__ causes less pollution and gives bonuses to top speed and acceleration when used as fuel in vehicles.
|
bi-coke-coal=Refining your __ITEM__coal__ will increase the fuel value. Also, __ITEM__pellet-coke__ causes less pollution and gives bonuses to top speed and acceleration when used as fuel in vehicles.
|
||||||
bi-pellet-coke=Turn __ITEM__solid-fuel__ into __ITEM__pellet-coke__
|
bi-pellet-coke=Turn __ITEM__solid-fuel__ into __ITEM__pellet-coke__
|
||||||
bi-pellet-coke-2=Turn carbon into __ITEM__pellet-coke__
|
bi-pellet-coke-2=Turn carbon into __ITEM__pellet-coke__
|
||||||
bi-solid-fuel=Turning __ITEM__wood-bricks__ into __ITEM__solid-fuel__ is a great way to get rid of excess __ITEM__bi-woodpulp__!
|
bi-solid-fuel=Turning __ITEM__wood-bricks__ into __ITEM__solid-fuel__ is a great way to get rid of excess __ITEM__bi-woodpulp__!
|
||||||
bi-wood-fuel-brick=__ITEM__wood-bricks__ are easier to handle than uncompressed __ITEM__bi-woodpulp__.
|
bi-wood-fuel-brick=__ITEM__wood-bricks__ are easier to handle than uncompressed __ITEM__bi-woodpulp__.
|
||||||
|
|
||||||
bi-crushed-stone-1=Make __ITEM__stone-crushed__ from __ITEM__stone__ you've found or mined.
|
bi-crushed-stone-1=Make __ITEM__stone-crushed__ from __ITEM__stone__ you've found or mined.
|
||||||
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
|
#~ 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-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-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-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=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__stone-crushed__.
|
bi-crushed-stone=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__stone-crushed__.
|
||||||
bi-stone-brick=__ITEM__stone-brick__ made faster and with less __ITEM__stone__!
|
bi-stone-brick=__ITEM__stone-brick__ made faster and with less __ITEM__stone__!
|
||||||
|
|
||||||
bi-purified-air-1=If you provide enough water and good, old __ITEM__fertilizer__, your __ENTITY__bi-bio-garden__ will clean the air for a while.
|
bi-purified-air-1=If you provide enough water and good, old __ITEM__fertilizer__, your __ENTITY__bi-bio-garden__ will clean the air for a while.
|
||||||
bi-purified-air-1-fluid=Supply your __ENTITY__bi-bio-garden__ with Liquid __ITEM__fertilizer__ and it will clean the air for a while.
|
bi-purified-air-1-fluid=Supply your __ENTITY__bi-bio-garden__ with Liquid __ITEM__fertilizer__ and it will clean the air for a while.
|
||||||
bi-purified-air-2=Use __ITEM__bi-adv-fertilizer__ and your __ENTITY__bi-bio-garden__ will clean the air for much longer! This way, you'll save a lot of water.
|
bi-purified-air-2=Use __ITEM__bi-adv-fertilizer__ and your __ENTITY__bi-bio-garden__ will clean the air for much longer! This way, you'll save a lot of water.
|
||||||
bi-purified-air-2-fluid=Just hook up your __ENTITY__bi-bio-garden__ to some Liquid __ITEM__bi-adv-fertilizer__ and it will clean the air for a long time!
|
bi-purified-air-2-fluid=Just hook up your __ENTITY__bi-bio-garden__ to some Liquid __ITEM__bi-adv-fertilizer__ and it will clean the air for a long time!
|
||||||
|
|
||||||
bi-resin-pulp=Of course you can extract __ITEM__resin__ from __ITEM__bi-woodpulp__, but it's not very efficient.
|
bi-resin-pulp=Of course you can extract __ITEM__resin__ from __ITEM__bi-woodpulp__, but it's not very efficient.
|
||||||
bi-resin-wood=Process __ITEM__wood__ to get __ITEM__resin__ more efficiently!
|
bi-resin-wood=Process __ITEM__wood__ to get __ITEM__resin__ more efficiently!
|
||||||
bi-wood-from-pulp=Make __ITEM__wood__ from __ITEM__bi-woodpulp__ and __ITEM__resin__!
|
bi-wood-from-pulp=Make __ITEM__wood__ from __ITEM__bi-woodpulp__ and __ITEM__resin__!
|
||||||
bi-woodpulp=You can burn __ITEM__bi-woodpulp__ (raw or refined), or you can use it to produce __ITEM__resin__, __ITEM__bi-cellulose__ and __ITEM__bi-adv-fertilizer__.
|
bi-woodpulp=You can burn __ITEM__bi-woodpulp__ (raw or refined), or you can use it to produce __ITEM__resin__, __ITEM__bi-cellulose__ and __ITEM__bi-adv-fertilizer__.
|
||||||
|
|
||||||
bi-acid=Use Algae biomass and __ITEM__bi-cellulose__ to produce Sulfuric acid!
|
bi-acid=Use Algae biomass and __ITEM__bi-cellulose__ to produce Sulfuric acid!
|
||||||
bi-liquid-air=Liquid air is needed to make Nitrogen and Algae biomass.
|
bi-liquid-air=Liquid air is needed to make Nitrogen and Algae biomass.
|
||||||
bi-nitrogen=Nitrogen is needed to make __ITEM__fertilizer__.
|
bi-nitrogen=Nitrogen is needed to make __ITEM__fertilizer__.
|
||||||
bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
||||||
bi-plastic-1=__ITEM__plastic-bar__ made from __ITEM__wood__
|
bi-plastic-1=__ITEM__plastic-bar__ made from __ITEM__wood__
|
||||||
bi-plastic-2=__ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
|
bi-plastic-2=__ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
|
||||||
|
|
||||||
|
|
||||||
## Disassemble
|
## Disassemble
|
||||||
bi-disassemble-recipes=Some of the raw material can be reused.
|
bi-disassemble-recipes=Some of the raw material can be reused.
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste=__ITEM__stone-crushed__, __ITEM__bi-charcoal__ and pure Water are processed to make Mineralized water — and Sulfuric waste water.
|
bi-mineralized-sulfuric-waste=__ITEM__stone-crushed__, __ITEM__bi-charcoal__ and pure Water are processed to make Mineralized water — and Sulfuric waste water.
|
||||||
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane=Use Algae biomass to produce Methane gas!
|
bi-biomass-conversion-2-methane=Use Algae biomass to produce Methane gas!
|
||||||
bi-biomass-conversion-4-yellow-waste=Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
bi-biomass-conversion-4-yellow-waste=Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
||||||
bi-sulfur-angels=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
bi-sulfur-angels=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand=__ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
|
bi-sand=__ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR=Make __ITEM__gravel__ from __ITEM__stone__ you've found or mined.
|
bi-crushed-stone-1_IR=Make __ITEM__gravel__ from __ITEM__stone__ you've found or mined.
|
||||||
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
|
#~ 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-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-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-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=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__gravel__.
|
bi-crushed-stone_IR=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__gravel__.
|
||||||
|
|
||||||
|
|
||||||
#~ bi-power-to-rail-pole=Connect your power rail to the power grid
|
#~ 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-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-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-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-to-concrete=Upgrade wooden rails to default rails
|
||||||
#~ bi-rail-wood=Cheap rails made with wood
|
#~ bi-rail-wood=Cheap rails made with wood
|
||||||
#~ bi-sand=Sand from crushed stone
|
#~ 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-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-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-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-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-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=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-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-stone-crusher=Machine to break stone into crushed stone
|
||||||
#~ bi-sulfur=Bio-sulfur
|
#~ bi-sulfur=Bio-sulfur
|
||||||
#~ bi-wood-from-pulp=Regain wood by compressing wood pulp and resin
|
#~ bi-wood-from-pulp=Regain wood by compressing wood pulp and resin
|
||||||
#~ bi-wood-fuel-brick=Compress wood pulp for easier handling!
|
#~ 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
|
#~ bi-wooden-pole-huge=A huge wooden pole for spanning vast distances (64 tiles) with copper cable or circuit network wires
|
||||||
|
|
|
||||||
|
|
@ -1,124 +1,124 @@
|
||||||
[recipe-name]
|
[recipe-name]
|
||||||
## Production
|
## Production
|
||||||
#~ bi-adv-fertilizer-1=Advanced fertilizer
|
#~ bi-adv-fertilizer-1=Advanced fertilizer
|
||||||
#~ bi-adv-fertilizer-2=Advanced fertilizer
|
#~ bi-adv-fertilizer-2=Advanced fertilizer
|
||||||
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__
|
||||||
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
||||||
bi-fertilizer-1=__ITEM__fertilizer__
|
bi-fertilizer-1=__ITEM__fertilizer__
|
||||||
bi-fertilizer-2=__ITEM__fertilizer__ (with sodium hydroxide)
|
bi-fertilizer-2=__ITEM__fertilizer__ (with sodium hydroxide)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
||||||
|
|
||||||
|
|
||||||
bi-arboretum-r1=Plant trees
|
bi-arboretum-r1=Plant trees
|
||||||
bi-arboretum-r2=Change terrain with __ITEM__fertilizer__
|
bi-arboretum-r2=Change terrain with __ITEM__fertilizer__
|
||||||
bi-arboretum-r3=Change terrain with __ITEM__bi-adv-fertilizer__
|
bi-arboretum-r3=Change terrain with __ITEM__bi-adv-fertilizer__
|
||||||
bi-arboretum-r4=Change terrain with __ITEM__fertilizer__ & plant trees
|
bi-arboretum-r4=Change terrain with __ITEM__fertilizer__ & plant trees
|
||||||
bi-arboretum-r5=Change terrain wiht __ITEM__bi-adv-fertilizer__ & plant trees
|
bi-arboretum-r5=Change terrain wiht __ITEM__bi-adv-fertilizer__ & plant trees
|
||||||
|
|
||||||
bi-ash-1=__ITEM__bi-ash__ from __ITEM__wood__
|
bi-ash-1=__ITEM__bi-ash__ from __ITEM__wood__
|
||||||
bi-ash-2=__ITEM__bi-ash__ from __ITEM__bi-woodpulp__
|
bi-ash-2=__ITEM__bi-ash__ from __ITEM__bi-woodpulp__
|
||||||
|
|
||||||
bi-basic-gas-processing=Basic gas processing using __ITEM__coal__ and __ITEM__resin__
|
bi-basic-gas-processing=Basic gas processing using __ITEM__coal__ and __ITEM__resin__
|
||||||
|
|
||||||
bi-battery=Bio battery
|
bi-battery=Bio battery
|
||||||
bi-rail-wood-to-concrete=Upgrade __ENTITY__bi-rail-wood__
|
bi-rail-wood-to-concrete=Upgrade __ENTITY__bi-rail-wood__
|
||||||
|
|
||||||
#~ bi-biomass-1=Algae biomass production with __ITEM__fertilizer__
|
#~ bi-biomass-1=Algae biomass production with __ITEM__fertilizer__
|
||||||
#~ bi-biomass-2=Algae biomass production with Algae biomass (basic)
|
#~ bi-biomass-2=Algae biomass production with Algae biomass (basic)
|
||||||
#~ bi-biomass-3=Algae biomass production with Algae biomass (advanced)
|
#~ bi-biomass-3=Algae biomass production with Algae biomass (advanced)
|
||||||
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
|
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
|
||||||
bi-biomass-1=Produce Algae biomass
|
bi-biomass-1=Produce Algae biomass
|
||||||
bi-biomass-2=Replicate Algae biomass
|
bi-biomass-2=Replicate Algae biomass
|
||||||
bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
|
bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
|
||||||
|
|
||||||
bi-biomass-conversion-1=Bio fuel conversion 1: Cellulose, Light oil
|
bi-biomass-conversion-1=Bio fuel conversion 1: Cellulose, Light oil
|
||||||
bi-biomass-conversion-2=Bio fuel conversion 2: Petroleum gas
|
bi-biomass-conversion-2=Bio fuel conversion 2: Petroleum gas
|
||||||
bi-biomass-conversion-3=Bio fuel conversion 3: Lubricant
|
bi-biomass-conversion-3=Bio fuel conversion 3: Lubricant
|
||||||
bi-biomass-conversion-4=Bio fuel conversion 4: Crude oil, Water
|
bi-biomass-conversion-4=Bio fuel conversion 4: Crude oil, Water
|
||||||
|
|
||||||
bi-seed-1=Basic __ITEM__bi-seed__ production
|
bi-seed-1=Basic __ITEM__bi-seed__ production
|
||||||
bi-seed-2=Improved __ITEM__bi-seed__ production with __ITEM__bi-ash__
|
bi-seed-2=Improved __ITEM__bi-seed__ production with __ITEM__bi-ash__
|
||||||
bi-seed-3=Advanced __ITEM__bi-seed__ production with __ITEM__fertilizer__
|
bi-seed-3=Advanced __ITEM__bi-seed__ production with __ITEM__fertilizer__
|
||||||
bi-seed-4=Super __ITEM__bi-seed__ production with __ITEM__bi-adv-fertilizer__
|
bi-seed-4=Super __ITEM__bi-seed__ production with __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
bi-seed-bomb-advanced=__ITEM__bi-seed-bomb-basic__ with __ITEM__bi-adv-fertilizer__
|
bi-seed-bomb-advanced=__ITEM__bi-seed-bomb-basic__ with __ITEM__bi-adv-fertilizer__
|
||||||
bi-seed-bomb-basic=__ITEM__bi-seed-bomb-basic__
|
bi-seed-bomb-basic=__ITEM__bi-seed-bomb-basic__
|
||||||
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ with __ITEM__fertilizer__
|
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ with __ITEM__fertilizer__
|
||||||
|
|
||||||
bi-seedling-1=Basic __ENTITY__seedling__ production
|
bi-seedling-1=Basic __ENTITY__seedling__ production
|
||||||
bi-seedling-2=Improved __ENTITY__seedling__ production with __ITEM__bi-ash__
|
bi-seedling-2=Improved __ENTITY__seedling__ production with __ITEM__bi-ash__
|
||||||
bi-seedling-3=Advanced __ENTITY__seedling__ production with __ITEM__fertilizer__
|
bi-seedling-3=Advanced __ENTITY__seedling__ production with __ITEM__fertilizer__
|
||||||
bi-seedling-4=Super __ENTITY__seedling__ production with __ITEM__bi-adv-fertilizer__
|
bi-seedling-4=Super __ENTITY__seedling__ production with __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
bi-logs-1=Basic __ITEM__wood__ production
|
bi-logs-1=Basic __ITEM__wood__ production
|
||||||
bi-logs-2=Improved __ITEM__wood__ production with __ITEM__bi-ash__
|
bi-logs-2=Improved __ITEM__wood__ production with __ITEM__bi-ash__
|
||||||
bi-logs-3=Advanced __ITEM__wood__ production with __ITEM__fertilizer__
|
bi-logs-3=Advanced __ITEM__wood__ production with __ITEM__fertilizer__
|
||||||
bi-logs-4=Super __ITEM__wood__ production with __ITEM__bi-adv-fertilizer__
|
bi-logs-4=Super __ITEM__wood__ production with __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-cellulose-1=Basic __ITEM__bi-cellulose__ production
|
bi-cellulose-1=Basic __ITEM__bi-cellulose__ production
|
||||||
bi-cellulose-2=Advanced __ITEM__bi-cellulose__ production
|
bi-cellulose-2=Advanced __ITEM__bi-cellulose__ production
|
||||||
|
|
||||||
bi-charcoal-1=__ITEM__wood-charcoal__ from __ITEM__bi-woodpulp__
|
bi-charcoal-1=__ITEM__wood-charcoal__ from __ITEM__bi-woodpulp__
|
||||||
bi-charcoal-2=__ITEM__wood-charcoal__ from __ITEM__wood__
|
bi-charcoal-2=__ITEM__wood-charcoal__ from __ITEM__wood__
|
||||||
bi-coal-1=Basic __ITEM__coal__ production
|
bi-coal-1=Basic __ITEM__coal__ production
|
||||||
bi-coal-2=Advanced __ITEM__coal__ production
|
bi-coal-2=Advanced __ITEM__coal__ production
|
||||||
bi-coke-coal=__ITEM__pellet-coke__
|
bi-coke-coal=__ITEM__pellet-coke__
|
||||||
bi-pellet-coke=__ITEM__pellet-coke__ from __ITEM__solid-fuel__
|
bi-pellet-coke=__ITEM__pellet-coke__ from __ITEM__solid-fuel__
|
||||||
bi-pellet-coke-2=__ITEM__pellet-coke__ from carbon
|
bi-pellet-coke-2=__ITEM__pellet-coke__ from carbon
|
||||||
bi-solid-fuel=__ITEM__solid-fuel__ from __ITEM__wood-bricks__
|
bi-solid-fuel=__ITEM__solid-fuel__ from __ITEM__wood-bricks__
|
||||||
bi-wood-fuel-brick=__ITEM__wood-bricks__
|
bi-wood-fuel-brick=__ITEM__wood-bricks__
|
||||||
|
|
||||||
bi-crushed-stone-1=__ITEM__stone-crushed__ from __ITEM__stone__
|
bi-crushed-stone-1=__ITEM__stone-crushed__ from __ITEM__stone__
|
||||||
bi-crushed-stone-2=__ITEM__stone-crushed__ from __ITEM__concrete__
|
bi-crushed-stone-2=__ITEM__stone-crushed__ from __ITEM__concrete__
|
||||||
bi-crushed-stone-3=__ITEM__stone-crushed__ from __ITEM__hazard-concrete__
|
bi-crushed-stone-3=__ITEM__stone-crushed__ from __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4=__ITEM__stone-crushed__ from __ITEM__refined-concrete__
|
bi-crushed-stone-4=__ITEM__stone-crushed__ from __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5=__ITEM__stone-crushed__ from __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5=__ITEM__stone-crushed__ from __ITEM__refined-hazard-concrete__
|
||||||
bi-stone-brick=Bio-__ITEM__stone-brick__
|
bi-stone-brick=Bio-__ITEM__stone-brick__
|
||||||
|
|
||||||
bi-purified-air-1=__ITEM__bi-purified-air__ — using __ITEM__fertilizer__
|
bi-purified-air-1=__ITEM__bi-purified-air__ — using __ITEM__fertilizer__
|
||||||
bi-purified-air-2=__ITEM__bi-purified-air__ — using __ITEM__bi-adv-fertilizer__
|
bi-purified-air-2=__ITEM__bi-purified-air__ — using __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
bi-resin-pulp=__ITEM__resin__ from __ITEM__bi-woodpulp__
|
bi-resin-pulp=__ITEM__resin__ from __ITEM__bi-woodpulp__
|
||||||
bi-resin-wood=__ITEM__resin__ from __ITEM__wood__
|
bi-resin-wood=__ITEM__resin__ from __ITEM__wood__
|
||||||
bi-woodpulp=__ITEM__bi-woodpulp__ from __ITEM__wood__
|
bi-woodpulp=__ITEM__bi-woodpulp__ from __ITEM__wood__
|
||||||
bi-wood-from-pulp=__ITEM__wood__ from __ITEM__bi-woodpulp__
|
bi-wood-from-pulp=__ITEM__wood__ from __ITEM__bi-woodpulp__
|
||||||
|
|
||||||
bi-acid=Bio-acid
|
bi-acid=Bio-acid
|
||||||
bi-liquid-air=Liquid air
|
bi-liquid-air=Liquid air
|
||||||
bi-nitrogen=Nitrogen
|
bi-nitrogen=Nitrogen
|
||||||
bi-sulfur=Bio-__ITEM__sulfur__
|
bi-sulfur=Bio-__ITEM__sulfur__
|
||||||
bi-plastic-1=__ITEM__plastic-bar__ from __ITEM__wood__
|
bi-plastic-1=__ITEM__plastic-bar__ from __ITEM__wood__
|
||||||
bi-plastic-2=__ITEM__plastic-bar__ from __ITEM__bi-cellulose__
|
bi-plastic-2=__ITEM__plastic-bar__ from __ITEM__bi-cellulose__
|
||||||
|
|
||||||
|
|
||||||
## Disassemble
|
## Disassemble
|
||||||
bi-burner-inserter-disassemble=Disassemble __ENTITY__burner-inserter__
|
bi-burner-inserter-disassemble=Disassemble __ENTITY__burner-inserter__
|
||||||
bi-burner-mining-drill-disassemble=Disassemble __ENTITY__burner-mining-drill__
|
bi-burner-mining-drill-disassemble=Disassemble __ENTITY__burner-mining-drill__
|
||||||
bi-long-handed-inserter-disassemble=Disassemble __ENTITY__long-handed-inserter__
|
bi-long-handed-inserter-disassemble=Disassemble __ENTITY__long-handed-inserter__
|
||||||
bi-steel-furnace-disassemble=Disassemble __ENTITY__steel-furnace__
|
bi-steel-furnace-disassemble=Disassemble __ENTITY__steel-furnace__
|
||||||
bi-stone-furnace-disassemble=Disassemble __ENTITY__stone-furnace__
|
bi-stone-furnace-disassemble=Disassemble __ENTITY__stone-furnace__
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste=Mineralized water
|
bi-mineralized-sulfuric-waste=Mineralized water
|
||||||
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane=Bio fuel conversion 2: Methane gas
|
bi-biomass-conversion-2-methane=Bio fuel conversion 2: Methane gas
|
||||||
bi-biomass-conversion-4-yellow-waste=Bio fuel conversion 4: Crude oil, Sulfuric Waste Water
|
bi-biomass-conversion-4-yellow-waste=Bio fuel conversion 4: Crude oil, Sulfuric Waste Water
|
||||||
bi-sulfur-angels=Bio-__ITEM__sulfur__
|
bi-sulfur-angels=Bio-__ITEM__sulfur__
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
|
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
|
||||||
## bobelectronics
|
## bobelectronics
|
||||||
bi-press-wood=Pressed wood
|
bi-press-wood=Pressed wood
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR=__ITEM__gravel__ from __ITEM__stone__
|
bi-crushed-stone-1_IR=__ITEM__gravel__ from __ITEM__stone__
|
||||||
bi-crushed-stone-2_IR=__ITEM__gravel__ from __ITEM__concrete__
|
bi-crushed-stone-2_IR=__ITEM__gravel__ from __ITEM__concrete__
|
||||||
bi-crushed-stone-3_IR=__ITEM__gravel__ from __ITEM__hazard-concrete__
|
bi-crushed-stone-3_IR=__ITEM__gravel__ from __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4_IR=__ITEM__gravel__ from __ITEM__refined-concrete__
|
bi-crushed-stone-4_IR=__ITEM__gravel__ from __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5_IR=__ITEM__gravel__ from __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5_IR=__ITEM__gravel__ from __ITEM__refined-hazard-concrete__
|
||||||
|
|
|
||||||
|
|
@ -1,19 +1,19 @@
|
||||||
[technology-name]
|
[technology-name]
|
||||||
bi-tech-advanced-biotechnology=Advanced biotechnology
|
bi-tech-advanced-biotechnology=Advanced biotechnology
|
||||||
bi-tech-bio-cannon=Prototype artillery
|
bi-tech-bio-cannon=Prototype artillery
|
||||||
bi-tech-bio-farming=Bio farm
|
bi-tech-bio-farming=Bio farm
|
||||||
bi-tech-coal-processing-1=Coal processing 1
|
bi-tech-coal-processing-1=Coal processing 1
|
||||||
bi-tech-coal-processing-2=Coal processing 2
|
bi-tech-coal-processing-2=Coal processing 2
|
||||||
bi-tech-coal-processing-3=Coal processing 3
|
bi-tech-coal-processing-3=Coal processing 3
|
||||||
bi-tech-fertilizer=Fertilizer
|
bi-tech-fertilizer=Fertilizer
|
||||||
bi-tech-organic-plastic=Organic plastic
|
bi-tech-organic-plastic=Organic plastic
|
||||||
|
|
||||||
[technology-description]
|
[technology-description]
|
||||||
bi-tech-advanced-biotechnology=Unlock higher tiered recipes
|
bi-tech-advanced-biotechnology=Unlock higher tiered recipes
|
||||||
bi-tech-bio-cannon=Prototype artillery turret technology. - Not yet capable of manual targeting
|
bi-tech-bio-cannon=Prototype artillery turret technology. - Not yet capable of manual targeting
|
||||||
bi-tech-bio-farming=Learn how to grow trees – the first step towards unlocking other wood products
|
bi-tech-bio-farming=Learn how to grow trees – the first step towards unlocking other wood products
|
||||||
bi-tech-coal-processing-1=Burn wood to get charcoal and ash
|
bi-tech-coal-processing-1=Burn wood to get charcoal and ash
|
||||||
bi-tech-coal-processing-2=Process charcoal to coal and solid fuel to pellet-coke
|
bi-tech-coal-processing-2=Process charcoal to coal and solid fuel to pellet-coke
|
||||||
bi-tech-coal-processing-3=Process charcoal more efficiently and produce pellet-coke from coal
|
bi-tech-coal-processing-3=Process charcoal more efficiently and produce pellet-coke from coal
|
||||||
bi-tech-fertilizer=Using fertilizers you can get much more output from recipes
|
bi-tech-fertilizer=Using fertilizers you can get much more output from recipes
|
||||||
bi-tech-organic-plastic=Produce plastics using organic materials
|
bi-tech-organic-plastic=Produce plastics using organic materials
|
||||||
|
|
|
||||||
|
|
@ -1,107 +1,107 @@
|
||||||
|
|
||||||
[ammo-category-name]
|
[ammo-category-name]
|
||||||
Bio_Cannon_Ammo=Bio cannon ammo
|
Bio_Cannon_Ammo=Bio cannon ammo
|
||||||
Bio_Turret_Ammo=Bio turret ammo
|
Bio_Turret_Ammo=Bio turret ammo
|
||||||
|
|
||||||
[bi-misc]
|
[bi-misc]
|
||||||
growing-tree=Растущее дерево
|
growing-tree=Растущее дерево
|
||||||
growing-tree-desc=Если подождать, из этого саженца вырастет большое дерево
|
growing-tree-desc=Если подождать, из этого саженца вырастет большое дерево
|
||||||
young-tree=Молодое дерево
|
young-tree=Молодое дерево
|
||||||
young-tree-desc=Это дерево ещё молодое, из него выйдет не так много древесины. Лучше подождать, пока оно полностью вырастет, прежде, чем рубить его!
|
young-tree-desc=Это дерево ещё молодое, из него выйдет не так много древесины. Лучше подождать, пока оно полностью вырастет, прежде, чем рубить его!
|
||||||
|
|
||||||
[entity-description]
|
[entity-description]
|
||||||
# Changed for 0.17.60/0.18.29!
|
# Changed for 0.17.60/0.18.29!
|
||||||
#~ bi-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
|
#~ bi-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
|
||||||
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
||||||
|
|
||||||
[item-description]
|
[item-description]
|
||||||
bi-adv-fertiliser=Улучшенное Удобрение для ещё более быстрого выращивания, либо изменения качества поверхности
|
bi-adv-fertiliser=Улучшенное Удобрение для ещё более быстрого выращивания, либо изменения качества поверхности
|
||||||
bi-arboretum=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
|
bi-arboretum=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
|
||||||
bi-arboretum-area=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
|
bi-arboretum-area=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
|
||||||
bi-ash=Даже пепел пойдёт в дело!
|
bi-ash=Даже пепел пойдёт в дело!
|
||||||
bi-stone-crusher=Завод для перемалывания камня в Измельчённый камень
|
bi-stone-crusher=Завод для перемалывания камня в Измельчённый камень
|
||||||
|
|
||||||
[item-name]
|
[item-name]
|
||||||
bi-bio-reactor=Биореактор
|
bi-bio-reactor=Биореактор
|
||||||
bi-solar-boiler=Солнечная электростанция и бойлер
|
bi-solar-boiler=Солнечная электростанция и бойлер
|
||||||
|
|
||||||
[mod-setting-description]
|
[mod-setting-description]
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=ЭКСПЕРИМЕНТАЛЬНО: настройка включена по умолчани. Если отключить, вокруг деревья получат большую область столкновений из немодифицированной игры. Такие деревья будут создавать больше препятствий для игроков, транспорта и кусак. Могут возникнуть побочные эффекты!
|
BI_Game_Tweaks_Small_Tree_Collisionbox=ЭКСПЕРИМЕНТАЛЬНО: настройка включена по умолчани. Если отключить, вокруг деревья получат большую область столкновений из немодифицированной игры. Такие деревья будут создавать больше препятствий для игроков, транспорта и кусак. Могут возникнуть побочные эффекты!
|
||||||
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
||||||
#~ BI_Hide_musk_floor_in_mapview=В режиме карты пол Илона Маска не будет отображаться в слое Электрических сетей, если эта настройка включена. Не рекомендуется изменять при загруженной игре, поскольку применение настройки к каждой клетке пола Илона Маска может занять длительное время!
|
#~ BI_Hide_musk_floor_in_mapview=В режиме карты пол Илона Маска не будет отображаться в слое Электрических сетей, если эта настройка включена. Не рекомендуется изменять при загруженной игре, поскольку применение настройки к каждой клетке пола Илона Маска может занять длительное время!
|
||||||
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!
|
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!
|
||||||
|
|
||||||
[mod-setting-name]
|
[mod-setting-name]
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=Твики игры: Маленькая область столкновений у деревьев
|
BI_Game_Tweaks_Small_Tree_Collisionbox=Твики игры: Маленькая область столкновений у деревьев
|
||||||
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
||||||
#~ BI_Hide_musk_floor_in_mapview=Скрыть пол Илона Маска в слое Электросетей
|
#~ BI_Hide_musk_floor_in_mapview=Скрыть пол Илона Маска в слое Электросетей
|
||||||
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view
|
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view
|
||||||
|
|
||||||
[recipe-description]
|
[recipe-description]
|
||||||
bi-acid=Используйте Биомассу из водорослей и Целлюлозу, чтобы производить Серную кислоту!
|
bi-acid=Используйте Биомассу из водорослей и Целлюлозу, чтобы производить Серную кислоту!
|
||||||
bi-adv-fertiliser-1=Лучше, чем обычное Удобрение
|
bi-adv-fertiliser-1=Лучше, чем обычное Удобрение
|
||||||
bi-adv-fertiliser-2=Лучше, чем обычное Удобрение
|
bi-adv-fertiliser-2=Лучше, чем обычное Удобрение
|
||||||
bi-ash-1=Сжигайте Древесину, получайте Пепел!
|
bi-ash-1=Сжигайте Древесину, получайте Пепел!
|
||||||
bi-ash-2=Сжигайте много Древесных опилков, получайте много Пепла!
|
bi-ash-2=Сжигайте много Древесных опилков, получайте много Пепла!
|
||||||
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
||||||
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
||||||
bi-basic-gas-processing=Inefficient gas extraction
|
bi-basic-gas-processing=Inefficient gas extraction
|
||||||
bi-bio-cannon=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
|
bi-bio-cannon=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
|
||||||
bi-bio-cannon-area=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
|
bi-bio-cannon-area=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
|
||||||
bi-bio-cannon-basic-ammo=Ракетный, небольшой физический урон
|
bi-bio-cannon-basic-ammo=Ракетный, небольшой физический урон
|
||||||
bi-bio-cannon-biological-ammo=Ракетный, высокий высокий биологический урон
|
bi-bio-cannon-biological-ammo=Ракетный, высокий высокий биологический урон
|
||||||
bi-bio-cannon-poison-ammo=Ракетный, средний урон ядом
|
bi-bio-cannon-poison-ammo=Ракетный, средний урон ядом
|
||||||
bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
|
bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
|
||||||
bi-bio-farm=Биоферма для производства Древесины и Древесных опилок
|
bi-bio-farm=Биоферма для производства Древесины и Древесных опилок
|
||||||
bi-biomass-1=Начните производство Биомассы из водорослей, применив Удобрение!
|
bi-biomass-1=Начните производство Биомассы из водорослей, применив Удобрение!
|
||||||
bi-biomass-2=Верните в производственный цикл часть произведённой Биомассы из водорослей, чтобы получить ещё больше её!\nПримечание: выход продукта будет меньше и дольше, чем даже в базовом рецепте, но вы сэкономите на удобрениях.
|
bi-biomass-2=Верните в производственный цикл часть произведённой Биомассы из водорослей, чтобы получить ещё больше её!\nПримечание: выход продукта будет меньше и дольше, чем даже в базовом рецепте, но вы сэкономите на удобрениях.
|
||||||
bi-biomass-3=Верните в производственный цикл часть произведённой Биомассы из водорослей и добавьте Пепел, чтобы получить ещё больше её!\nПримечание: выход продукта будет существенно больше и быстрее, чем по другим рецептам.
|
bi-biomass-3=Верните в производственный цикл часть произведённой Биомассы из водорослей и добавьте Пепел, чтобы получить ещё больше её!\nПримечание: выход продукта будет существенно больше и быстрее, чем по другим рецептам.
|
||||||
bi-charcoal-1=Сжигайте Древесные опилки чтобы получать Древесный уголь
|
bi-charcoal-1=Сжигайте Древесные опилки чтобы получать Древесный уголь
|
||||||
bi-charcoal-2=Сжигайте Древесину чтобы получать Древесный уголь
|
bi-charcoal-2=Сжигайте Древесину чтобы получать Древесный уголь
|
||||||
bi-coal-1=Переработайте Древесный уголь на Уголь
|
bi-coal-1=Переработайте Древесный уголь на Уголь
|
||||||
bi-coal-2=Продвинутая обработка Древесного угля позволяет получать больше Угля!
|
bi-coal-2=Продвинутая обработка Древесного угля позволяет получать больше Угля!
|
||||||
bi-coke-coal=Переработайте Уголь в Коксовый уголь
|
bi-coke-coal=Переработайте Уголь в Коксовый уголь
|
||||||
bi-crushed-stone-1=Получайте Измельченный камень путём измельчения камня в Измельчителе камня :-)
|
bi-crushed-stone-1=Получайте Измельченный камень путём измельчения камня в Измельчителе камня :-)
|
||||||
bi-crushed-stone-2=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона!
|
bi-crushed-stone-2=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона!
|
||||||
bi-crushed-stone-3=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона "Опасность"!
|
bi-crushed-stone-3=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона "Опасность"!
|
||||||
bi-crushed-stone-4=Вы получите в два раза больше Измельчённого камня из Железобетона, чем из Бетона, но и займёт это в два раза дольше!
|
bi-crushed-stone-4=Вы получите в два раза больше Измельчённого камня из Железобетона, чем из Бетона, но и займёт это в два раза дольше!
|
||||||
bi-crushed-stone-5=Вы получите в два раза больше Измельчённого камня из Железобетона "Опасность", чем из Бетона "Опасность", но и займёт это в два раза дольше!
|
bi-crushed-stone-5=Вы получите в два раза больше Измельчённого камня из Железобетона "Опасность", чем из Бетона "Опасность", но и займёт это в два раза дольше!
|
||||||
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
||||||
bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
||||||
bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
||||||
bi-dart-magazine-standard=Магазин с дротиками
|
bi-dart-magazine-standard=Магазин с дротиками
|
||||||
bi-logs-1=Выращивайте лес по-старинке, поливая Саженцы!
|
bi-logs-1=Выращивайте лес по-старинке, поливая Саженцы!
|
||||||
bi-logs-2=Улучшите производство древесины, используя Пепел как дешёвое удобрение!
|
bi-logs-2=Улучшите производство древесины, используя Пепел как дешёвое удобрение!
|
||||||
bi-logs-3=Выращивайте ещё больше леса, используя полноценное Удобрение вместо Пепла!
|
bi-logs-3=Выращивайте ещё больше леса, используя полноценное Удобрение вместо Пепла!
|
||||||
bi-logs-4=Применение Продвинутого удобрения даст вам бешеное количество Древесины и Древесных опилок!
|
bi-logs-4=Применение Продвинутого удобрения даст вам бешеное количество Древесины и Древесных опилок!
|
||||||
bi-pellet-coke=Переработайте Твёрдое топливо в Коксовый уголь
|
bi-pellet-coke=Переработайте Твёрдое топливо в Коксовый уголь
|
||||||
bi-production-science-pack=Используйте большое количество Деревянных рельсов для производства Производственных исследовательских пакетов!
|
bi-production-science-pack=Используйте большое количество Деревянных рельсов для производства Производственных исследовательских пакетов!
|
||||||
bi-rail-power=Рельс, который может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
bi-rail-power=Рельс, который может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
||||||
bi-rail-wood=Дешёвые рельсы, сделанные с применением дерева
|
bi-rail-wood=Дешёвые рельсы, сделанные с применением дерева
|
||||||
bi-rail-wood-to-concrete=Улучшить Деревянные рельсы до обычных Рельсов
|
bi-rail-wood-to-concrete=Улучшить Деревянные рельсы до обычных Рельсов
|
||||||
bi-resin-pulp=Переработайте Древесные опилки на Смолу
|
bi-resin-pulp=Переработайте Древесные опилки на Смолу
|
||||||
bi-resin-wood=Переработайте Древесину на Смолу
|
bi-resin-wood=Переработайте Древесину на Смолу
|
||||||
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
||||||
bi-solar-boiler-panel=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
bi-solar-boiler-panel=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
||||||
bi-solid-fuel=Переработка Деревянных топливных брикетов в Твёрдое топливо - отличный способ избавиться от избытка Древесных опилков!
|
bi-solid-fuel=Переработка Деревянных топливных брикетов в Твёрдое топливо - отличный способ избавиться от избытка Древесных опилков!
|
||||||
bi-stone-crusher=Устройство для дробления Камня в Измельчённый камень
|
bi-stone-crusher=Устройство для дробления Камня в Измельчённый камень
|
||||||
bi-sulfur=Био-сера
|
bi-sulfur=Био-сера
|
||||||
bi-wood-from-pulp=Получите обратно Древесину, прессуя Древесные опилки со Смолой
|
bi-wood-from-pulp=Получите обратно Древесину, прессуя Древесные опилки со Смолой
|
||||||
bi-wood-fuel-brick=Прессуйте Древесные опилки для удобства в обращении!
|
bi-wood-fuel-brick=Прессуйте Древесные опилки для удобства в обращении!
|
||||||
bi-wooden-pole-huge=Огромный деревянный столб, позволяющий прокидывать Медный кабель или Сигнальный провод на протяжённые расстояния (64 клетки)
|
bi-wooden-pole-huge=Огромный деревянный столб, позволяющий прокидывать Медный кабель или Сигнальный провод на протяжённые расстояния (64 клетки)
|
||||||
bi-woodpulp=Переработать Древесину в Древесные опилки
|
bi-woodpulp=Переработать Древесину в Древесные опилки
|
||||||
|
|
||||||
[recipe-name]
|
[recipe-name]
|
||||||
bi-bio-cannon=Прототип артиллерии
|
bi-bio-cannon=Прототип артиллерии
|
||||||
bi-bio-cannon-area=Прототип артиллерии
|
bi-bio-cannon-area=Прототип артиллерии
|
||||||
bi-bio-cannon-basic-ammo=Прототип артиллерии (ракетный боеприпас)
|
bi-bio-cannon-basic-ammo=Прототип артиллерии (ракетный боеприпас)
|
||||||
bi-bio-cannon-biological-ammo=Прототип артиллерии (биологический боеприпас)
|
bi-bio-cannon-biological-ammo=Прототип артиллерии (биологический боеприпас)
|
||||||
bi-bio-cannon-poison-ammo=Прототип артиллерии (ядовитый боеприпас)
|
bi-bio-cannon-poison-ammo=Прототип артиллерии (ядовитый боеприпас)
|
||||||
bi-bio-cannon-proto-ammo=Прототип артиллерии (базовый боеприпас)
|
bi-bio-cannon-proto-ammo=Прототип артиллерии (базовый боеприпас)
|
||||||
bi-crushed-stone-4=Измельчённый камень из Железобетона
|
bi-crushed-stone-4=Измельчённый камень из Железобетона
|
||||||
bi-crushed-stone-5=Измельчённый камень из Железобетона "Опасность"
|
bi-crushed-stone-5=Измельчённый камень из Железобетона "Опасность"
|
||||||
bi-production-science-pack=Производственный научный пакет
|
bi-production-science-pack=Производственный научный пакет
|
||||||
bi-wood-from-pulp=Дерево из Древесных опилок
|
bi-wood-from-pulp=Дерево из Древесных опилок
|
||||||
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
||||||
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
||||||
bi-basic-gas-processing=Basic gas processing
|
bi-basic-gas-processing=Basic gas processing
|
||||||
|
|
|
||||||
|
|
@ -1,104 +1,104 @@
|
||||||
[entity-description]
|
[entity-description]
|
||||||
## 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. (-35 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.
|
||||||
|
|
||||||
bi-bio-reactor=Использует продвинутые биореакции
|
bi-bio-reactor=Использует продвинутые биореакции
|
||||||
bi-cokery=Переработка дерева в уголь или другие виды топлива
|
bi-cokery=Переработка дерева в уголь или другие виды топлива
|
||||||
bi-stone-crusher=Машина которая измельчает камни
|
bi-stone-crusher=Машина которая измельчает камни
|
||||||
|
|
||||||
|
|
||||||
## Power
|
## Power
|
||||||
bi-bio-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
|
bi-bio-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
|
||||||
bi-bio-boiler=Высокоэффективный бойлер
|
bi-bio-boiler=Высокоэффективный бойлер
|
||||||
bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
|
bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
|
||||||
bi-large-substation=Гигантская подстанция
|
bi-large-substation=Гигантская подстанция
|
||||||
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
||||||
bi-solar-mat=Солнечная панель/пол которая может быть использована как дорожное покрытие, генерирует 10kW электричества и позволяет быстро перемещаться (Спасибо Илону Маску!)
|
bi-solar-mat=Солнечная панель/пол которая может быть использована как дорожное покрытие, генерирует 10kW электричества и позволяет быстро перемещаться (Спасибо Илону Маску!)
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
bi-bio-cannon=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
||||||
bi-dart-turret=These turrets are immediately available and protect you from enemy attacks at a minimal cost. Of course, the darts inflict less damage than bullets, but __ENTITY__bi-dart-turret__s have a higher range and can fire at a higher speed than normal __ENTITY__gun-turret__s.
|
bi-dart-turret=These turrets are immediately available and protect you from enemy attacks at a minimal cost. Of course, the darts inflict less damage than bullets, but __ENTITY__bi-dart-turret__s have a higher range and can fire at a higher speed than normal __ENTITY__gun-turret__s.
|
||||||
|
|
||||||
|
|
||||||
## Rail stuff
|
## Rail stuff
|
||||||
bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
|
bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
|
||||||
bi-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
bi-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
||||||
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
||||||
bi-rail-wood=Деревянные прямые рельсы
|
bi-rail-wood=Деревянные прямые рельсы
|
||||||
rail-remnants-wood-bridge=Remnants of a wooden bridge
|
rail-remnants-wood-bridge=Remnants of a wooden bridge
|
||||||
rail-remnants-wood=Remnants of wooden rails
|
rail-remnants-wood=Remnants of wooden rails
|
||||||
|
|
||||||
|
|
||||||
## Miscallenous wooden products
|
## Miscallenous wooden products
|
||||||
bi-wood-pipe-to-ground=Подземная деревянная труба
|
bi-wood-pipe-to-ground=Подземная деревянная труба
|
||||||
bi-wood-pipe=Деревянная труба
|
bi-wood-pipe=Деревянная труба
|
||||||
bi-wooden-chest-giga=Самый большой деревянный ящик
|
bi-wooden-chest-giga=Самый большой деревянный ящик
|
||||||
bi-wooden-chest-huge=Больше среднего деревянный ящик
|
bi-wooden-chest-huge=Больше среднего деревянный ящик
|
||||||
bi-wooden-chest-large=Обычный средний деревянный ящик
|
bi-wooden-chest-large=Обычный средний деревянный ящик
|
||||||
bi-wooden-fence=Защитная стена сделанная из дерева
|
bi-wooden-fence=Защитная стена сделанная из дерева
|
||||||
bi-wooden-pole-big=Большой деревянный столб ЛЭП. Будет автоматически восстанавливать здоровье, если вы играете с NE Enemies
|
bi-wooden-pole-big=Большой деревянный столб ЛЭП. Будет автоматически восстанавливать здоровье, если вы играете с NE Enemies
|
||||||
bi-wooden-pole-bigger=__ENTITY__bi-wooden-pole-bigger__s will be automatically healed if you use "Natural Evolution Enemies".
|
bi-wooden-pole-bigger=__ENTITY__bi-wooden-pole-bigger__s will be automatically healed if you use "Natural Evolution Enemies".
|
||||||
bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64
|
bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
bi-stone-crusher-sand=These machines produce __ITEM__stone-crushed__ from __ITEM__stone__ and __ITEM__concrete__ in all forms. They can also refine __ITEM__stone-crushed__ to __ITEM__sand__.
|
bi-stone-crusher-sand=These machines produce __ITEM__stone-crushed__ from __ITEM__stone__ and __ITEM__concrete__ in all forms. They can also refine __ITEM__stone-crushed__ to __ITEM__sand__.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
# Changed for 0.17.60/0.18.29!
|
# Changed for 0.17.60/0.18.29!
|
||||||
#~ bi-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
|
#~ bi-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
|
||||||
|
|
||||||
#~ bi-arboretum-area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
#~ bi-arboretum-area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
||||||
#~ bi-arboretum-hidden-radar=Радар терраформера
|
#~ bi-arboretum-hidden-radar=Радар терраформера
|
||||||
#~ bi-bio-cannon-area=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
#~ bi-bio-cannon-area=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
||||||
#~ bi-bio-farm-hidden-pole=Кабели биофермы (Скрыто)
|
#~ bi-bio-farm-hidden-pole=Кабели биофермы (Скрыто)
|
||||||
#~ bi-bio-farm-light=Гарячие лампы биофермы, так что деревья могут расти ночью (Скрыто)
|
#~ bi-bio-farm-light=Гарячие лампы биофермы, так что деревья могут расти ночью (Скрыто)
|
||||||
#~ bi-bio-farm-hidden-panel=Солнеяная энергия биофермы (Скрыто)
|
#~ bi-bio-farm-hidden-panel=Солнеяная энергия биофермы (Скрыто)
|
||||||
#~ New string in 0.17.60/0.18.29!
|
#~ New string in 0.17.60/0.18.29!
|
||||||
#~ bi-bio-farm=Bio farms are where saplings grow into trees that are processed to raw wood and wood pulp. An integrated solar panel provides some of the energy during the day.
|
#~ bi-bio-farm=Bio farms are where saplings grow into trees that are processed to raw wood and wood pulp. An integrated solar panel provides some of the energy during the day.
|
||||||
#~ bi-bio-garden-light=Сад также ведет себя как лампа ночью. (Скрыто)
|
#~ bi-bio-garden-light=Сад также ведет себя как лампа ночью. (Скрыто)
|
||||||
#~ New string in 0.17.60/0.18.29!
|
#~ New string in 0.17.60/0.18.29!
|
||||||
#~ bi-bio-garden=The bio garden scrubs air, removing pollution. (One bio garden can absorb 45 pollution units per second – as much as 1500 trees!)
|
#~ bi-bio-garden=The bio garden scrubs air, removing pollution. (One bio garden can absorb 45 pollution units per second – as much as 1500 trees!)
|
||||||
#~ New string in 0.17.60/0.18.29!
|
#~ New string in 0.17.60/0.18.29!
|
||||||
#~ bi-bio-reactor=Bio-reactors are used to produce and process biomass.
|
#~ bi-bio-reactor=Bio-reactors are used to produce and process biomass.
|
||||||
#~ New string in 0.17.60/0.18.29!
|
#~ New string in 0.17.60/0.18.29!
|
||||||
#~ bi-bio-solar-farm=Bio solar farm save space by condensing your solar panels into a compact unit. They create a lot of power!\Using Bio solar farms instead of the original solar panels will also improve performance because less entities require less updates per second (UPS).
|
#~ bi-bio-solar-farm=Bio solar farm save space by condensing your solar panels into a compact unit. They create a lot of power!\Using Bio solar farms instead of the original solar panels will also improve performance because less entities require less updates per second (UPS).
|
||||||
#~ New string in 0.17.60/0.18.29!
|
#~ New string in 0.17.60/0.18.29!
|
||||||
#~ bi-cokery=Wood and wood pulp are processed to charcoal and other fuels in the cokery.
|
#~ bi-cokery=Wood and wood pulp are processed to charcoal and other fuels in the cokery.
|
||||||
#~ These strings are obsolete!
|
#~ These strings are obsolete!
|
||||||
#~ bi-curved-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
#~ bi-curved-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
||||||
#~ bi-curved-rail-wood-bridge=Деревянные изогнутые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
#~ bi-curved-rail-wood-bridge=Деревянные изогнутые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
||||||
#~ bi-curved-rail-wood=Деревянные изогнутые рельсы
|
#~ bi-curved-rail-wood=Деревянные изогнутые рельсы
|
||||||
|
|
||||||
#~ These are items, not entities!
|
#~ These are items, not entities!
|
||||||
#~ bi-dart-magazine-basic=Базовые дротиковые снаряды
|
#~ bi-dart-magazine-basic=Базовые дротиковые снаряды
|
||||||
#~ bi-dart-magazine-enhanced=Продвинутые дротиковые снаряды
|
#~ bi-dart-magazine-enhanced=Продвинутые дротиковые снаряды
|
||||||
#~ bi-dart-magazine-poison=Ядовитые дротиковые снаряды
|
#~ bi-dart-magazine-poison=Ядовитые дротиковые снаряды
|
||||||
#~ bi-dart-magazine-standard=Стандартные дротиковые снаряды
|
#~ bi-dart-magazine-standard=Стандартные дротиковые снаряды
|
||||||
|
|
||||||
#~ These strings seem to be obsolete!
|
#~ These strings seem to be obsolete!
|
||||||
#~ bi-ground-steam=Природные залежи пара
|
#~ bi-ground-steam=Природные залежи пара
|
||||||
#~ bi-ground-sulfuric-acid=Природные залежи серной кислоты
|
#~ bi-ground-sulfuric-acid=Природные залежи серной кислоты
|
||||||
#~ bi-ground-water=Глубинная вода
|
#~ bi-ground-water=Глубинная вода
|
||||||
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
|
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
|
||||||
#~ bi-musk-mat-hidden-panel=Энергия от пола Илона Маска
|
#~ bi-musk-mat-hidden-panel=Энергия от пола Илона Маска
|
||||||
#~ New string in 0.17.60/0.18.29!
|
#~ New string in 0.17.60/0.18.29!
|
||||||
#~ bi-power-to-rail-pole=Connect your power rail to the power grid!\nATTENTION: When you place a connector in reach of two powered rails that are running parallel or crossing each other, you will connect these networks!
|
#~ bi-power-to-rail-pole=Connect your power rail to the power grid!\nATTENTION: When you place a connector in reach of two powered rails that are running parallel or crossing each other, you will connect these networks!
|
||||||
#~ bi-solar-boiler-2=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
#~ bi-solar-boiler-2=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
||||||
#~ bi-solar-boiler-hidden-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
#~ bi-solar-boiler-hidden-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
||||||
#~ New string in 0.17.60/0.18.29!
|
#~ New string in 0.17.60/0.18.29!
|
||||||
#~ bi-stone-crusher=These machines crush stone and concrete. If necessary, you can also use them to make sand from crushed stone.
|
#~ bi-stone-crusher=These machines crush stone and concrete. If necessary, you can also use them to make sand from crushed stone.
|
||||||
#~ bi-straight-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
#~ bi-straight-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
||||||
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
||||||
#~ bi-straight-rail-wood=Деревянные прямые рельсы
|
#~ bi-straight-rail-wood=Деревянные прямые рельсы
|
||||||
#~ New string in 0.17.60/0.18.29!
|
#~ New string in 0.17.60/0.18.29!
|
||||||
#~ bi-wooden-fence=Though not very strong, wooden fences help you right from the start to keep enemies out of your factory.
|
#~ bi-wooden-fence=Though not very strong, wooden fences help you right from the start to keep enemies out of your factory.
|
||||||
#~ seedling-2=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-2=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-3=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-3=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.
|
||||||
|
|
|
||||||
|
|
@ -1,78 +1,78 @@
|
||||||
[entity-name]
|
[entity-name]
|
||||||
## Production
|
## Production
|
||||||
bi-arboretum=Терраформер
|
bi-arboretum=Терраформер
|
||||||
bi-bio-farm=Биоферма
|
bi-bio-farm=Биоферма
|
||||||
bi-bio-garden=Биосад
|
bi-bio-garden=Биосад
|
||||||
bi-bio-greenhouse=Теплица
|
bi-bio-greenhouse=Теплица
|
||||||
seedling=Саженец
|
seedling=Саженец
|
||||||
|
|
||||||
bi-bio-reactor=Биореактор
|
bi-bio-reactor=Биореактор
|
||||||
bi-cokery=Коксовая печь
|
bi-cokery=Коксовая печь
|
||||||
bi-stone-crusher=Измельчитель камня
|
bi-stone-crusher=Измельчитель камня
|
||||||
|
|
||||||
|
|
||||||
## Power
|
## Power
|
||||||
bi-bio-accumulator=Аккумулятор огромной емкости
|
bi-bio-accumulator=Аккумулятор огромной емкости
|
||||||
bi-bio-boiler=Биобойлер
|
bi-bio-boiler=Биобойлер
|
||||||
bi-bio-solar-farm=Био Солнечная ферма
|
bi-bio-solar-farm=Био Солнечная ферма
|
||||||
bi-large-substation=Гигантская подстанция
|
bi-large-substation=Гигантская подстанция
|
||||||
bi-solar-boiler=Солнечная электростанция и бойлер - Бойлер
|
bi-solar-boiler=Солнечная электростанция и бойлер - Бойлер
|
||||||
bi-solar-mat=Пол Илона Маска
|
bi-solar-mat=Пол Илона Маска
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon=Прототип артиллерии
|
bi-bio-cannon=Прототип артиллерии
|
||||||
bi-dart-turret=Дротиковая турель
|
bi-dart-turret=Дротиковая турель
|
||||||
|
|
||||||
|
|
||||||
## Rail stuff
|
## Rail stuff
|
||||||
bi-power-to-rail-pole=Коннектор "Электро-рельсы"
|
bi-power-to-rail-pole=Коннектор "Электро-рельсы"
|
||||||
bi-rail-power=Электрические рельсы
|
bi-rail-power=Электрические рельсы
|
||||||
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов
|
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов
|
||||||
bi-rail-wood=Деревянные прямые рельсы
|
bi-rail-wood=Деревянные прямые рельсы
|
||||||
rail-remnants-wood-bridge=Remnants of a wooden rail bridge
|
rail-remnants-wood-bridge=Remnants of a wooden rail bridge
|
||||||
rail-remnants-wood=Remnants of wooden rails
|
rail-remnants-wood=Remnants of wooden rails
|
||||||
|
|
||||||
|
|
||||||
## Miscallenous wooden products
|
## Miscallenous wooden products
|
||||||
bi-wood-pipe-to-ground=Подземная деревянная труба
|
bi-wood-pipe-to-ground=Подземная деревянная труба
|
||||||
bi-wood-pipe=Деревянная труба
|
bi-wood-pipe=Деревянная труба
|
||||||
bi-wooden-chest-giga=Огромный деревянный ящик
|
bi-wooden-chest-giga=Огромный деревянный ящик
|
||||||
bi-wooden-chest-huge=Большой деревянный ящик
|
bi-wooden-chest-huge=Большой деревянный ящик
|
||||||
bi-wooden-chest-large=Средний деревянный ящик
|
bi-wooden-chest-large=Средний деревянный ящик
|
||||||
bi-wooden-fence=Деревянный забор
|
bi-wooden-fence=Деревянный забор
|
||||||
bi-wooden-pole-big=Большой деревянный столб
|
bi-wooden-pole-big=Большой деревянный столб
|
||||||
bi-wooden-pole-bigger=Bigger wooden pole
|
bi-wooden-pole-bigger=Bigger wooden pole
|
||||||
bi-wooden-pole-huge=Гигантский электрический столб
|
bi-wooden-pole-huge=Гигантский электрический столб
|
||||||
wooden-chest=Деревянный ящик
|
wooden-chest=Деревянный ящик
|
||||||
|
|
||||||
|
|
||||||
#~ bi-arboretum-area=Терраформер
|
#~ bi-arboretum-area=Терраформер
|
||||||
#~ bi-arboretum-hidden-radar=Радар терраформер
|
#~ bi-arboretum-hidden-radar=Радар терраформер
|
||||||
#~ bi-bio-cannon-area=Прототип артиллерии
|
#~ bi-bio-cannon-area=Прототип артиллерии
|
||||||
#~ bi-bio-farm-hidden-pole=Кабели биофермы
|
#~ bi-bio-farm-hidden-pole=Кабели биофермы
|
||||||
#~ bi-bio-farm-light=Горячие лампы биофермы
|
#~ bi-bio-farm-light=Горячие лампы биофермы
|
||||||
#~ bi-bio-farm-hidden-panel=Солнечная энергия биофермы
|
#~ bi-bio-farm-hidden-panel=Солнечная энергия биофермы
|
||||||
#~ bi-bio-garden-light=Свет биосада
|
#~ bi-bio-garden-light=Свет биосада
|
||||||
#~ bi-curved-rail-power=Электрические рельсы
|
#~ bi-curved-rail-power=Электрические рельсы
|
||||||
#~ bi-curved-rail-wood-bridge=Деревянные изогнутые рельсы для мостов
|
#~ bi-curved-rail-wood-bridge=Деревянные изогнутые рельсы для мостов
|
||||||
#~ bi-curved-rail-wood=Деревянные изогнутые рельсы
|
#~ bi-curved-rail-wood=Деревянные изогнутые рельсы
|
||||||
#~ bi-dart-magazine-basic=Базовый дротиковый снаряд
|
#~ bi-dart-magazine-basic=Базовый дротиковый снаряд
|
||||||
#~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
#~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
||||||
#~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
#~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
||||||
#~ bi-dart-magazine-standard=Магазин с дротиками
|
#~ bi-dart-magazine-standard=Магазин с дротиками
|
||||||
#~ These strings seem to be obsolete!
|
#~ These strings seem to be obsolete!
|
||||||
#~ bi-ground-steam=Природный пар
|
#~ bi-ground-steam=Природный пар
|
||||||
#~ bi-ground-sulfuric-acid=Природная серная кислота
|
#~ bi-ground-sulfuric-acid=Природная серная кислота
|
||||||
#~ bi-ground-water=Вода
|
#~ bi-ground-water=Вода
|
||||||
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
|
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
|
||||||
#~ bi-musk-mat-hidden-panel=Пол Илона Маска
|
#~ bi-musk-mat-hidden-panel=Пол Илона Маска
|
||||||
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер - Панель
|
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер - Панель
|
||||||
#~ bi-straight-rail-power=Электрические рельсы
|
#~ bi-straight-rail-power=Электрические рельсы
|
||||||
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
|
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
|
||||||
#~ bi-straight-rail-wood=Деревянные прямые рельсы
|
#~ bi-straight-rail-wood=Деревянные прямые рельсы
|
||||||
#~ bi-rail-power=Электрические рельсы
|
#~ bi-rail-power=Электрические рельсы
|
||||||
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
|
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
|
||||||
#~ bi-straight-rail-wood=Деревянные прямые рельсы
|
#~ bi-straight-rail-wood=Деревянные прямые рельсы
|
||||||
#~ seedling-2=Саженец
|
#~ seedling-2=Саженец
|
||||||
#~ seedling-3=Саженец
|
#~ seedling-3=Саженец
|
||||||
|
|
|
||||||
|
|
@ -1,95 +1,95 @@
|
||||||
[BI-item-description]
|
[BI-item-description]
|
||||||
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
||||||
# so we hard-code its content here.
|
# so we hard-code its content here.
|
||||||
#~ fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
#~ fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
||||||
fertilizer=Common fertilizer lets stuff grow faster and is also used to produce Algae biomass.
|
fertilizer=Common fertilizer lets stuff grow faster and is also used to produce Algae biomass.
|
||||||
|
|
||||||
|
|
||||||
[item-description]
|
[item-description]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer=Улучшенное Удобрение для ещё более быстрого выращивания, либо изменения качества поверхности
|
bi-adv-fertilizer=Улучшенное Удобрение для ещё более быстрого выращивания, либо изменения качества поверхности
|
||||||
fertilizer=Удобрения нужны для быстрого выращивания растений и изменения качества почвы на более плодородную
|
fertilizer=Удобрения нужны для быстрого выращивания растений и изменения качества почвы на более плодородную
|
||||||
|
|
||||||
bi-purified-air=Чистый воздух, загрязнение удаляется!
|
bi-purified-air=Чистый воздух, загрязнение удаляется!
|
||||||
|
|
||||||
bi-arboretum-r1=Сажает деревья или изменяет местность в радиусе вокруг строения
|
bi-arboretum-r1=Сажает деревья или изменяет местность в радиусе вокруг строения
|
||||||
bi-arboretum-r2=Изменяет местность в радиусе вокруг строения - Базовое
|
bi-arboretum-r2=Изменяет местность в радиусе вокруг строения - Базовое
|
||||||
bi-arboretum-r3=Изменяет местность в радиусе вокруг строения - Продвинутое
|
bi-arboretum-r3=Изменяет местность в радиусе вокруг строения - Продвинутое
|
||||||
bi-arboretum-r4=Изменяет местность и сажает деревья в радиусе вокруг строения - Базовое
|
bi-arboretum-r4=Изменяет местность и сажает деревья в радиусе вокруг строения - Базовое
|
||||||
bi-arboretum-r5=Изменяет местность и сажает деревья в радиусе вокруг строения - Продвинутое
|
bi-arboretum-r5=Изменяет местность и сажает деревья в радиусе вокруг строения - Продвинутое
|
||||||
|
|
||||||
bi-seed-bomb-advanced=Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
|
bi-seed-bomb-advanced=Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
|
||||||
bi-seed-bomb-basic=Засаживает деревьями большую территорию с помощью семенной бомбы!
|
bi-seed-bomb-basic=Засаживает деревьями большую территорию с помощью семенной бомбы!
|
||||||
bi-seed-bomb-standard=Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
|
bi-seed-bomb-standard=Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
|
||||||
|
|
||||||
bi-seed=Семена, чтобы выращивать из них саженцы
|
bi-seed=Семена, чтобы выращивать из них саженцы
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon-basic-ammo=Ракетная мощь, низкий физический урон
|
bi-bio-cannon-basic-ammo=Ракетная мощь, низкий физический урон
|
||||||
bi-bio-cannon-biological-ammo=Ракетная мощь, высокий биологический урон
|
bi-bio-cannon-biological-ammo=Ракетная мощь, высокий биологический урон
|
||||||
bi-bio-cannon-poison-ammo=Ракетная мощь, средний урон ядом
|
bi-bio-cannon-poison-ammo=Ракетная мощь, средний урон ядом
|
||||||
bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
|
bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
|
||||||
|
|
||||||
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
||||||
bi-dart-magazine-enhanced=Продвинутый дротиковый снаряд
|
bi-dart-magazine-enhanced=Продвинутый дротиковый снаряд
|
||||||
bi-dart-magazine-poison=Малый урон ядом
|
bi-dart-magazine-poison=Малый урон ядом
|
||||||
bi-dart-magazine-standard=Стандартные дротиковые снаряды
|
bi-dart-magazine-standard=Стандартные дротиковые снаряды
|
||||||
bi-dart-rifle=This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
|
bi-dart-rifle=This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash=Даже пепел пойдёт в дело!
|
bi-ash=Даже пепел пойдёт в дело!
|
||||||
bi-cellulose=__ITEM__battery__, __ITEM__plastic-bar__, Sulfuric acid — all of these can be made with __ITEM__bi-cellulose__!
|
bi-cellulose=__ITEM__battery__, __ITEM__plastic-bar__, Sulfuric acid — all of these can be made with __ITEM__bi-cellulose__!
|
||||||
bi-woodpulp=Можно сжигать или переработать в золу или уголь
|
bi-woodpulp=Можно сжигать или переработать в золу или уголь
|
||||||
coal=You will need it!
|
coal=You will need it!
|
||||||
pellet-coke=Коксовый уголь это отличное топливо для поездов.
|
pellet-coke=Коксовый уголь это отличное топливо для поездов.
|
||||||
resin=Смола
|
resin=Смола
|
||||||
solid-fuel=__ITEM__solid-fuel__ provides less energy than __ITEM__wood-bricks__, but also burns with less pollution. Additionally, it will make your vehicles drive and accelerate faster.
|
solid-fuel=__ITEM__solid-fuel__ provides less energy than __ITEM__wood-bricks__, but also burns with less pollution. Additionally, it will make your vehicles drive and accelerate faster.
|
||||||
stone-crushed=Камень измельченный в щебень
|
stone-crushed=Камень измельченный в щебень
|
||||||
wood-bricks=Хорошо обработанный источник топлива с низкими выбросами
|
wood-bricks=Хорошо обработанный источник топлива с низкими выбросами
|
||||||
wood-charcoal=Provides more energy than __ITEM__coal__ while emitting far less pollution. Unfortunately, it's not as versatilely usable, so you will still need __ITEM__coal__!
|
wood-charcoal=Provides more energy than __ITEM__coal__ while emitting far less pollution. Unfortunately, it's not as versatilely usable, so you will still need __ITEM__coal__!
|
||||||
wood=Base your energy production on this renewable resource!\nPlease note: There's a lot more you can use it for than just burning it!
|
wood=Base your energy production on this renewable resource!\nPlease note: There's a lot more you can use it for than just burning it!
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
sand=__ITEM__sand__
|
sand=__ITEM__sand__
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#~ bi-arboretum=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
|
#~ bi-arboretum=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
|
||||||
#~ bi-arboretum-area=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
|
#~ bi-arboretum-area=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
|
||||||
#~ bi-stone-crusher=Завод для перемалывания камня в Измельчённый камень
|
#~ bi-stone-crusher=Завод для перемалывания камня в Измельчённый камень
|
||||||
|
|
||||||
#~ bi-Arboretum-Area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
#~ bi-Arboretum-Area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
||||||
#~ 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-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
|
#~ bi-bio-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
|
||||||
#~ bi-bio-boiler=Высокоэффективный бойлер
|
#~ bi-bio-boiler=Высокоэффективный бойлер
|
||||||
#~ bi-bio-cannon-area=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
#~ bi-bio-cannon-area=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
||||||
#~ bi-bio-cannon=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
#~ bi-bio-cannon=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
||||||
#~ bi-bio-farm=Теплица с мощным искусственным освещением для выращивания деревьев из саженцев (сырье-древесина)
|
#~ bi-bio-farm=Теплица с мощным искусственным освещением для выращивания деревьев из саженцев (сырье-древесина)
|
||||||
#~ bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
|
#~ bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
|
||||||
#~ Obsolete?
|
#~ Obsolete?
|
||||||
#~ bi-burner-pump=Топливный насос для выкачки воды из-под земли
|
#~ bi-burner-pump=Топливный насос для выкачки воды из-под земли
|
||||||
#~ bi-ground-water=Вода
|
#~ bi-ground-water=Вода
|
||||||
#~ bi-large-substation=Гигантская подстанция
|
#~ bi-large-substation=Гигантская подстанция
|
||||||
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
|
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
|
||||||
#~ bi-musk-mat-hidden-panel=Энергия от пола Илона Маска
|
#~ bi-musk-mat-hidden-panel=Энергия от пола Илона Маска
|
||||||
#~ bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
|
#~ bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
|
||||||
#~ bi-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
#~ bi-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
||||||
#~ bi-rail-wood-bridge=Деревянные рельсы для создания мостов. Заметьте, что вы не можете по ней ходить.
|
#~ bi-rail-wood-bridge=Деревянные рельсы для создания мостов. Заметьте, что вы не можете по ней ходить.
|
||||||
#~ bi-rail-wood=Деревянные рельсы
|
#~ bi-rail-wood=Деревянные рельсы
|
||||||
#~ bi-solar-boiler-hidden-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
#~ bi-solar-boiler-hidden-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
||||||
#~ bi-solar-boiler=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
#~ bi-solar-boiler=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
||||||
#~ bi-solar-mat=Солнечная панель/пол которая может быть использована как дорожное покрытие, генерирует 10kW электричества и позволяет быстро перемещаться (Спасибо Илону Маску!)
|
#~ bi-solar-mat=Солнечная панель/пол которая может быть использована как дорожное покрытие, генерирует 10kW электричества и позволяет быстро перемещаться (Спасибо Илону Маску!)
|
||||||
#~ bi-wood-pipe-to-ground=Деревянная подземная труба
|
#~ bi-wood-pipe-to-ground=Деревянная подземная труба
|
||||||
#~ bi-wood-pipe=Труба сделанная из дерева
|
#~ bi-wood-pipe=Труба сделанная из дерева
|
||||||
#~ bi-wooden-chest-giga=Самый большой деревянный ящик
|
#~ bi-wooden-chest-giga=Самый большой деревянный ящик
|
||||||
#~ bi-wooden-chest-huge=Деревянный ящик больше среднего
|
#~ bi-wooden-chest-huge=Деревянный ящик больше среднего
|
||||||
#~ bi-wooden-chest-large=Обычный средний деревянный ящик
|
#~ bi-wooden-chest-large=Обычный средний деревянный ящик
|
||||||
#~ bi-wooden-fence=Защитная стена сделанная из дерева
|
#~ bi-wooden-fence=Защитная стена сделанная из дерева
|
||||||
#~ bi-wooden-pole-big=Большой деревянный столб ЛЭП
|
#~ bi-wooden-pole-big=Большой деревянный столб ЛЭП
|
||||||
#~ bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64
|
#~ bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64
|
||||||
#~ seedling=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала её нужно удобрить, 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 её нужно удобрить, чтобы увеличить шанс роста.
|
||||||
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
||||||
#~ water-saline=Солёная вода
|
#~ water-saline=Солёная вода
|
||||||
|
|
|
||||||
|
|
@ -1,104 +1,104 @@
|
||||||
[BI-item-name]
|
[BI-item-name]
|
||||||
fertilizer=Common fertilizer
|
fertilizer=Common fertilizer
|
||||||
|
|
||||||
[item-name]
|
[item-name]
|
||||||
## Production
|
## Production
|
||||||
|
|
||||||
bi-adv-fertilizer=Продвинутое удобрение
|
bi-adv-fertilizer=Продвинутое удобрение
|
||||||
fertilizer=Удобрение
|
fertilizer=Удобрение
|
||||||
|
|
||||||
bi-purified-air=Очиститель воздуха
|
bi-purified-air=Очиститель воздуха
|
||||||
|
|
||||||
bi-arboretum-r1=Посаженные деревья
|
bi-arboretum-r1=Посаженные деревья
|
||||||
bi-arboretum-r2=Изменение территории - Базовое
|
bi-arboretum-r2=Изменение территории - Базовое
|
||||||
bi-arboretum-r3=Изменение территории - Продвинутое
|
bi-arboretum-r3=Изменение территории - Продвинутое
|
||||||
bi-arboretum-r4=Изменение территории и посаженых деревьев - Базовое
|
bi-arboretum-r4=Изменение территории и посаженых деревьев - Базовое
|
||||||
bi-arboretum-r5=Изменение территории и посаженых деревьев - Продвинутое
|
bi-arboretum-r5=Изменение территории и посаженых деревьев - Продвинутое
|
||||||
|
|
||||||
bi-seed-bomb-advanced=Продвинутая семенная бомба
|
bi-seed-bomb-advanced=Продвинутая семенная бомба
|
||||||
bi-seed-bomb-basic=Базовая семенная бомба
|
bi-seed-bomb-basic=Базовая семенная бомба
|
||||||
bi-seed-bomb-standard=Стандартная семенная бомба
|
bi-seed-bomb-standard=Стандартная семенная бомба
|
||||||
bi-seed=Семена
|
bi-seed=Семена
|
||||||
|
|
||||||
|
|
||||||
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
||||||
bi-biomass=Biomasse
|
bi-biomass=Biomasse
|
||||||
liquid-air=Flüssigluft
|
liquid-air=Flüssigluft
|
||||||
nitrogen=Nitrogen
|
nitrogen=Nitrogen
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon-basic-ammo=Прототип артиллерии - ракетный боеприпас
|
bi-bio-cannon-basic-ammo=Прототип артиллерии - ракетный боеприпас
|
||||||
bi-bio-cannon-biological-ammo=Прототип артиллерии - биологический боеприпас
|
bi-bio-cannon-biological-ammo=Прототип артиллерии - биологический боеприпас
|
||||||
bi-bio-cannon-poison-ammo=Прототип артиллерии - ядовитый боеприпас
|
bi-bio-cannon-poison-ammo=Прототип артиллерии - ядовитый боеприпас
|
||||||
bi-bio-cannon-proto-ammo=Прототип артиллерии - базовый боеприпас
|
bi-bio-cannon-proto-ammo=Прототип артиллерии - базовый боеприпас
|
||||||
|
|
||||||
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
||||||
bi-dart-magazine-enhanced=Продвинутый дротиковый снаряд
|
bi-dart-magazine-enhanced=Продвинутый дротиковый снаряд
|
||||||
bi-dart-magazine-poison=Ядовитые дротиковые снаряды
|
bi-dart-magazine-poison=Ядовитые дротиковые снаряды
|
||||||
bi-dart-magazine-standard=Стандартные дротиковые боеприпасы
|
bi-dart-magazine-standard=Стандартные дротиковые боеприпасы
|
||||||
bi-dart-rifle=Дротиковая винтовка
|
bi-dart-rifle=Дротиковая винтовка
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash=Зола
|
bi-ash=Зола
|
||||||
bi-cellulose=Целлюлоза
|
bi-cellulose=Целлюлоза
|
||||||
bi-woodpulp=Древесные опилки
|
bi-woodpulp=Древесные опилки
|
||||||
pellet-coke=Коксовый уголь
|
pellet-coke=Коксовый уголь
|
||||||
resin=Смола
|
resin=Смола
|
||||||
--stone-crushed=Измельчитель камня
|
--stone-crushed=Измельчитель камня
|
||||||
stone-crushed=Щебень
|
stone-crushed=Щебень
|
||||||
wood-bricks=Деревянные топливные брикеты
|
wood-bricks=Деревянные топливные брикеты
|
||||||
wood-charcoal=Древесный уголь
|
wood-charcoal=Древесный уголь
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
sand=Sand
|
sand=Sand
|
||||||
slag=Slag
|
slag=Slag
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
gravel=Гравий
|
gravel=Гравий
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#~ bi-bio-reactor=Биореактор
|
#~ bi-bio-reactor=Биореактор
|
||||||
#~ bi-solar-boiler=Солнечная электростанция и бойлер
|
#~ bi-solar-boiler=Солнечная электростанция и бойлер
|
||||||
|
|
||||||
#~ bi-arboretum-area=Терраформер
|
#~ bi-arboretum-area=Терраформер
|
||||||
#~ bi-arboretum=Терраформер
|
#~ bi-arboretum=Терраформер
|
||||||
#~ bi-bio-accumulator=Аккумулятор огромной емкости
|
#~ bi-bio-accumulator=Аккумулятор огромной емкости
|
||||||
#~ bi-bio-boiler=Биобойлер
|
#~ bi-bio-boiler=Биобойлер
|
||||||
#~ bi-bio-cannon=Прототип артиллерии
|
#~ bi-bio-cannon=Прототип артиллерии
|
||||||
#~ bi-bio-farm=Биоферма
|
#~ bi-bio-farm=Биоферма
|
||||||
#~ bi-bio-solar-farm=Био Солнечная ферма
|
#~ bi-bio-solar-farm=Био Солнечная ферма
|
||||||
#~ bi-biolab=Биолаборатория
|
#~ bi-biolab=Биолаборатория
|
||||||
#~ bi-burner-pump=Топливная качалка
|
#~ bi-burner-pump=Топливная качалка
|
||||||
#~ bi-cokery=Коксовая печь
|
#~ bi-cokery=Коксовая печь
|
||||||
#~ bi-dart-turret=Дротиковая турель
|
#~ bi-dart-turret=Дротиковая турель
|
||||||
#~ bi-ground-water=Вода
|
#~ bi-ground-water=Вода
|
||||||
#~ bi-large-substation=Гигантская подстанция
|
#~ bi-large-substation=Гигантская подстанция
|
||||||
#~ Obsolete?
|
#~ Obsolete?
|
||||||
#~ bi-medicine=Медицина
|
#~ bi-medicine=Медицина
|
||||||
#~ Do we need localizations for hidden entities?
|
#~ Do we need localizations for hidden entities?
|
||||||
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
|
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
|
||||||
#~ bi-musk-mat-hidden-panel=Пол Илона Маска
|
#~ bi-musk-mat-hidden-panel=Пол Илона Маска
|
||||||
#~ Obsolete
|
#~ Obsolete
|
||||||
#~ bi-nutrients=Питательный раствор
|
#~ bi-nutrients=Питательный раствор
|
||||||
#~ bi-power-to-rail-pole=Коннектор "Электро-рельсы"
|
#~ bi-power-to-rail-pole=Коннектор "Электро-рельсы"
|
||||||
#~ bi-rail-power=Электрические рельсы
|
#~ bi-rail-power=Электрические рельсы
|
||||||
#~ bi-rail-wood-bridge=Деревянные рельсы для мостов
|
#~ bi-rail-wood-bridge=Деревянные рельсы для мостов
|
||||||
#~ bi-rail-wood=Деревянные рельсы
|
#~ bi-rail-wood=Деревянные рельсы
|
||||||
#~ bi-solar-boiler-2=Солнечная электростанция и бойлер - бойлер
|
#~ bi-solar-boiler-2=Солнечная электростанция и бойлер - бойлер
|
||||||
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер - панель
|
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер - панель
|
||||||
#~ bi-solar-mat=Пол Илона Маска
|
#~ bi-solar-mat=Пол Илона Маска
|
||||||
#~ bi-stone-crusher=Измельченный камень
|
#~ bi-stone-crusher=Измельченный камень
|
||||||
#~ bi-wood-pipe-to-ground=Подземная деревянная труба
|
#~ bi-wood-pipe-to-ground=Подземная деревянная труба
|
||||||
#~ bi-wood-pipe=Деревянная труба
|
#~ bi-wood-pipe=Деревянная труба
|
||||||
#~ bi-wooden-chest-giga=Огромный деревянный ящик
|
#~ bi-wooden-chest-giga=Огромный деревянный ящик
|
||||||
#~ bi-wooden-chest-huge=Большой деревянный ящик
|
#~ bi-wooden-chest-huge=Большой деревянный ящик
|
||||||
#~ bi-wooden-chest-large=Средний деревянный ящик
|
#~ bi-wooden-chest-large=Средний деревянный ящик
|
||||||
#~ bi-wooden-fence=Деревянный забор
|
#~ bi-wooden-fence=Деревянный забор
|
||||||
#~ bi-wooden-pole-big=Большой деревянный столб ЛЭП. Будет автоматически восстанавливать здоровье, если вы играете с NE Enemies
|
#~ bi-wooden-pole-big=Большой деревянный столб ЛЭП. Будет автоматически восстанавливать здоровье, если вы играете с NE Enemies
|
||||||
#~ bi-wooden-pole-huge=Гигантский электрический столб
|
#~ bi-wooden-pole-huge=Гигантский электрический столб
|
||||||
|
|
||||||
#~ seedling=Сажанец
|
#~ seedling=Сажанец
|
||||||
#~ Obsolete?
|
#~ Obsolete?
|
||||||
#~ water-saline=Солёная вода
|
#~ water-saline=Солёная вода
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,49 +1,49 @@
|
||||||
[fluid-name]
|
[fluid-name]
|
||||||
bi-biomass=Биомасса из водорослей
|
bi-biomass=Биомасса из водорослей
|
||||||
bi-ground-water=Вода
|
bi-ground-water=Вода
|
||||||
liquid-air=Сжиженный воздух
|
liquid-air=Сжиженный воздух
|
||||||
nitrogen=Азот
|
nitrogen=Азот
|
||||||
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
||||||
water-saline=Солёная вода
|
water-saline=Солёная вода
|
||||||
|
|
||||||
# Added for 0.18.32/1.1.
|
# Added for 0.18.32/1.1.
|
||||||
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
||||||
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
# Added for 0.18.32/1.1.
|
# Added for 0.18.32/1.1.
|
||||||
[fluid-description]
|
[fluid-description]
|
||||||
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__ makes greenwashing easy.
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__ makes greenwashing easy.
|
||||||
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__ -- just the thing you'll need if you really want to green-wash your factory!
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__ -- just the thing you'll need if you really want to green-wash your factory!
|
||||||
|
|
||||||
[tile-name]
|
[tile-name]
|
||||||
bi-solar-mat=Солнечный пол
|
bi-solar-mat=Солнечный пол
|
||||||
bi-wood-floor=Деревянный пол
|
bi-wood-floor=Деревянный пол
|
||||||
|
|
||||||
[item-group-name]
|
[item-group-name]
|
||||||
#~ Bio_Turret_Ammo=Био-Боеприпасы
|
#~ Bio_Turret_Ammo=Био-Боеприпасы
|
||||||
bio-industries=Био-Индустрия
|
bio-industries=Био-Индустрия
|
||||||
|
|
||||||
[ammo-category-name]
|
[ammo-category-name]
|
||||||
Bio_Cannon_Ammo=Bio cannon ammo
|
Bio_Cannon_Ammo=Bio cannon ammo
|
||||||
Bio_Turret_Ammo=Bio turret ammo
|
Bio_Turret_Ammo=Bio turret ammo
|
||||||
|
|
||||||
[damage-type-name]
|
[damage-type-name]
|
||||||
Biological=Биологический
|
Biological=Биологический
|
||||||
bob-pierce=Бронебойный
|
bob-pierce=Бронебойный
|
||||||
|
|
||||||
[modifier-description]
|
[modifier-description]
|
||||||
Bio_Cannon_Ammo-damage-bonus=Бонус урона боеприпаса прототипа артиллерии: +__1__
|
Bio_Cannon_Ammo-damage-bonus=Бонус урона боеприпаса прототипа артиллерии: +__1__
|
||||||
Bio_Cannon_Ammo-shooting-speed-bonus=Бонус скорости стрельбы прототипа артиллерии: +__1__
|
Bio_Cannon_Ammo-shooting-speed-bonus=Бонус скорости стрельбы прототипа артиллерии: +__1__
|
||||||
Bio_Turret_Ammo-damage-bonus=Бонус урона боеприпаса дротиковой турели: +__1__
|
Bio_Turret_Ammo-damage-bonus=Бонус урона боеприпаса дротиковой турели: +__1__
|
||||||
Bio_Turret_Ammo-shooting-speed-bonus=Бонус скорости стрельбы боеприпаса дротиковой турели: +__1__
|
Bio_Turret_Ammo-shooting-speed-bonus=Бонус скорости стрельбы боеприпаса дротиковой турели: +__1__
|
||||||
bi-dart-turret-attack-bonus=Бонус урона дротиковой турели: +__1__
|
bi-dart-turret-attack-bonus=Бонус урона дротиковой турели: +__1__
|
||||||
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
|
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
|
||||||
|
|
||||||
#~ [autoplace-control-names]
|
#~ [autoplace-control-names]
|
||||||
#~ bi-ground-water=__ENTITY__bi-ground-water__
|
#~ bi-ground-water=__ENTITY__bi-ground-water__
|
||||||
|
|
||||||
[bi-misc]
|
[bi-misc]
|
||||||
growing-tree=Растущее дерево
|
growing-tree=Растущее дерево
|
||||||
growing-tree-desc=Если подождать, из этого саженца вырастет большое дерево
|
growing-tree-desc=Если подождать, из этого саженца вырастет большое дерево
|
||||||
young-tree=Молодое дерево
|
young-tree=Молодое дерево
|
||||||
young-tree-desc=Это дерево ещё молодое, из него выйдет не так много древесины. Лучше подождать, пока оно полностью вырастет, прежде, чем рубить его!
|
young-tree-desc=Это дерево ещё молодое, из него выйдет не так много древесины. Лучше подождать, пока оно полностью вырастет, прежде, чем рубить его!
|
||||||
|
|
|
||||||
|
|
@ -1,43 +1,43 @@
|
||||||
[mod-setting-name]
|
[mod-setting-name]
|
||||||
BI_Bio_Cannon=Включить: Прототип артиллерии
|
BI_Bio_Cannon=Включить: Прототип артиллерии
|
||||||
BI_Bio_Fuel=Включить: Производство биотоплива
|
BI_Bio_Fuel=Включить: Производство биотоплива
|
||||||
# Added for 0.18.32/1.1.
|
# Added for 0.18.32/1.1.
|
||||||
BI_Easy_Bio_Gardens=Enable: Easy Bio gardens
|
BI_Easy_Bio_Gardens=Enable: Easy Bio gardens
|
||||||
BI_Enable_gvv_support=Compatibility: Add support for GVV
|
BI_Enable_gvv_support=Compatibility: Add support for GVV
|
||||||
BI_Game_Tweaks_Bot=Твики игры: Дроны
|
BI_Game_Tweaks_Bot=Твики игры: Дроны
|
||||||
BI_Game_Tweaks_Disassemble=Твики игры: Разборка элементов
|
BI_Game_Tweaks_Disassemble=Твики игры: Разборка элементов
|
||||||
BI_Game_Tweaks_Emissions_Multiplier=Твики игры: Множители выбросов топлива
|
BI_Game_Tweaks_Emissions_Multiplier=Твики игры: Множители выбросов топлива
|
||||||
BI_Game_Tweaks_Player=Твики игры: Игрок
|
BI_Game_Tweaks_Player=Твики игры: Игрок
|
||||||
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
|
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
|
||||||
BI_Game_Tweaks_Recipe=Твики игры: Рецепт
|
BI_Game_Tweaks_Recipe=Твики игры: Рецепт
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=Твики игры: Маленькая область столкновений у деревьев
|
BI_Game_Tweaks_Small_Tree_Collisionbox=Твики игры: Маленькая область столкновений у деревьев
|
||||||
BI_Game_Tweaks_Stack_Size=Твики игры: Размер стака
|
BI_Game_Tweaks_Stack_Size=Твики игры: Размер стака
|
||||||
BI_Game_Tweaks_Tree=Твики игры: Добыча с деревьев
|
BI_Game_Tweaks_Tree=Твики игры: Добыча с деревьев
|
||||||
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
||||||
#~ BI_Hide_musk_floor_in_mapview=Скрыть пол Илона Маска в слое Электросетей
|
#~ BI_Hide_musk_floor_in_mapview=Скрыть пол Илона Маска в слое Электросетей
|
||||||
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view\n(Default: on)
|
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view\n(Default: on)
|
||||||
BI_Solar_Additions=Включить: Био дополнения
|
BI_Solar_Additions=Включить: Био дополнения
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
[mod-setting-description]
|
[mod-setting-description]
|
||||||
BI_Bio_Cannon=Прототип артиллерии очень мощный, но стреляет только по гнездам
|
BI_Bio_Cannon=Прототип артиллерии очень мощный, но стреляет только по гнездам
|
||||||
# Changed BI_Bio_Fuel for 0.18.29
|
# Changed BI_Bio_Fuel for 0.18.29
|
||||||
#~ BI_Bio_Fuel=Enables the production of oil products on the basis of Algae biomass
|
#~ BI_Bio_Fuel=Enables the production of oil products on the basis of Algae biomass
|
||||||
BI_Bio_Fuel=Включает производство нефтяной продукции используя биотопливо
|
BI_Bio_Fuel=Включает производство нефтяной продукции используя биотопливо
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
BI_Easy_Bio_Gardens=Bio gardens consume ready-made fluid fertilizer, so just one pipeline is enough to supply all ingredients. However, this requires 50% more fertilizer than combining solid fertilizer and water on site.\nBio gardens will transmit electricity to adjacent Bio gardens. Arrange them on a grid, with no more than 1 tile between 2 Bio gardens, and they will be magically connected. :-)\n(Default: off)
|
BI_Easy_Bio_Gardens=Bio gardens consume ready-made fluid fertilizer, so just one pipeline is enough to supply all ingredients. However, this requires 50% more fertilizer than combining solid fertilizer and water on site.\nBio gardens will transmit electricity to adjacent Bio gardens. Arrange them on a grid, with no more than 1 tile between 2 Bio gardens, and they will be magically connected. :-)\n(Default: off)
|
||||||
BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
||||||
BI_Game_Tweaks_Bot=Дроны не могут быть подобраны или получать повреждения от горения
|
BI_Game_Tweaks_Bot=Дроны не могут быть подобраны или получать повреждения от горения
|
||||||
BI_Game_Tweaks_Disassemble=Добавить некоторые рецепты для разборки. Вы получите около 50% ресурсов обратно
|
BI_Game_Tweaks_Disassemble=Добавить некоторые рецепты для разборки. Вы получите около 50% ресурсов обратно
|
||||||
BI_Game_Tweaks_Emissions_Multiplier=Боб начинал это. Основная идея заключается в том, что необработанное топливо производит больше загрязнения, чем более продвинутые виды топлива. Таким образом уголь производил 200% загрязнения, в то время как твердое топливо - всего 85%. Пожалуйста, смотрите файл "Fuel Values.xlsx" в папке с модом для большей информации.
|
BI_Game_Tweaks_Emissions_Multiplier=Боб начинал это. Основная идея заключается в том, что необработанное топливо производит больше загрязнения, чем более продвинутые виды топлива. Таким образом уголь производил 200% загрязнения, в то время как твердое топливо - всего 85%. Пожалуйста, смотрите файл "Fuel Values.xlsx" в папке с модом для большей информации.
|
||||||
BI_Game_Tweaks_Player=Дистанция взаимодействия 6 => 20, подбор количества предметов 1 => 4, дистанция добычи ресурсов 2.7 => 4, дистанция подбора предметов 2 => 5, скорость бега 0.15 => 0.25
|
BI_Game_Tweaks_Player=Дистанция взаимодействия 6 => 20, подбор количества предметов 1 => 4, дистанция добычи ресурсов 2.7 => 4, дистанция подбора предметов 2 => 5, скорость бега 0.15 => 0.25
|
||||||
BI_Game_Tweaks_Production_Science=If this is enabled, an alternative recipe for Production science packs will be available.\n(Default: on)
|
BI_Game_Tweaks_Production_Science=If this is enabled, an alternative recipe for Production science packs will be available.\n(Default: on)
|
||||||
BI_Game_Tweaks_Recipe=Изменения в рецептах:\nБетон (Железная руда => Железный прут)\nКаменная стена (+ Железный прут)\nЖелезная дорога (Камень => Измельченный камень)
|
BI_Game_Tweaks_Recipe=Изменения в рецептах:\nБетон (Железная руда => Железный прут)\nКаменная стена (+ Железный прут)\nЖелезная дорога (Камень => Измельченный камень)
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=ЭКСПЕРИМЕНТАЛЬНО: настройка включена по умолчани. Если отключить, вокруг деревья получат большую область столкновений из немодифицированной игры. Такие деревья будут создавать больше препятствий для игроков, транспорта и кусак. Могут возникнуть побочные эффекты!
|
BI_Game_Tweaks_Small_Tree_Collisionbox=ЭКСПЕРИМЕНТАЛЬНО: настройка включена по умолчани. Если отключить, вокруг деревья получат большую область столкновений из немодифицированной игры. Такие деревья будут создавать больше препятствий для игроков, транспорта и кусак. Могут возникнуть побочные эффекты!
|
||||||
BI_Game_Tweaks_Stack_Size=Влияет на размеры стаков Древесины, Камня, Щебня, Бетона и Шлака
|
BI_Game_Tweaks_Stack_Size=Влияет на размеры стаков Древесины, Камня, Щебня, Бетона и Шлака
|
||||||
BI_Game_Tweaks_Tree=Твики игры - при рубке деревья случайно дают от 1 до 6 древесины. В ваниле=4
|
BI_Game_Tweaks_Tree=Твики игры - при рубке деревья случайно дают от 1 до 6 древесины. В ваниле=4
|
||||||
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
||||||
#~ BI_Hide_musk_floor_in_mapview=В режиме карты пол Илона Маска не будет отображаться в слое Электрических сетей, если эта настройка включена. Не рекомендуется изменять при загруженной игре, поскольку применение настройки к каждой клетке пола Илона Маска может занять длительное время!
|
#~ BI_Hide_musk_floor_in_mapview=В режиме карты пол Илона Маска не будет отображаться в слое Электрических сетей, если эта настройка включена. Не рекомендуется изменять при загруженной игре, поскольку применение настройки к каждой клетке пола Илона Маска может занять длительное время!
|
||||||
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!
|
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!
|
||||||
BI_Solar_Additions=Включает такие предметы как Солнечная ферма, Солнечная электростанция, Биоаккумулятор и Гигантскую подстанцию.
|
BI_Solar_Additions=Включает такие предметы как Солнечная ферма, Солнечная электростанция, Биоаккумулятор и Гигантскую подстанцию.
|
||||||
|
|
|
||||||
|
|
@ -1,148 +1,148 @@
|
||||||
[recipe-description]
|
[recipe-description]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer-1=Лучше, чем обычное Удобрение
|
bi-adv-fertilizer-1=Лучше, чем обычное Удобрение
|
||||||
bi-adv-fertilizer-2=Лучше, чем обычное Удобрение
|
bi-adv-fertilizer-2=Лучше, чем обычное Удобрение
|
||||||
bi-fertilizer-1=Позволяет растениям расти быстрее
|
bi-fertilizer-1=Позволяет растениям расти быстрее
|
||||||
bi-fertilizer-2=Позволяет растениям расти быстрее (гидроксид натрия)
|
bi-fertilizer-2=Позволяет растениям расти быстрее (гидроксид натрия)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ dissolved in water
|
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ dissolved in water
|
||||||
bi-fertilizer-fluid=__ITEM__fertilizer__ dissolved in water
|
bi-fertilizer-fluid=__ITEM__fertilizer__ dissolved in water
|
||||||
|
|
||||||
bi-arboretum-r1=Использование Терраформера - Сажает деревья в радиусе вокруг себя (Посадка никогда не прекращается, деревья перевысаживаются посекторно)
|
bi-arboretum-r1=Использование Терраформера - Сажает деревья в радиусе вокруг себя (Посадка никогда не прекращается, деревья перевысаживаются посекторно)
|
||||||
bi-arboretum-r2=Использование Терраформера - Изменяет местность в радиусе вокруг себя - Базовое
|
bi-arboretum-r2=Использование Терраформера - Изменяет местность в радиусе вокруг себя - Базовое
|
||||||
bi-arboretum-r3=Использование Терраформера - Изменяет местность в радиусе вокруг себя - Продвинутое
|
bi-arboretum-r3=Использование Терраформера - Изменяет местность в радиусе вокруг себя - Продвинутое
|
||||||
bi-arboretum-r4=Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Базовое
|
bi-arboretum-r4=Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Базовое
|
||||||
bi-arboretum-r5=Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Продвинутое
|
bi-arboretum-r5=Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Продвинутое
|
||||||
|
|
||||||
bi-basic-gas-processing=Inefficient gas extraction
|
bi-basic-gas-processing=Inefficient gas extraction
|
||||||
|
|
||||||
bi-battery=If you really think about it, this __ITEM__battery__ is made from __ITEM__wood__!
|
bi-battery=If you really think about it, this __ITEM__battery__ is made from __ITEM__wood__!
|
||||||
bi-rail-wood-to-concrete=Улучшить Деревянные рельсы до обычных Рельсов
|
bi-rail-wood-to-concrete=Улучшить Деревянные рельсы до обычных Рельсов
|
||||||
|
|
||||||
bi-biomass-1=Начните производство Биомассы из водорослей, применив Удобрение!
|
bi-biomass-1=Начните производство Биомассы из водорослей, применив Удобрение!
|
||||||
bi-biomass-2=Верните в производственный цикл часть произведённой Биомассы из водорослей, чтобы получить ещё больше её!\nПримечание: выход продукта будет меньше и дольше, чем даже в базовом рецепте, но вы сэкономите на удобрениях.
|
bi-biomass-2=Верните в производственный цикл часть произведённой Биомассы из водорослей, чтобы получить ещё больше её!\nПримечание: выход продукта будет меньше и дольше, чем даже в базовом рецепте, но вы сэкономите на удобрениях.
|
||||||
bi-biomass-3=Верните в производственный цикл часть произведённой Биомассы из водорослей и добавьте Пепел, чтобы получить ещё больше её!\nПримечание: выход продукта будет существенно больше и быстрее, чем по другим рецептам.
|
bi-biomass-3=Верните в производственный цикл часть произведённой Биомассы из водорослей и добавьте Пепел, чтобы получить ещё больше её!\nПримечание: выход продукта будет существенно больше и быстрее, чем по другим рецептам.
|
||||||
|
|
||||||
bi-biomass-conversion-1=Водоросли-Биомасса в легкую нефть
|
bi-biomass-conversion-1=Водоросли-Биомасса в легкую нефть
|
||||||
bi-biomass-conversion-2=Водоросли-Биомасса в нефть
|
bi-biomass-conversion-2=Водоросли-Биомасса в нефть
|
||||||
bi-biomass-conversion-3=Водоросли-Биомасса в смазку
|
bi-biomass-conversion-3=Водоросли-Биомасса в смазку
|
||||||
bi-biomass-conversion-4=Превращение биотоплива 4
|
bi-biomass-conversion-4=Превращение биотоплива 4
|
||||||
|
|
||||||
bi-seed-1=Семя, которое вырастает в саженец
|
bi-seed-1=Семя, которое вырастает в саженец
|
||||||
bi-seed-2=Семя, которое вырастает в саженец
|
bi-seed-2=Семя, которое вырастает в саженец
|
||||||
bi-seed-3=Семя, которое вырастает в саженец
|
bi-seed-3=Семя, которое вырастает в саженец
|
||||||
bi-seed-4=Семя, которое вырастает в саженец
|
bi-seed-4=Семя, которое вырастает в саженец
|
||||||
|
|
||||||
bi-seedling-1=Производит 40 саженцев
|
bi-seedling-1=Производит 40 саженцев
|
||||||
bi-seedling-2=Производит 60 саженцев
|
bi-seedling-2=Производит 60 саженцев
|
||||||
bi-seedling-3=Производит 90 саженцев
|
bi-seedling-3=Производит 90 саженцев
|
||||||
bi-seedling-4=Производит 160 саженцев
|
bi-seedling-4=Производит 160 саженцев
|
||||||
|
|
||||||
bi-seed-bomb-advanced=Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
|
bi-seed-bomb-advanced=Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
|
||||||
bi-seed-bomb-basic=Засаживает деревьями большую территорию с помощью семенной бомбы!
|
bi-seed-bomb-basic=Засаживает деревьями большую территорию с помощью семенной бомбы!
|
||||||
bi-seed-bomb-standard=Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
|
bi-seed-bomb-standard=Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
|
||||||
|
|
||||||
bi-logs-1=Выращивайте лес по-старинке, поливая Саженцы!
|
bi-logs-1=Выращивайте лес по-старинке, поливая Саженцы!
|
||||||
bi-logs-2=Улучшите производство древесины, используя Пепел как дешёвое удобрение!
|
bi-logs-2=Улучшите производство древесины, используя Пепел как дешёвое удобрение!
|
||||||
bi-logs-3=Выращивайте ещё больше леса, используя полноценное Удобрение вместо Пепла!
|
bi-logs-3=Выращивайте ещё больше леса, используя полноценное Удобрение вместо Пепла!
|
||||||
bi-logs-4=Применение Продвинутого удобрения даст вам бешеное количество Древесины и Древесных опилок!
|
bi-logs-4=Применение Продвинутого удобрения даст вам бешеное количество Древесины и Древесных опилок!
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash-1=Сжигайте Древесину, получайте Пепел!
|
bi-ash-1=Сжигайте Древесину, получайте Пепел!
|
||||||
bi-ash-2=Сжигайте много Древесных опилков, получайте много Пепла!
|
bi-ash-2=Сжигайте много Древесных опилков, получайте много Пепла!
|
||||||
|
|
||||||
bi-cellulose-1=Just combine __ITEM__bi-woodpulp__ and Sulfuric acid and you'll get __ITEM__bi-cellulose__.
|
bi-cellulose-1=Just combine __ITEM__bi-woodpulp__ and Sulfuric acid and you'll get __ITEM__bi-cellulose__.
|
||||||
bi-cellulose-2=Heat things up a bit to quadruple your __ITEM__bi-cellulose__ production!
|
bi-cellulose-2=Heat things up a bit to quadruple your __ITEM__bi-cellulose__ production!
|
||||||
|
|
||||||
bi-charcoal-1=Сжигайте Древесные опилки чтобы получать Древесный уголь
|
bi-charcoal-1=Сжигайте Древесные опилки чтобы получать Древесный уголь
|
||||||
bi-charcoal-2=Сжигайте Древесину чтобы получать Древесный уголь
|
bi-charcoal-2=Сжигайте Древесину чтобы получать Древесный уголь
|
||||||
bi-coal-1=Переработайте Древесный уголь на Уголь
|
bi-coal-1=Переработайте Древесный уголь на Уголь
|
||||||
bi-coal-2=Продвинутая обработка Древесного угля позволяет получать больше Угля!
|
bi-coal-2=Продвинутая обработка Древесного угля позволяет получать больше Угля!
|
||||||
bi-coke-coal=Переработайте Уголь в Коксовый уголь
|
bi-coke-coal=Переработайте Уголь в Коксовый уголь
|
||||||
bi-pellet-coke=Переработайте Твёрдое топливо в Коксовый уголь
|
bi-pellet-coke=Переработайте Твёрдое топливо в Коксовый уголь
|
||||||
bi-pellet-coke-2=Turn carbon into __ITEM__pellet-coke__
|
bi-pellet-coke-2=Turn carbon into __ITEM__pellet-coke__
|
||||||
bi-solid-fuel=Переработка Деревянных топливных брикетов в Твёрдое топливо - отличный способ избавиться от избытка Древесных опилков!
|
bi-solid-fuel=Переработка Деревянных топливных брикетов в Твёрдое топливо - отличный способ избавиться от избытка Древесных опилков!
|
||||||
bi-wood-fuel-brick=Прессуйте Древесные опилки для удобства в обращении!
|
bi-wood-fuel-brick=Прессуйте Древесные опилки для удобства в обращении!
|
||||||
|
|
||||||
bi-crushed-stone-1=Получайте Измельченный камень путём измельчения камня в Измельчителе камня :-)
|
bi-crushed-stone-1=Получайте Измельченный камень путём измельчения камня в Измельчителе камня :-)
|
||||||
#~ bi-crushed-stone-2=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона!
|
#~ bi-crushed-stone-2=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона!
|
||||||
#~ bi-crushed-stone-3=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона "Опасность"!
|
#~ bi-crushed-stone-3=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона "Опасность"!
|
||||||
#~ bi-crushed-stone-4=Вы получите в два раза больше Измельчённого камня из Железобетона, чем из Бетона, но и займёт это в два раза дольше!
|
#~ bi-crushed-stone-4=Вы получите в два раза больше Измельчённого камня из Железобетона, чем из Бетона, но и займёт это в два раза дольше!
|
||||||
#~ bi-crushed-stone-5=Вы получите в два раза больше Измельчённого камня из Железобетона "Опасность", чем из Бетона "Опасность", но и займёт это в два раза дольше!
|
#~ bi-crushed-stone-5=Вы получите в два раза больше Измельчённого камня из Железобетона "Опасность", чем из Бетона "Опасность", но и займёт это в два раза дольше!
|
||||||
bi-crushed-stone=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__stone-crushed__.
|
bi-crushed-stone=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__stone-crushed__.
|
||||||
bi-stone-brick=Каменный блок из измельченного камня и золы
|
bi-stone-brick=Каменный блок из измельченного камня и золы
|
||||||
|
|
||||||
bi-purified-air-1=If you provide enough water and good, old __ITEM__fertilizer__, your __ENTITY__bi-bio-garden__ will clean the air for a while.
|
bi-purified-air-1=If you provide enough water and good, old __ITEM__fertilizer__, your __ENTITY__bi-bio-garden__ will clean the air for a while.
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-purified-air-1-fluid=Supply your __ENTITY__bi-bio-garden__ with Liquid __ITEM__fertilizer__ and it will clean the air for a while.
|
bi-purified-air-1-fluid=Supply your __ENTITY__bi-bio-garden__ with Liquid __ITEM__fertilizer__ and it will clean the air for a while.
|
||||||
bi-purified-air-2=Use __ITEM__bi-adv-fertilizer__ and your __ENTITY__bi-bio-garden__ will clean the air for much longer! This way, you'll save a lot of water.
|
bi-purified-air-2=Use __ITEM__bi-adv-fertilizer__ and your __ENTITY__bi-bio-garden__ will clean the air for much longer! This way, you'll save a lot of water.
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-purified-air-2-fluid=Just hook up your __ENTITY__bi-bio-garden__ to some Liquid __ITEM__bi-adv-fertilizer__ and it will clean the air for a long time!
|
bi-purified-air-2-fluid=Just hook up your __ENTITY__bi-bio-garden__ to some Liquid __ITEM__bi-adv-fertilizer__ and it will clean the air for a long time!
|
||||||
|
|
||||||
bi-resin-pulp=Переработайте Древесные опилки на Смолу
|
bi-resin-pulp=Переработайте Древесные опилки на Смолу
|
||||||
bi-resin-wood=Переработайте Древесину на Смолу
|
bi-resin-wood=Переработайте Древесину на Смолу
|
||||||
bi-wood-from-pulp=Получите обратно Древесину, прессуя Древесные опилки со Смолой
|
bi-wood-from-pulp=Получите обратно Древесину, прессуя Древесные опилки со Смолой
|
||||||
bi-woodpulp=Переработать Древесину в Древесные опилки
|
bi-woodpulp=Переработать Древесину в Древесные опилки
|
||||||
|
|
||||||
bi-acid=Используйте Биомассу из водорослей и Целлюлозу, чтобы производить Серную кислоту!
|
bi-acid=Используйте Биомассу из водорослей и Целлюлозу, чтобы производить Серную кислоту!
|
||||||
bi-liquid-air=Liquid air is needed to make Nitrogen and Algae biomass.
|
bi-liquid-air=Liquid air is needed to make Nitrogen and Algae biomass.
|
||||||
bi-nitrogen=Nitrogen is needed to make __ITEM__fertilizer__.
|
bi-nitrogen=Nitrogen is needed to make __ITEM__fertilizer__.
|
||||||
#~ bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
#~ bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
||||||
bi-sulfur=Био-сера
|
bi-sulfur=Био-сера
|
||||||
bi-plastic-1=__ITEM__plastic-bar__ made from __ITEM__wood__
|
bi-plastic-1=__ITEM__plastic-bar__ made from __ITEM__wood__
|
||||||
bi-plastic-2=__ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
|
bi-plastic-2=__ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
|
||||||
|
|
||||||
|
|
||||||
## Disassemble
|
## Disassemble
|
||||||
bi-disassemble-recipes=Some of the raw material can be reused.
|
bi-disassemble-recipes=Some of the raw material can be reused.
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste=Получение воды и серных отходов из измельченного камня, древесного угля и чистой воды
|
bi-mineralized-sulfuric-waste=Получение воды и серных отходов из измельченного камня, древесного угля и чистой воды
|
||||||
bi-slag-slurry=Сжиженный шлак из золы, измельченного камня и соленой воды
|
bi-slag-slurry=Сжиженный шлак из золы, измельченного камня и соленой воды
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane=Use Algae biomass to produce Methane gas!
|
bi-biomass-conversion-2-methane=Use Algae biomass to produce Methane gas!
|
||||||
bi-biomass-conversion-4-yellow-waste=Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
bi-biomass-conversion-4-yellow-waste=Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
||||||
bi-sulfur-angels=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
bi-sulfur-angels=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand=__ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
|
bi-sand=__ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR=Make __ITEM__gravel__ from __ITEM__stone__ you've found or mined.
|
bi-crushed-stone-1_IR=Make __ITEM__gravel__ from __ITEM__stone__ you've found or mined.
|
||||||
bi-crushed-stone_IR=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__gravel__.
|
bi-crushed-stone_IR=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__gravel__.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#~ # Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
#~ # Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
||||||
#~ # Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
#~ # Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
||||||
#~ bi-bio-cannon=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
|
#~ bi-bio-cannon=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
|
||||||
#~ bi-bio-cannon-area=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
|
#~ bi-bio-cannon-area=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
|
||||||
#~ bi-bio-cannon-basic-ammo=Ракетный, небольшой физический урон
|
#~ bi-bio-cannon-basic-ammo=Ракетный, небольшой физический урон
|
||||||
#~ bi-bio-cannon-biological-ammo=Ракетный, высокий высокий биологический урон
|
#~ bi-bio-cannon-biological-ammo=Ракетный, высокий высокий биологический урон
|
||||||
#~ bi-bio-cannon-poison-ammo=Ракетный, средний урон ядом
|
#~ bi-bio-cannon-poison-ammo=Ракетный, средний урон ядом
|
||||||
#~ bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
|
#~ bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
|
||||||
#~ bi-bio-farm=Биоферма для производства Древесины и Древесных опилок
|
#~ bi-bio-farm=Биоферма для производства Древесины и Древесных опилок
|
||||||
#~ bi-dart-magazine-basic=Базовый дротиковый снаряд
|
#~ bi-dart-magazine-basic=Базовый дротиковый снаряд
|
||||||
#~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
#~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
||||||
#~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
#~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
||||||
#~ bi-dart-magazine-standard=Магазин с дротиками
|
#~ bi-dart-magazine-standard=Магазин с дротиками
|
||||||
#~ bi-production-science-pack=Используйте большое количество Деревянных рельсов для производства Производственных исследовательских пакетов!
|
#~ bi-production-science-pack=Используйте большое количество Деревянных рельсов для производства Производственных исследовательских пакетов!
|
||||||
#~ bi-rail-power=Рельс, который может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
#~ bi-rail-power=Рельс, который может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
||||||
#~ bi-rail-wood=Дешёвые рельсы, сделанные с применением дерева
|
#~ bi-rail-wood=Дешёвые рельсы, сделанные с применением дерева
|
||||||
#~ bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
#~ bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
||||||
#~ bi-solar-boiler-hidden-panel=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
#~ bi-solar-boiler-hidden-panel=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
||||||
#~ bi-stone-crusher=Устройство для дробления Камня в Измельчённый камень
|
#~ bi-stone-crusher=Устройство для дробления Камня в Измельчённый камень
|
||||||
#~ bi-wooden-pole-huge=Огромный деревянный столб, позволяющий прокидывать Медный кабель или Сигнальный провод на протяжённые расстояния (64 клетки)
|
#~ bi-wooden-pole-huge=Огромный деревянный столб, позволяющий прокидывать Медный кабель или Сигнальный провод на протяжённые расстояния (64 клетки)
|
||||||
|
|
||||||
#~ bi-arboretum=Сажает деревья или изменяет местность в радиусе вокруг строения
|
#~ bi-arboretum=Сажает деревья или изменяет местность в радиусе вокруг строения
|
||||||
#~ bi-basic-pumpjack-disassemble=Разобрать топливную качалку и получить немного материалов
|
#~ bi-basic-pumpjack-disassemble=Разобрать топливную качалку и получить немного материалов
|
||||||
#~ bi-burner-inserter-disassemble=С небольшой потерей материалов
|
#~ bi-burner-inserter-disassemble=С небольшой потерей материалов
|
||||||
#~ bi-burner-mining-drill-disassemble=С небольшой потерей материалов
|
#~ bi-burner-mining-drill-disassemble=С небольшой потерей материалов
|
||||||
#~ bi-bio-greenhouse=Теплица производит семена и саженцы
|
#~ bi-bio-greenhouse=Теплица производит семена и саженцы
|
||||||
#~ bi-long-handed-inserter-disassemble=С небольшой потерей материалов
|
#~ bi-long-handed-inserter-disassemble=С небольшой потерей материалов
|
||||||
#~ bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
|
#~ bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
|
||||||
#~ bi-rail-wood-bridge=Рельсы, которые могут пересекать воду
|
#~ bi-rail-wood-bridge=Рельсы, которые могут пересекать воду
|
||||||
#~ bi-seedling=Молодое дерево, 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.)
|
#~ bi-seedling=Молодое дерево, 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.)
|
||||||
#~ bi-steel-furnace-disassemble=С небольшой потерей материалов
|
#~ bi-steel-furnace-disassemble=С небольшой потерей материалов
|
||||||
#~ bi-stone-furnace-disassemble=С небольшой потерей материалов
|
#~ bi-stone-furnace-disassemble=С небольшой потерей материалов
|
||||||
|
|
|
||||||
|
|
@ -1,175 +1,175 @@
|
||||||
[recipe-name]
|
[recipe-name]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer-1=Продвинутое удобрение
|
bi-adv-fertilizer-1=Продвинутое удобрение
|
||||||
bi-adv-fertilizer-2=Продвинутое удобрение
|
bi-adv-fertilizer-2=Продвинутое удобрение
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
||||||
bi-fertilizer-1=Удобрение
|
bi-fertilizer-1=Удобрение
|
||||||
bi-fertilizer-2=Удобрение
|
bi-fertilizer-2=Удобрение
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
||||||
|
|
||||||
bi-arboretum-r1=Посаженные деревья
|
bi-arboretum-r1=Посаженные деревья
|
||||||
bi-arboretum-r2=Изменение территории - Базовое
|
bi-arboretum-r2=Изменение территории - Базовое
|
||||||
bi-arboretum-r3=Изменение территории - Продвинутое
|
bi-arboretum-r3=Изменение территории - Продвинутое
|
||||||
bi-arboretum-r4=Изменение территории и посаженых деревьев - Базовое
|
bi-arboretum-r4=Изменение территории и посаженых деревьев - Базовое
|
||||||
bi-arboretum-r5=Изменение территории и посаженых деревьев - Продвинутое
|
bi-arboretum-r5=Изменение территории и посаженых деревьев - Продвинутое
|
||||||
|
|
||||||
bi-ash-1=Зола
|
bi-ash-1=Зола
|
||||||
bi-ash-2=Зола
|
bi-ash-2=Зола
|
||||||
|
|
||||||
bi-basic-gas-processing=Basic gas processing
|
bi-basic-gas-processing=Basic gas processing
|
||||||
|
|
||||||
bi-battery=Биоаккумулятор
|
bi-battery=Биоаккумулятор
|
||||||
bi-rail-wood-to-concrete=Улучшенные деревянные рельсы
|
bi-rail-wood-to-concrete=Улучшенные деревянные рельсы
|
||||||
|
|
||||||
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
|
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
|
||||||
#~ bi-biomass-2=Replicate Algae biomass
|
#~ bi-biomass-2=Replicate Algae biomass
|
||||||
#~ bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
|
#~ bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
|
||||||
bi-biomass-1=Водоросли-Биомасса-1
|
bi-biomass-1=Водоросли-Биомасса-1
|
||||||
bi-biomass-2=Водоросли-Биомасса-2
|
bi-biomass-2=Водоросли-Биомасса-2
|
||||||
bi-biomass-3=Водоросли-Биомасса-3
|
bi-biomass-3=Водоросли-Биомасса-3
|
||||||
|
|
||||||
bi-biomass-conversion-1=Превращение биотоплива 1
|
bi-biomass-conversion-1=Превращение биотоплива 1
|
||||||
bi-biomass-conversion-2=Превращение биотоплива 2
|
bi-biomass-conversion-2=Превращение биотоплива 2
|
||||||
bi-biomass-conversion-3=Превращение биотоплива 3
|
bi-biomass-conversion-3=Превращение биотоплива 3
|
||||||
bi-biomass-conversion-4=Превращение биотоплива 4
|
bi-biomass-conversion-4=Превращение биотоплива 4
|
||||||
|
|
||||||
|
|
||||||
bi-seed-1=Базовое семя
|
bi-seed-1=Базовое семя
|
||||||
bi-seed-2=Производство семян дерева из золы
|
bi-seed-2=Производство семян дерева из золы
|
||||||
bi-seed-3=Производство семян дерева из удобрения
|
bi-seed-3=Производство семян дерева из удобрения
|
||||||
bi-seed-4=Производство семян дерева из продвинутого удобрения
|
bi-seed-4=Производство семян дерева из продвинутого удобрения
|
||||||
|
|
||||||
bi-seed-bomb-advanced=Продвинутая семенная бомба
|
bi-seed-bomb-advanced=Продвинутая семенная бомба
|
||||||
bi-seed-bomb-basic=Базовая семенная бомба
|
bi-seed-bomb-basic=Базовая семенная бомба
|
||||||
bi-seed-bomb-standard=Стандартная семенная бомба
|
bi-seed-bomb-standard=Стандартная семенная бомба
|
||||||
|
|
||||||
bi-seedling-1=Базовое производство саженцев
|
bi-seedling-1=Базовое производство саженцев
|
||||||
bi-seedling-2=Производство саженцев Mk2
|
bi-seedling-2=Производство саженцев Mk2
|
||||||
bi-seedling-3=Продвинутое производство саженцев
|
bi-seedling-3=Продвинутое производство саженцев
|
||||||
bi-seedling-4=Супер производство саженцев
|
bi-seedling-4=Супер производство саженцев
|
||||||
|
|
||||||
bi-logs-1=Базовое производство дерева
|
bi-logs-1=Базовое производство дерева
|
||||||
bi-logs-2=Производство дерева Mk2
|
bi-logs-2=Производство дерева Mk2
|
||||||
bi-logs-3=Продвинутое производство дерева
|
bi-logs-3=Продвинутое производство дерева
|
||||||
bi-logs-4=Супер производство дерева
|
bi-logs-4=Супер производство дерева
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-cellulose-1=Целлюлоза
|
bi-cellulose-1=Целлюлоза
|
||||||
bi-cellulose-2=Целлюлоза
|
bi-cellulose-2=Целлюлоза
|
||||||
|
|
||||||
bi-charcoal-1=Древесный уголь
|
bi-charcoal-1=Древесный уголь
|
||||||
bi-charcoal-2=Древесный уголь
|
bi-charcoal-2=Древесный уголь
|
||||||
bi-coal-1=Базовое производство угля
|
bi-coal-1=Базовое производство угля
|
||||||
bi-coal-2=Продвинутое производство угля
|
bi-coal-2=Продвинутое производство угля
|
||||||
bi-coke-coal=Коксовый уголь
|
bi-coke-coal=Коксовый уголь
|
||||||
bi-pellet-coke=Коксовые паллеты из твердого топлива
|
bi-pellet-coke=Коксовые паллеты из твердого топлива
|
||||||
bi-pellet-coke-2=Угольные паллеты из Углерода
|
bi-pellet-coke-2=Угольные паллеты из Углерода
|
||||||
bi-solid-fuel=Твердое топливо из деревянных топливных брикетов
|
bi-solid-fuel=Твердое топливо из деревянных топливных брикетов
|
||||||
bi-wood-fuel-brick=Деревянные брикеты
|
bi-wood-fuel-brick=Деревянные брикеты
|
||||||
|
|
||||||
#bi-crushed-stone-1=Измельченный камень
|
#bi-crushed-stone-1=Измельченный камень
|
||||||
#bi-crushed-stone-2=Измельченный камень
|
#bi-crushed-stone-2=Измельченный камень
|
||||||
#bi-crushed-stone-3=Измельченный камень
|
#bi-crushed-stone-3=Измельченный камень
|
||||||
#bi-crushed-stone-4=Измельчённый камень из Железобетона
|
#bi-crushed-stone-4=Измельчённый камень из Железобетона
|
||||||
#bi-crushed-stone-5=Измельчённый камень из Железобетона "Опасность"
|
#bi-crushed-stone-5=Измельчённый камень из Железобетона "Опасность"
|
||||||
bi-crushed-stone-1=__ITEM__stone-crushed__ из __ITEM__stone__
|
bi-crushed-stone-1=__ITEM__stone-crushed__ из __ITEM__stone__
|
||||||
bi-crushed-stone-2=__ITEM__stone-crushed__ из __ITEM__concrete__
|
bi-crushed-stone-2=__ITEM__stone-crushed__ из __ITEM__concrete__
|
||||||
bi-crushed-stone-3=__ITEM__stone-crushed__ из __ITEM__hazard-concrete__
|
bi-crushed-stone-3=__ITEM__stone-crushed__ из __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4=__ITEM__stone-crushed__ из __ITEM__refined-concrete__
|
bi-crushed-stone-4=__ITEM__stone-crushed__ из __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5=__ITEM__stone-crushed__ из __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5=__ITEM__stone-crushed__ из __ITEM__refined-hazard-concrete__
|
||||||
bi-stone-brick=Био-Каменный блок
|
bi-stone-brick=Био-Каменный блок
|
||||||
|
|
||||||
bi-purified-air-1=Очистка воздуха
|
bi-purified-air-1=Очистка воздуха
|
||||||
bi-purified-air-2=Очистка воздуха Mk2
|
bi-purified-air-2=Очистка воздуха Mk2
|
||||||
|
|
||||||
bi-resin-pulp=Смола
|
bi-resin-pulp=Смола
|
||||||
bi-resin-wood=Смола
|
bi-resin-wood=Смола
|
||||||
bi-woodpulp=Древесные опилки
|
bi-woodpulp=Древесные опилки
|
||||||
bi-wood-from-pulp=Дерево из Древесных опилок
|
bi-wood-from-pulp=Дерево из Древесных опилок
|
||||||
|
|
||||||
bi-acid=Био-кислота
|
bi-acid=Био-кислота
|
||||||
bi-liquid-air=Сжиженный воздух
|
bi-liquid-air=Сжиженный воздух
|
||||||
bi-nitrogen=Азот
|
bi-nitrogen=Азот
|
||||||
bi-sulfur=Био-сера
|
bi-sulfur=Био-сера
|
||||||
bi-plastic-1=Биопластик 1
|
bi-plastic-1=Биопластик 1
|
||||||
bi-plastic-2=Биопластик 2
|
bi-plastic-2=Биопластик 2
|
||||||
|
|
||||||
|
|
||||||
## Disassemble
|
## Disassemble
|
||||||
bi-burner-inserter-disassemble=Разборка твердотопливного манипулятора
|
bi-burner-inserter-disassemble=Разборка твердотопливного манипулятора
|
||||||
bi-burner-mining-drill-disassemble=Разборка твердотопливного бура
|
bi-burner-mining-drill-disassemble=Разборка твердотопливного бура
|
||||||
bi-long-handed-inserter-disassemble=Разборка длинного манипулятора
|
bi-long-handed-inserter-disassemble=Разборка длинного манипулятора
|
||||||
bi-steel-furnace-disassemble=Разборка стальной печи
|
bi-steel-furnace-disassemble=Разборка стальной печи
|
||||||
bi-stone-furnace-disassemble=Разборка каменной печи
|
bi-stone-furnace-disassemble=Разборка каменной печи
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste=Получение воды и серных отходов
|
bi-mineralized-sulfuric-waste=Получение воды и серных отходов
|
||||||
bi-slag-slurry=Сжиженный шлак
|
bi-slag-slurry=Сжиженный шлак
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane=Bio fuel conversion 2: Methane gas
|
bi-biomass-conversion-2-methane=Bio fuel conversion 2: Methane gas
|
||||||
bi-biomass-conversion-4-yellow-waste=Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
bi-biomass-conversion-4-yellow-waste=Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
||||||
bi-sulfur-angels=Био-сера
|
bi-sulfur-angels=Био-сера
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
|
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
|
||||||
## bobelectronics
|
## bobelectronics
|
||||||
bi-press-wood=Прессование древесины
|
bi-press-wood=Прессование древесины
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR=__ITEM__gravel__ из __ITEM__stone__
|
bi-crushed-stone-1_IR=__ITEM__gravel__ из __ITEM__stone__
|
||||||
bi-crushed-stone-2_IR=__ITEM__gravel__ из __ITEM__concrete__
|
bi-crushed-stone-2_IR=__ITEM__gravel__ из __ITEM__concrete__
|
||||||
bi-crushed-stone-3_IR=__ITEM__gravel__ из __ITEM__hazard-concrete__
|
bi-crushed-stone-3_IR=__ITEM__gravel__ из __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4_IR=__ITEM__gravel__ из __ITEM__refined-concrete__
|
bi-crushed-stone-4_IR=__ITEM__gravel__ из __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5_IR=__ITEM__gravel__ из __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5_IR=__ITEM__gravel__ из __ITEM__refined-hazard-concrete__
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
#~ bi-bio-cannon=Прототип артиллерии
|
#~ bi-bio-cannon=Прототип артиллерии
|
||||||
#~ bi-bio-cannon-area=Прототип артиллерии
|
#~ bi-bio-cannon-area=Прототип артиллерии
|
||||||
#~ bi-bio-cannon-basic-ammo=Прототип артиллерии (ракетный боеприпас)
|
#~ bi-bio-cannon-basic-ammo=Прототип артиллерии (ракетный боеприпас)
|
||||||
#~ bi-bio-cannon-biological-ammo=Прототип артиллерии (биологический боеприпас)
|
#~ bi-bio-cannon-biological-ammo=Прототип артиллерии (биологический боеприпас)
|
||||||
#~ bi-bio-cannon-poison-ammo=Прототип артиллерии (ядовитый боеприпас)
|
#~ bi-bio-cannon-poison-ammo=Прототип артиллерии (ядовитый боеприпас)
|
||||||
#~ bi-bio-cannon-proto-ammo=Прототип артиллерии (базовый боеприпас)
|
#~ bi-bio-cannon-proto-ammo=Прототип артиллерии (базовый боеприпас)
|
||||||
#~ bi-production-science-pack=Производственный научный пакет
|
#~ bi-production-science-pack=Производственный научный пакет
|
||||||
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
||||||
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
||||||
|
|
||||||
#~ bi-bio-accumulator=Аккумулятор огромной емкости
|
#~ bi-bio-accumulator=Аккумулятор огромной емкости
|
||||||
#~ bi-arboretum=Терраформер
|
#~ bi-arboretum=Терраформер
|
||||||
#~ bi-dart-magazine-basic=Базовый дротиковый снаряд
|
#~ bi-dart-magazine-basic=Базовый дротиковый снаряд
|
||||||
#~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
#~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
||||||
#~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
#~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
||||||
#~ bi-dart-magazine-standard=Магазин с дротиками
|
#~ bi-dart-magazine-standard=Магазин с дротиками
|
||||||
#~ bi-dart-turret=Дротиковая турель
|
#~ bi-dart-turret=Дротиковая турель
|
||||||
#~ bi-dart-rifle=Дротиковая винтовка
|
#~ bi-dart-rifle=Дротиковая винтовка
|
||||||
#~ bi-wooden-pole-big=Большой деревянный столб
|
#~ bi-wooden-pole-big=Большой деревянный столб
|
||||||
#~ bi-bio-farm=Биоферма
|
#~ bi-bio-farm=Биоферма
|
||||||
#~ bi-bio-garden=Биосад
|
#~ bi-bio-garden=Биосад
|
||||||
#~ bi-bio-solar-farm=Био Солнечная ферма
|
#~ bi-bio-solar-farm=Био Солнечная ферма
|
||||||
#~ bi-bio-reactor=Биореактор
|
#~ bi-bio-reactor=Биореактор
|
||||||
#~ bi-bio-boiler=Биобойлер
|
#~ bi-bio-boiler=Биобойлер
|
||||||
#~ bi-cokery=Коксовая печь
|
#~ bi-cokery=Коксовая печь
|
||||||
#~ bi-wooden-chest-giga=Огромный деревянный ящик
|
#~ bi-wooden-chest-giga=Огромный деревянный ящик
|
||||||
#~ bi-bio-greenhouse=Теплица
|
#~ bi-bio-greenhouse=Теплица
|
||||||
#~ bi-large-substation=Гигантская подстанция
|
#~ bi-large-substation=Гигантская подстанция
|
||||||
#~ bi-wooden-chest-huge=Большой деревянный ящик
|
#~ bi-wooden-chest-huge=Большой деревянный ящик
|
||||||
#~ bi-wooden-pole-huge=Гигантский электрический столб
|
#~ bi-wooden-pole-huge=Гигантский электрический столб
|
||||||
#~ bi-wooden-chest-large=Средний деревянный ящик
|
#~ bi-wooden-chest-large=Средний деревянный ящик
|
||||||
#~ bi-wood-pipe-to-ground=Подземная деревянная труба
|
#~ bi-wood-pipe-to-ground=Подземная деревянная труба
|
||||||
#~ bi-power-to-rail-pole=Рельса с разъемом питания
|
#~ bi-power-to-rail-pole=Рельса с разъемом питания
|
||||||
#~ bi-production-science-pack=Production science pack
|
#~ bi-production-science-pack=Production science pack
|
||||||
#~ bi-rail-power=Электрические рельсы
|
#~ bi-rail-power=Электрические рельсы
|
||||||
#~ bi-rail-wood=Деревянные рельсы
|
#~ bi-rail-wood=Деревянные рельсы
|
||||||
#~ bi-rail-wood-bridge=Деревянные рельсы для мостов
|
#~ bi-rail-wood-bridge=Деревянные рельсы для мостов
|
||||||
#~ bi-seedling=Саженец
|
#~ bi-seedling=Саженец
|
||||||
#~ bi-solar-boiler=Солнечная электростанция и бойлер
|
#~ bi-solar-boiler=Солнечная электростанция и бойлер
|
||||||
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер
|
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер
|
||||||
#~ bi-solar-mat=Пол Илона Маска
|
#~ bi-solar-mat=Пол Илона Маска
|
||||||
#~ bi-stone-crusher=Измельченный камень
|
#~ bi-stone-crusher=Измельченный камень
|
||||||
#~ bi-wood-pipe=Деревянная труба
|
#~ bi-wood-pipe=Деревянная труба
|
||||||
#~ bi-wooden-fence=Деревянный забор
|
#~ bi-wooden-fence=Деревянный забор
|
||||||
#~ wooden-chest=Деревянный ящик
|
#~ wooden-chest=Деревянный ящик
|
||||||
|
|
|
||||||
|
|
@ -1,19 +1,19 @@
|
||||||
[technology-name]
|
[technology-name]
|
||||||
bi-tech-advanced-biotechnology=Продвинутая биотехнология
|
bi-tech-advanced-biotechnology=Продвинутая биотехнология
|
||||||
bi-tech-bio-cannon=Прототип артиллерии
|
bi-tech-bio-cannon=Прототип артиллерии
|
||||||
bi-tech-bio-farming=Биоферма
|
bi-tech-bio-farming=Биоферма
|
||||||
bi-tech-coal-processing-1=Переработка угля 1
|
bi-tech-coal-processing-1=Переработка угля 1
|
||||||
bi-tech-coal-processing-2=Переработка угля 2
|
bi-tech-coal-processing-2=Переработка угля 2
|
||||||
bi-tech-coal-processing-3=Переработка угля 3
|
bi-tech-coal-processing-3=Переработка угля 3
|
||||||
bi-tech-fertilizer=Удобрение
|
bi-tech-fertilizer=Удобрение
|
||||||
bi-tech-organic-plastic=Органический пластик
|
bi-tech-organic-plastic=Органический пластик
|
||||||
|
|
||||||
[technology-description]
|
[technology-description]
|
||||||
bi-tech-advanced-biotechnology=Открытие более высокоуровневых рецептов
|
bi-tech-advanced-biotechnology=Открытие более высокоуровневых рецептов
|
||||||
bi-tech-bio-cannon=Прототип технологии артиллерийской башни. - Пока что без возможности ручного наведения
|
bi-tech-bio-cannon=Прототип технологии артиллерийской башни. - Пока что без возможности ручного наведения
|
||||||
bi-tech-bio-farming=Изучите как выращивать деревья первый шаг к открытию других производств дерева
|
bi-tech-bio-farming=Изучите как выращивать деревья первый шаг к открытию других производств дерева
|
||||||
bi-tech-coal-processing-1=Переработка дерева в уголь
|
bi-tech-coal-processing-1=Переработка дерева в уголь
|
||||||
bi-tech-coal-processing-2=Переработка дерева в уголь
|
bi-tech-coal-processing-2=Переработка дерева в уголь
|
||||||
bi-tech-coal-processing-3=Переработка дерева в уголь
|
bi-tech-coal-processing-3=Переработка дерева в уголь
|
||||||
bi-tech-fertilizer=Используя удобрения, вы сможете получить значительно больше из рецептов
|
bi-tech-fertilizer=Используя удобрения, вы сможете получить значительно больше из рецептов
|
||||||
bi-tech-organic-plastic=Производство пластика используя органические материалы
|
bi-tech-organic-plastic=Производство пластика используя органические материалы
|
||||||
|
|
|
||||||
|
|
@ -1,10 +1,10 @@
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
--- Bio Damage for new Ammo
|
--- Bio Damage for new Ammo
|
||||||
{
|
{
|
||||||
type = "damage-type",
|
type = "damage-type",
|
||||||
name = "Biological"
|
name = "Biological"
|
||||||
},
|
},
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,212 +1,212 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
local ENTITYPATH = BioInd.modRoot .. "/graphics/entities/bio_cannon/"
|
local ENTITYPATH = BioInd.modRoot .. "/graphics/entities/bio_cannon/"
|
||||||
local REMNANTSPATH = BioInd.modRoot .. "/graphics/entities/remnants/"
|
local REMNANTSPATH = BioInd.modRoot .. "/graphics/entities/remnants/"
|
||||||
|
|
||||||
require "util"
|
require "util"
|
||||||
|
|
||||||
if BI.Settings.Bio_Cannon then
|
if BI.Settings.Bio_Cannon then
|
||||||
|
|
||||||
function preparing_animation()
|
function preparing_animation()
|
||||||
return {
|
return {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 692,
|
width = 692,
|
||||||
height = 672,
|
height = 672,
|
||||||
direction_count = 1,
|
direction_count = 1,
|
||||||
frame_count = 12,
|
frame_count = 12,
|
||||||
line_length = 6,
|
line_length = 6,
|
||||||
run_mode = "forward",
|
run_mode = "forward",
|
||||||
axially_symmetrical = false,
|
axially_symmetrical = false,
|
||||||
shift = {0, -0.8},
|
shift = {0, -0.8},
|
||||||
filename = ENTITYPATH .. "hr_bio_cannon_anim.png",
|
filename = ENTITYPATH .. "hr_bio_cannon_anim.png",
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
function prepared_animation() -- OPEN
|
function prepared_animation() -- OPEN
|
||||||
return {
|
return {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 692,
|
width = 692,
|
||||||
height = 672,
|
height = 672,
|
||||||
direction_count = 1,
|
direction_count = 1,
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
line_length = 1,
|
line_length = 1,
|
||||||
axially_symmetrical = false,
|
axially_symmetrical = false,
|
||||||
shift = {0, -0.8},
|
shift = {0, -0.8},
|
||||||
filename = ENTITYPATH .. "hr_bio_cannon_open.png",
|
filename = ENTITYPATH .. "hr_bio_cannon_open.png",
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}, {
|
}, {
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 320,
|
width = 320,
|
||||||
height = 672,
|
height = 672,
|
||||||
direction_count = 1,
|
direction_count = 1,
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
line_length = 1,
|
line_length = 1,
|
||||||
axially_symmetrical = false,
|
axially_symmetrical = false,
|
||||||
shift = {5, -0.95},
|
shift = {5, -0.95},
|
||||||
filename = ENTITYPATH .. "hr_bio_cannon_shadow.png",
|
filename = ENTITYPATH .. "hr_bio_cannon_shadow.png",
|
||||||
draw_as_shadow = true,
|
draw_as_shadow = true,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
function folding_animation()
|
function folding_animation()
|
||||||
return {
|
return {
|
||||||
layers = {
|
layers = {
|
||||||
|
|
||||||
{
|
{
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 692,
|
width = 692,
|
||||||
height = 672,
|
height = 672,
|
||||||
direction_count = 1,
|
direction_count = 1,
|
||||||
frame_count = 12,
|
frame_count = 12,
|
||||||
line_length = 6,
|
line_length = 6,
|
||||||
run_mode = "backward",
|
run_mode = "backward",
|
||||||
axially_symmetrical = false,
|
axially_symmetrical = false,
|
||||||
shift = {0, -0.8},
|
shift = {0, -0.8},
|
||||||
filename = ENTITYPATH .. "hr_bio_cannon_anim.png",
|
filename = ENTITYPATH .. "hr_bio_cannon_anim.png",
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
function folded_animation() -- CLOSED
|
function folded_animation() -- CLOSED
|
||||||
return {
|
return {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 692,
|
width = 692,
|
||||||
height = 672,
|
height = 672,
|
||||||
direction_count = 1,
|
direction_count = 1,
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
line_length = 1,
|
line_length = 1,
|
||||||
axially_symmetrical = false,
|
axially_symmetrical = false,
|
||||||
shift = {0, -0.8},
|
shift = {0, -0.8},
|
||||||
filename = ENTITYPATH .. "hr_bio_cannon_anim.png",
|
filename = ENTITYPATH .. "hr_bio_cannon_anim.png",
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}, {
|
}, {
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 692,
|
width = 692,
|
||||||
height = 672,
|
height = 672,
|
||||||
direction_count = 1,
|
direction_count = 1,
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
line_length = 1,
|
line_length = 1,
|
||||||
axially_symmetrical = false,
|
axially_symmetrical = false,
|
||||||
shift = {0.2, -0.95},
|
shift = {0.2, -0.95},
|
||||||
filename = ENTITYPATH .. "hr_bio_cannon_shadow.png",
|
filename = ENTITYPATH .. "hr_bio_cannon_shadow.png",
|
||||||
draw_as_shadow = true,
|
draw_as_shadow = true,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
-- Bio Cannon Artillery
|
-- Bio Cannon Artillery
|
||||||
{
|
{
|
||||||
type = "ammo-turret",
|
type = "ammo-turret",
|
||||||
name = "bi-bio-cannon",
|
name = "bi-bio-cannon",
|
||||||
icon = ICONPATH .. "biocannon_icon.png",
|
icon = ICONPATH .. "biocannon_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {{icon = ICONPATH .. "biocannon_icon.png", icon_size = 64}},
|
icons = {{icon = ICONPATH .. "biocannon_icon.png", icon_size = 64}},
|
||||||
flags = {"placeable-neutral", "placeable-player", "player-creation"},
|
flags = {"placeable-neutral", "placeable-player", "player-creation"},
|
||||||
-- makes cannon blueprintable
|
-- makes cannon blueprintable
|
||||||
placeable_by = {item = "bi-bio-cannon", count = 1},
|
placeable_by = {item = "bi-bio-cannon", count = 1},
|
||||||
open_sound = {
|
open_sound = {
|
||||||
filename = "__base__/sound/machine-open.ogg",
|
filename = "__base__/sound/machine-open.ogg",
|
||||||
volume = 0.85
|
volume = 0.85
|
||||||
},
|
},
|
||||||
close_sound = {
|
close_sound = {
|
||||||
filename = "__base__/sound/machine-close.ogg",
|
filename = "__base__/sound/machine-close.ogg",
|
||||||
volume = 0.75
|
volume = 0.75
|
||||||
},
|
},
|
||||||
minable = {mining_time = 10, result = "bi-bio-cannon"},
|
minable = {mining_time = 10, result = "bi-bio-cannon"},
|
||||||
max_health = 900,
|
max_health = 900,
|
||||||
corpse = "bi-bio-cannon-remnants",
|
corpse = "bi-bio-cannon-remnants",
|
||||||
dying_explosion = "massive-explosion",
|
dying_explosion = "massive-explosion",
|
||||||
automated_ammo_count = 10,
|
automated_ammo_count = 10,
|
||||||
resistances = {
|
resistances = {
|
||||||
{type = "fire", percent = 90},
|
{type = "fire", percent = 90},
|
||||||
{type = "explosion", percent = 30},
|
{type = "explosion", percent = 30},
|
||||||
{type = "impact", percent = 30}
|
{type = "impact", percent = 30}
|
||||||
},
|
},
|
||||||
collision_box = {{-4.20, -4.20}, {4.20, 4.20}},
|
collision_box = {{-4.20, -4.20}, {4.20, 4.20}},
|
||||||
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
||||||
order = "i[items][Bio_Cannon]",
|
order = "i[items][Bio_Cannon]",
|
||||||
inventory_size = 1,
|
inventory_size = 1,
|
||||||
prepare_range = 120,
|
prepare_range = 120,
|
||||||
preparing_speed = 0.012,
|
preparing_speed = 0.012,
|
||||||
attack_parameters = {
|
attack_parameters = {
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
ammo_category = "Bio_Cannon_Ammo",
|
ammo_category = "Bio_Cannon_Ammo",
|
||||||
cooldown = 600,
|
cooldown = 600,
|
||||||
warmup = 600,
|
warmup = 600,
|
||||||
-- ~ range = 0,
|
-- ~ range = 0,
|
||||||
range = 120,
|
range = 120,
|
||||||
min_range = 20,
|
min_range = 20,
|
||||||
projectile_creation_distance = 1.8,
|
projectile_creation_distance = 1.8,
|
||||||
action = {}
|
action = {}
|
||||||
},
|
},
|
||||||
folding_speed = 0.012,
|
folding_speed = 0.012,
|
||||||
preparing_animation = preparing_animation(),
|
preparing_animation = preparing_animation(),
|
||||||
prepared_animation = prepared_animation(),
|
prepared_animation = prepared_animation(),
|
||||||
-- attacking_animation = attacking_animation(),
|
-- attacking_animation = attacking_animation(),
|
||||||
folding_animation = folding_animation(),
|
folding_animation = folding_animation(),
|
||||||
folded_animation = folded_animation(),
|
folded_animation = folded_animation(),
|
||||||
call_for_help_radius = 90,
|
call_for_help_radius = 90,
|
||||||
attack_target_mask = {"Bio_Cannon_Ammo"},
|
attack_target_mask = {"Bio_Cannon_Ammo"},
|
||||||
graphics_set = {}
|
graphics_set = {}
|
||||||
},
|
},
|
||||||
|
|
||||||
---- Corpse / Remnants
|
---- Corpse / Remnants
|
||||||
{
|
{
|
||||||
type = "corpse",
|
type = "corpse",
|
||||||
name = "bi-bio-cannon-remnants",
|
name = "bi-bio-cannon-remnants",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {{icon = ICONPATH .. "biocannon_icon.png", icon_size = 64}},
|
icons = {{icon = ICONPATH .. "biocannon_icon.png", icon_size = 64}},
|
||||||
|
|
||||||
flags = {"placeable-neutral", "not-on-map"},
|
flags = {"placeable-neutral", "not-on-map"},
|
||||||
subgroup = "defensive-structure-remnants",
|
subgroup = "defensive-structure-remnants",
|
||||||
order = "a-c-a",
|
order = "a-c-a",
|
||||||
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
||||||
tile_width = 3,
|
tile_width = 3,
|
||||||
tile_height = 3,
|
tile_height = 3,
|
||||||
selectable_in_game = false,
|
selectable_in_game = false,
|
||||||
time_before_removed = 60 * 60 * 15, -- 15 minutes
|
time_before_removed = 60 * 60 * 15, -- 15 minutes
|
||||||
final_render_layer = "remnants",
|
final_render_layer = "remnants",
|
||||||
remove_on_tile_placement = false,
|
remove_on_tile_placement = false,
|
||||||
animation = make_rotated_animation_variations_from_sheet(1, {
|
animation = make_rotated_animation_variations_from_sheet(1, {
|
||||||
layers = {
|
layers = {
|
||||||
|
|
||||||
{
|
{
|
||||||
width = 692,
|
width = 692,
|
||||||
height = 672,
|
height = 672,
|
||||||
direction_count = 1,
|
direction_count = 1,
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
line_length = 1,
|
line_length = 1,
|
||||||
axially_symmetrical = false,
|
axially_symmetrical = false,
|
||||||
shift = {0, -0.8},
|
shift = {0, -0.8},
|
||||||
filename = REMNANTSPATH .. "hr_bio_cannon_remnant.png",
|
filename = REMNANTSPATH .. "hr_bio_cannon_remnant.png",
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,16 +1,16 @@
|
||||||
|
|
||||||
if BI.Settings.Bio_Cannon then
|
if BI.Settings.Bio_Cannon then
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "ammo-category",
|
type = "ammo-category",
|
||||||
name = "Bio_Cannon_Ammo",
|
name = "Bio_Cannon_Ammo",
|
||||||
order = "1"
|
order = "1"
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "trigger-target-type",
|
type = "trigger-target-type",
|
||||||
name = "Bio_Cannon_Ammo"
|
name = "Bio_Cannon_Ammo"
|
||||||
}
|
}
|
||||||
|
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,28 +1,28 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
if BI.Settings.Bio_Cannon then
|
if BI.Settings.Bio_Cannon then
|
||||||
data:extend({
|
data:extend({
|
||||||
-- Hive Buster Turret
|
-- Hive Buster Turret
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-bio-cannon",
|
name = "bi-bio-cannon",
|
||||||
localised_name = {"entity-name.bi-bio-cannon"},
|
localised_name = {"entity-name.bi-bio-cannon"},
|
||||||
localised_description = {"entity-description.bi-bio-cannon"},
|
localised_description = {"entity-description.bi-bio-cannon"},
|
||||||
icon = ICONPATH .. "biocannon_icon.png",
|
icon = ICONPATH .. "biocannon_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icon_mipmaps = 1,
|
icon_mipmaps = 1,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "biocannon_icon.png",
|
icon = ICONPATH .. "biocannon_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "defensive-structure",
|
subgroup = "defensive-structure",
|
||||||
order = "x[turret]-x[gun-turret]",
|
order = "x[turret]-x[gun-turret]",
|
||||||
place_result = "bi-bio-cannon",
|
place_result = "bi-bio-cannon",
|
||||||
stack_size = 1,
|
stack_size = 1,
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,350 +1,350 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/entities/bio_cannon/projectiles/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/entities/bio_cannon/projectiles/"
|
||||||
|
|
||||||
require "util"
|
require "util"
|
||||||
|
|
||||||
if BI.Settings.Bio_Cannon then
|
if BI.Settings.Bio_Cannon then
|
||||||
|
|
||||||
if mods["Natural_Evolution_Enemies"] then
|
if mods["Natural_Evolution_Enemies"] then
|
||||||
NE_Damage = 2
|
NE_Damage = 2
|
||||||
else
|
else
|
||||||
NE_Damage = 1
|
NE_Damage = 1
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
--Projectile
|
--Projectile
|
||||||
|
|
||||||
-- Bio Cannon Ammo
|
-- Bio Cannon Ammo
|
||||||
|
|
||||||
-- Prototype
|
-- Prototype
|
||||||
{
|
{
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
name = "bi-bio-cannon-proto-ammo",
|
name = "bi-bio-cannon-proto-ammo",
|
||||||
flags = {"not-on-map"},
|
flags = {"not-on-map"},
|
||||||
acceleration = 0.0004,
|
acceleration = 0.0004,
|
||||||
action = {
|
action = {
|
||||||
{
|
{
|
||||||
type = "area",
|
type = "area",
|
||||||
radius = 2,
|
radius = 2,
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "instant",
|
type = "instant",
|
||||||
target_effects = {
|
target_effects = {
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = {amount = 80 * NE_Damage, type = "physical"}
|
damage = {amount = 80 * NE_Damage, type = "physical"}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "create-entity",
|
type = "create-entity",
|
||||||
entity_name = "small-scorchmark",
|
entity_name = "small-scorchmark",
|
||||||
check_buildability = true
|
check_buildability = true
|
||||||
},
|
},
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
},
|
},
|
||||||
light = {intensity = 0.7, size = 3},
|
light = {intensity = 0.7, size = 3},
|
||||||
animation = {
|
animation = {
|
||||||
filename = ICONPATH .. "bio_cannon_proto_ammo.png",
|
filename = ICONPATH .. "bio_cannon_proto_ammo.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 18,
|
width = 18,
|
||||||
height = 47,
|
height = 47,
|
||||||
scale = 0.85,
|
scale = 0.85,
|
||||||
frame_count = 1
|
frame_count = 1
|
||||||
},
|
},
|
||||||
shadow = {
|
shadow = {
|
||||||
filename = ICONPATH .. "bio_cannon_ammo-shadow.png",
|
filename = ICONPATH .. "bio_cannon_ammo-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 18,
|
width = 18,
|
||||||
height = 47,
|
height = 47,
|
||||||
scale = 0.85,
|
scale = 0.85,
|
||||||
frame_count = 1
|
frame_count = 1
|
||||||
},
|
},
|
||||||
|
|
||||||
smoke = {
|
smoke = {
|
||||||
{
|
{
|
||||||
name = "smoke-fast",
|
name = "smoke-fast",
|
||||||
deviation = {0.15, 0.15},
|
deviation = {0.15, 0.15},
|
||||||
frequency = 1,
|
frequency = 1,
|
||||||
position = {0, 1},
|
position = {0, 1},
|
||||||
slow_down_factor = 1,
|
slow_down_factor = 1,
|
||||||
starting_frame = 3,
|
starting_frame = 3,
|
||||||
starting_frame_deviation = 5,
|
starting_frame_deviation = 5,
|
||||||
starting_frame_speed = 0,
|
starting_frame_speed = 0,
|
||||||
starting_frame_speed_deviation = 5
|
starting_frame_speed_deviation = 5
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
-- Basic
|
-- Basic
|
||||||
{
|
{
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
name = "bi-bio-cannon-basic-ammo",
|
name = "bi-bio-cannon-basic-ammo",
|
||||||
flags = {"not-on-map"},
|
flags = {"not-on-map"},
|
||||||
acceleration = 0.0005,
|
acceleration = 0.0005,
|
||||||
action = {
|
action = {
|
||||||
{
|
{
|
||||||
type = "area",
|
type = "area",
|
||||||
radius = 8,
|
radius = 8,
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "instant",
|
type = "instant",
|
||||||
target_effects = {
|
target_effects = {
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = {amount = 120 * NE_Damage, type = "physical"}
|
damage = {amount = 120 * NE_Damage, type = "physical"}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = {amount = 180 * NE_Damage, type = "explosion"}
|
damage = {amount = 180 * NE_Damage, type = "explosion"}
|
||||||
},
|
},
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "direct",
|
type = "direct",
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "instant",
|
type = "instant",
|
||||||
target_effects = {
|
target_effects = {
|
||||||
{
|
{
|
||||||
type = "nested-result",
|
type = "nested-result",
|
||||||
action = {
|
action = {
|
||||||
type = "area",
|
type = "area",
|
||||||
target_entities = false,
|
target_entities = false,
|
||||||
repeat_count = 10,
|
repeat_count = 10,
|
||||||
radius = 2,
|
radius = 2,
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
projectile = "NE-Napalm-Small",
|
projectile = "NE-Napalm-Small",
|
||||||
starting_speed = 0.5
|
starting_speed = 0.5
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "create-entity",
|
type = "create-entity",
|
||||||
entity_name = "small-scorchmark",
|
entity_name = "small-scorchmark",
|
||||||
check_buildability = true
|
check_buildability = true
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "create-entity",
|
type = "create-entity",
|
||||||
entity_name = "bio-cannon-explosion",
|
entity_name = "bio-cannon-explosion",
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
},
|
},
|
||||||
light = {intensity = 0.7, size = 6},
|
light = {intensity = 0.7, size = 6},
|
||||||
animation = {
|
animation = {
|
||||||
filename = ICONPATH .. "bio_cannon_basic_ammo.png",
|
filename = ICONPATH .. "bio_cannon_basic_ammo.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 18,
|
width = 18,
|
||||||
height = 47,
|
height = 47,
|
||||||
frame_count = 1
|
frame_count = 1
|
||||||
},
|
},
|
||||||
shadow = {
|
shadow = {
|
||||||
filename = ICONPATH .. "bio_cannon_ammo-shadow.png",
|
filename = ICONPATH .. "bio_cannon_ammo-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 18,
|
width = 18,
|
||||||
height = 47,
|
height = 47,
|
||||||
frame_count = 1
|
frame_count = 1
|
||||||
},
|
},
|
||||||
--[[
|
--[[
|
||||||
sound = {
|
sound = {
|
||||||
{
|
{
|
||||||
filename = "__Natural_Evolution_Buildings__/sound/launch.ogg",
|
filename = "__Natural_Evolution_Buildings__/sound/launch.ogg",
|
||||||
volume = 4.0
|
volume = 4.0
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
]]
|
]]
|
||||||
smoke = {
|
smoke = {
|
||||||
{
|
{
|
||||||
name = "smoke-fast",
|
name = "smoke-fast",
|
||||||
deviation = {0.15, 0.15},
|
deviation = {0.15, 0.15},
|
||||||
frequency = 1,
|
frequency = 1,
|
||||||
position = {0, 1},
|
position = {0, 1},
|
||||||
slow_down_factor = 1,
|
slow_down_factor = 1,
|
||||||
starting_frame = 3,
|
starting_frame = 3,
|
||||||
starting_frame_deviation = 5,
|
starting_frame_deviation = 5,
|
||||||
starting_frame_speed = 0,
|
starting_frame_speed = 0,
|
||||||
starting_frame_speed_deviation = 5
|
starting_frame_speed_deviation = 5
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Poison
|
--- Poison
|
||||||
{
|
{
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
name = "bi-bio-cannon-poison-ammo",
|
name = "bi-bio-cannon-poison-ammo",
|
||||||
flags = {"not-on-map"},
|
flags = {"not-on-map"},
|
||||||
acceleration = 0.0006,
|
acceleration = 0.0006,
|
||||||
action = {
|
action = {
|
||||||
{
|
{
|
||||||
type = "area",
|
type = "area",
|
||||||
radius = 12,
|
radius = 12,
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "instant",
|
type = "instant",
|
||||||
target_effects = {
|
target_effects = {
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = {amount = 120 * NE_Damage, type = "physical"}
|
damage = {amount = 120 * NE_Damage, type = "physical"}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = {amount = 180 * NE_Damage, type = "explosion"}
|
damage = {amount = 180 * NE_Damage, type = "explosion"}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = {amount = 250 * NE_Damage, type = "poison"}
|
damage = {amount = 250 * NE_Damage, type = "poison"}
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "direct",
|
type = "direct",
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "instant",
|
type = "instant",
|
||||||
target_effects = {
|
target_effects = {
|
||||||
{
|
{
|
||||||
type = "nested-result",
|
type = "nested-result",
|
||||||
action = {
|
action = {
|
||||||
type = "area",
|
type = "area",
|
||||||
target_entities = false,
|
target_entities = false,
|
||||||
repeat_count = 20,
|
repeat_count = 20,
|
||||||
radius = 3,
|
radius = 3,
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
projectile = "NE-Napalm-Small",
|
projectile = "NE-Napalm-Small",
|
||||||
starting_speed = 0.5
|
starting_speed = 0.5
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "create-entity",
|
type = "create-entity",
|
||||||
entity_name = "small-scorchmark",
|
entity_name = "small-scorchmark",
|
||||||
check_buildability = true
|
check_buildability = true
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "create-entity",
|
type = "create-entity",
|
||||||
entity_name = "bio-cannon-explosion",
|
entity_name = "bio-cannon-explosion",
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
light = {intensity = 0.8, size = 7},
|
light = {intensity = 0.8, size = 7},
|
||||||
animation = {
|
animation = {
|
||||||
filename = ICONPATH .. "bio_cannon_poison_ammo.png",
|
filename = ICONPATH .. "bio_cannon_poison_ammo.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 18,
|
width = 18,
|
||||||
height = 47,
|
height = 47,
|
||||||
frame_count = 1
|
frame_count = 1
|
||||||
},
|
},
|
||||||
shadow = {
|
shadow = {
|
||||||
filename = ICONPATH .. "bio_cannon_ammo-shadow.png",
|
filename = ICONPATH .. "bio_cannon_ammo-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 18,
|
width = 18,
|
||||||
height = 47,
|
height = 47,
|
||||||
frame_count = 1
|
frame_count = 1
|
||||||
},
|
},
|
||||||
--[[
|
--[[
|
||||||
sound = {
|
sound = {
|
||||||
{
|
{
|
||||||
filename = "__Natural_Evolution_Buildings__/sound/launch.ogg",
|
filename = "__Natural_Evolution_Buildings__/sound/launch.ogg",
|
||||||
volume = 4.0
|
volume = 4.0
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
]]
|
]]
|
||||||
smoke = {
|
smoke = {
|
||||||
{
|
{
|
||||||
name = "smoke-fast",
|
name = "smoke-fast",
|
||||||
deviation = {0.15, 0.15},
|
deviation = {0.15, 0.15},
|
||||||
frequency = 1,
|
frequency = 1,
|
||||||
position = {0, 1},
|
position = {0, 1},
|
||||||
slow_down_factor = 1,
|
slow_down_factor = 1,
|
||||||
starting_frame = 3,
|
starting_frame = 3,
|
||||||
starting_frame_deviation = 5,
|
starting_frame_deviation = 5,
|
||||||
starting_frame_speed = 0,
|
starting_frame_speed = 0,
|
||||||
starting_frame_speed_deviation = 5
|
starting_frame_speed_deviation = 5
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
--- Bio Cannon Explosion
|
--- Bio Cannon Explosion
|
||||||
{
|
{
|
||||||
type = "smoke-with-trigger",
|
type = "smoke-with-trigger",
|
||||||
name = "bio-cannon-explosion",
|
name = "bio-cannon-explosion",
|
||||||
flags = {"not-on-map"},
|
flags = {"not-on-map"},
|
||||||
show_when_smoke_off = true,
|
show_when_smoke_off = true,
|
||||||
animation = {
|
animation = {
|
||||||
filename = ICONPATH .. "explosion.png",
|
filename = ICONPATH .. "explosion.png",
|
||||||
priority = "low",
|
priority = "low",
|
||||||
width = 256,
|
width = 256,
|
||||||
height = 128,
|
height = 128,
|
||||||
frame_count = 12,
|
frame_count = 12,
|
||||||
animation_speed = 0.2,
|
animation_speed = 0.2,
|
||||||
line_length = 3,
|
line_length = 3,
|
||||||
scale = 2,
|
scale = 2,
|
||||||
},
|
},
|
||||||
sound = {
|
sound = {
|
||||||
{
|
{
|
||||||
filename = "__Bio_Industries_2__/sound/boom.ogg",
|
filename = "__Bio_Industries_2__/sound/boom.ogg",
|
||||||
volume = 4.0
|
volume = 4.0
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
slow_down_factor = 0,
|
slow_down_factor = 0,
|
||||||
affected_by_wind = false,
|
affected_by_wind = false,
|
||||||
cyclic = false,
|
cyclic = false,
|
||||||
duration = 60 * 5,
|
duration = 60 * 5,
|
||||||
spread_duration = 10,
|
spread_duration = 10,
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Napalm Small
|
--- Napalm Small
|
||||||
{
|
{
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
name = "NE-Napalm-Small",
|
name = "NE-Napalm-Small",
|
||||||
flags = {"not-on-map"},
|
flags = {"not-on-map"},
|
||||||
acceleration = 0,
|
acceleration = 0,
|
||||||
action = {
|
action = {
|
||||||
{
|
{
|
||||||
type = "direct",
|
type = "direct",
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "instant",
|
type = "instant",
|
||||||
target_effects = {
|
target_effects = {
|
||||||
{
|
{
|
||||||
type = "create-entity",
|
type = "create-entity",
|
||||||
entity_name = "fire-flame"
|
entity_name = "fire-flame"
|
||||||
},
|
},
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
},
|
},
|
||||||
animation = {
|
animation = {
|
||||||
filename = "__core__/graphics/empty.png",
|
filename = "__core__/graphics/empty.png",
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
priority = "high"
|
priority = "high"
|
||||||
},
|
},
|
||||||
shadow = {
|
shadow = {
|
||||||
filename = "__core__/graphics/empty.png",
|
filename = "__core__/graphics/empty.png",
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
priority = "high"
|
priority = "high"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,118 +1,118 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/weapon/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/weapon/"
|
||||||
|
|
||||||
if BI.Settings.Bio_Cannon then
|
if BI.Settings.Bio_Cannon then
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
-- Prototype Artillery Proto Ammo
|
-- Prototype Artillery Proto Ammo
|
||||||
{
|
{
|
||||||
type = "ammo",
|
type = "ammo",
|
||||||
name = "bi-bio-cannon-proto-ammo",
|
name = "bi-bio-cannon-proto-ammo",
|
||||||
icon = ICONPATH .. "bio_cannon_proto_ammo_icon.png",
|
icon = ICONPATH .. "bio_cannon_proto_ammo_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_cannon_proto_ammo_icon.png",
|
icon = ICONPATH .. "bio_cannon_proto_ammo_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ammo_category = "artillery-shell",
|
ammo_category = "artillery-shell",
|
||||||
ammo_type = {
|
ammo_type = {
|
||||||
category = "Bio_Cannon_Ammo",
|
category = "Bio_Cannon_Ammo",
|
||||||
target_type = "direction",
|
target_type = "direction",
|
||||||
action = {
|
action = {
|
||||||
{
|
{
|
||||||
type = "direct",
|
type = "direct",
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
projectile = "bi-bio-cannon-proto-ammo",
|
projectile = "bi-bio-cannon-proto-ammo",
|
||||||
starting_speed = 1,
|
starting_speed = 1,
|
||||||
direction_deviation = 0.8,
|
direction_deviation = 0.8,
|
||||||
range_deviation = 0.8,
|
range_deviation = 0.8,
|
||||||
max_range = 90
|
max_range = 90
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "ammo",
|
subgroup = "ammo",
|
||||||
order = "z[Bio_Cannon_Ammo]-a[Proto]",
|
order = "z[Bio_Cannon_Ammo]-a[Proto]",
|
||||||
stack_size = 50,
|
stack_size = 50,
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
-- Prototype Artillery Basic Ammo
|
-- Prototype Artillery Basic Ammo
|
||||||
{
|
{
|
||||||
type = "ammo",
|
type = "ammo",
|
||||||
name = "bi-bio-cannon-basic-ammo",
|
name = "bi-bio-cannon-basic-ammo",
|
||||||
icon = ICONPATH .. "bio_cannon_basic_ammo_icon.png",
|
icon = ICONPATH .. "bio_cannon_basic_ammo_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_cannon_basic_ammo_icon.png",
|
icon = ICONPATH .. "bio_cannon_basic_ammo_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ammo_category = "artillery-shell",
|
ammo_category = "artillery-shell",
|
||||||
ammo_type = {
|
ammo_type = {
|
||||||
category = "Bio_Cannon_Ammo",
|
category = "Bio_Cannon_Ammo",
|
||||||
target_type = "direction",
|
target_type = "direction",
|
||||||
action = {
|
action = {
|
||||||
{
|
{
|
||||||
type = "direct",
|
type = "direct",
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
projectile = "bi-bio-cannon-basic-ammo",
|
projectile = "bi-bio-cannon-basic-ammo",
|
||||||
starting_speed = 1,
|
starting_speed = 1,
|
||||||
direction_deviation = 0.8,
|
direction_deviation = 0.8,
|
||||||
range_deviation = 0.8,
|
range_deviation = 0.8,
|
||||||
max_range = 90
|
max_range = 90
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "ammo",
|
subgroup = "ammo",
|
||||||
order = "z[Bio_Cannon_Ammo]-b[Basic]",
|
order = "z[Bio_Cannon_Ammo]-b[Basic]",
|
||||||
stack_size = 50,
|
stack_size = 50,
|
||||||
},
|
},
|
||||||
|
|
||||||
-- Prototype Artillery Poison Ammo
|
-- Prototype Artillery Poison Ammo
|
||||||
{
|
{
|
||||||
type = "ammo",
|
type = "ammo",
|
||||||
name = "bi-bio-cannon-poison-ammo",
|
name = "bi-bio-cannon-poison-ammo",
|
||||||
icon = ICONPATH .. "bio_cannon_poison_ammo_icon.png",
|
icon = ICONPATH .. "bio_cannon_poison_ammo_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_cannon_poison_ammo_icon.png",
|
icon = ICONPATH .. "bio_cannon_poison_ammo_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ammo_category = "artillery-shell",
|
ammo_category = "artillery-shell",
|
||||||
ammo_type = {
|
ammo_type = {
|
||||||
category = "Bio_Cannon_Ammo",
|
category = "Bio_Cannon_Ammo",
|
||||||
target_type = "direction",
|
target_type = "direction",
|
||||||
action = {
|
action = {
|
||||||
{
|
{
|
||||||
type = "direct",
|
type = "direct",
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
projectile = "bi-bio-cannon-poison-ammo",
|
projectile = "bi-bio-cannon-poison-ammo",
|
||||||
starting_speed = 1,
|
starting_speed = 1,
|
||||||
direction_deviation = 0.8,
|
direction_deviation = 0.8,
|
||||||
range_deviation = 0.8,
|
range_deviation = 0.8,
|
||||||
max_range = 90
|
max_range = 90
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "ammo",
|
subgroup = "ammo",
|
||||||
order = "z[Bio_Cannon_Ammo]-c[Poison]",
|
order = "z[Bio_Cannon_Ammo]-c[Poison]",
|
||||||
stack_size = 50,
|
stack_size = 50,
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,57 +1,57 @@
|
||||||
|
|
||||||
if BI.Settings.Bio_Cannon then
|
if BI.Settings.Bio_Cannon then
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
-- Prototype Artillery Proto Ammo
|
-- Prototype Artillery Proto Ammo
|
||||||
{
|
{
|
||||||
type= "recipe",
|
type= "recipe",
|
||||||
name= "bi-bio-cannon-proto-ammo",
|
name= "bi-bio-cannon-proto-ammo",
|
||||||
localised_name = {"item-name.bi-bio-cannon-proto-ammo"},
|
localised_name = {"item-name.bi-bio-cannon-proto-ammo"},
|
||||||
localised_description = {"item-description.bi-bio-cannon-proto-ammo"},
|
localised_description = {"item-description.bi-bio-cannon-proto-ammo"},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 2,
|
energy_required = 2,
|
||||||
ingredients = {{type="item", name="iron-plate", amount=10}, {type="item", name="explosives", amount=10}},
|
ingredients = {{type="item", name="iron-plate", amount=10}, {type="item", name="explosives", amount=10}},
|
||||||
results = {{type="item", name="bi-bio-cannon-proto-ammo", amount=1}},
|
results = {{type="item", name="bi-bio-cannon-proto-ammo", amount=1}},
|
||||||
subgroup = "bi-ammo",
|
subgroup = "bi-ammo",
|
||||||
order = "z[Bio_Cannon_Ammo]-a[Proto]",
|
order = "z[Bio_Cannon_Ammo]-a[Proto]",
|
||||||
allow_as_intermediate = true, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = true, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
},
|
},
|
||||||
|
|
||||||
-- Prototype Artillery Basic Ammo
|
-- Prototype Artillery Basic Ammo
|
||||||
{
|
{
|
||||||
type= "recipe",
|
type= "recipe",
|
||||||
name= "bi-bio-cannon-basic-ammo",
|
name= "bi-bio-cannon-basic-ammo",
|
||||||
localised_name = {"item-name.bi-bio-cannon-basic-ammo"},
|
localised_name = {"item-name.bi-bio-cannon-basic-ammo"},
|
||||||
localised_description = {"item-description.bi-bio-cannon-basic-ammo"},
|
localised_description = {"item-description.bi-bio-cannon-basic-ammo"},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 4,
|
energy_required = 4,
|
||||||
ingredients = {{type="item", name="bi-bio-cannon-proto-ammo", amount=1}, {type="item", name="rocket", amount=10}},
|
ingredients = {{type="item", name="bi-bio-cannon-proto-ammo", amount=1}, {type="item", name="rocket", amount=10}},
|
||||||
results = {{type="item", name="bi-bio-cannon-basic-ammo", amount=1}},
|
results = {{type="item", name="bi-bio-cannon-basic-ammo", amount=1}},
|
||||||
subgroup = "bi-ammo",
|
subgroup = "bi-ammo",
|
||||||
order = "z[Bio_Cannon_Ammo]-b[Basic]",
|
order = "z[Bio_Cannon_Ammo]-b[Basic]",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
},
|
},
|
||||||
|
|
||||||
-- Prototype Artillery Poison Ammo
|
-- Prototype Artillery Poison Ammo
|
||||||
{
|
{
|
||||||
type= "recipe",
|
type= "recipe",
|
||||||
name= "bi-bio-cannon-poison-ammo",
|
name= "bi-bio-cannon-poison-ammo",
|
||||||
localised_name = {"item-name.bi-bio-cannon-poison-ammo"},
|
localised_name = {"item-name.bi-bio-cannon-poison-ammo"},
|
||||||
localised_description = {"item-description.bi-bio-cannon-poison-ammo"},
|
localised_description = {"item-description.bi-bio-cannon-poison-ammo"},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 8,
|
energy_required = 8,
|
||||||
ingredients = {{type="item", name="bi-bio-cannon-basic-ammo", amount=1}, {type="item", name="poison-capsule", amount=5}, {type="item", name="explosive-rocket", amount=5}},
|
ingredients = {{type="item", name="bi-bio-cannon-basic-ammo", amount=1}, {type="item", name="poison-capsule", amount=5}, {type="item", name="explosive-rocket", amount=5}},
|
||||||
results = {{type="item", name="bi-bio-cannon-poison-ammo", amount=1}},
|
results = {{type="item", name="bi-bio-cannon-poison-ammo", amount=1}},
|
||||||
subgroup = "bi-ammo",
|
subgroup = "bi-ammo",
|
||||||
order = "z[Bio_Cannon_Ammo]-c[Poison]",
|
order = "z[Bio_Cannon_Ammo]-c[Poison]",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,30 +1,30 @@
|
||||||
|
|
||||||
if BI.Settings.Bio_Cannon then
|
if BI.Settings.Bio_Cannon then
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
-- Hive Buster Turret
|
-- Hive Buster Turret
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-bio-cannon",
|
name = "bi-bio-cannon",
|
||||||
localised_name = {"entity-name.bi-bio-cannon"},
|
localised_name = {"entity-name.bi-bio-cannon"},
|
||||||
localised_description = {"entity-description.bi-bio.cannon"},
|
localised_description = {"entity-description.bi-bio.cannon"},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 50,
|
energy_required = 50,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="concrete", amount=100},
|
{type="item", name="concrete", amount=100},
|
||||||
{type="item", name="radar", amount=1},
|
{type="item", name="radar", amount=1},
|
||||||
{type="item", name="steel-plate", amount=80},
|
{type="item", name="steel-plate", amount=80},
|
||||||
{type="item", name="electric-engine-unit", amount=5},
|
{type="item", name="electric-engine-unit", amount=5},
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-bio-cannon", amount=1}},
|
results = {{type="item", name="bi-bio-cannon", amount=1}},
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = true, -- Added for 0.18.34/1.1.4
|
always_show_made_in = true, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = false, -- Added for 0.18.34/1.1.4
|
allow_decomposition = false, -- Added for 0.18.34/1.1.4
|
||||||
subgroup = "defensive-structure",
|
subgroup = "defensive-structure",
|
||||||
order = "b[turret]-e[bi-prototype-artillery-turret]"
|
order = "b[turret]-e[bi-prototype-artillery-turret]"
|
||||||
},
|
},
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,37 +1,37 @@
|
||||||
|
|
||||||
|
|
||||||
-- Don't duplicate what NE does
|
-- Don't duplicate what NE does
|
||||||
if BI.Settings.Bio_Cannon and not mods["Natural_Evolution_Buildings"] then
|
if BI.Settings.Bio_Cannon and not mods["Natural_Evolution_Buildings"] then
|
||||||
|
|
||||||
|
|
||||||
table.insert(data.raw.technology["physical-projectile-damage-5"].effects, {
|
table.insert(data.raw.technology["physical-projectile-damage-5"].effects, {
|
||||||
type = "ammo-damage",
|
type = "ammo-damage",
|
||||||
ammo_category = "Bio_Cannon_Ammo",
|
ammo_category = "Bio_Cannon_Ammo",
|
||||||
modifier = 0.9
|
modifier = 0.9
|
||||||
})
|
})
|
||||||
table.insert(data.raw.technology["physical-projectile-damage-6"].effects, {
|
table.insert(data.raw.technology["physical-projectile-damage-6"].effects, {
|
||||||
type = "ammo-damage",
|
type = "ammo-damage",
|
||||||
ammo_category = "Bio_Cannon_Ammo",
|
ammo_category = "Bio_Cannon_Ammo",
|
||||||
modifier = 1.3
|
modifier = 1.3
|
||||||
})
|
})
|
||||||
table.insert(data.raw.technology["physical-projectile-damage-7"].effects, {
|
table.insert(data.raw.technology["physical-projectile-damage-7"].effects, {
|
||||||
type = "ammo-damage",
|
type = "ammo-damage",
|
||||||
ammo_category = "Bio_Cannon_Ammo",
|
ammo_category = "Bio_Cannon_Ammo",
|
||||||
modifier = 1
|
modifier = 1
|
||||||
})
|
})
|
||||||
table.insert(data.raw.technology["artillery-shell-speed-1"].effects, {
|
table.insert(data.raw.technology["artillery-shell-speed-1"].effects, {
|
||||||
type = "gun-speed",
|
type = "gun-speed",
|
||||||
ammo_category = "Bio_Cannon_Ammo",
|
ammo_category = "Bio_Cannon_Ammo",
|
||||||
modifier = 1
|
modifier = 1
|
||||||
})
|
})
|
||||||
table.insert(data.raw.technology["weapon-shooting-speed-5"].effects, {
|
table.insert(data.raw.technology["weapon-shooting-speed-5"].effects, {
|
||||||
type = "gun-speed",
|
type = "gun-speed",
|
||||||
ammo_category = "Bio_Cannon_Ammo",
|
ammo_category = "Bio_Cannon_Ammo",
|
||||||
modifier = 0.8
|
modifier = 0.8
|
||||||
})
|
})
|
||||||
table.insert(data.raw.technology["weapon-shooting-speed-6"].effects, {
|
table.insert(data.raw.technology["weapon-shooting-speed-6"].effects, {
|
||||||
type = "gun-speed",
|
type = "gun-speed",
|
||||||
ammo_category = "Bio_Cannon_Ammo",
|
ammo_category = "Bio_Cannon_Ammo",
|
||||||
modifier = 1.5
|
modifier = 1.5
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,52 +1,52 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
|
||||||
|
|
||||||
if BI.Settings.Bio_Cannon then
|
if BI.Settings.Bio_Cannon then
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "technology",
|
type = "technology",
|
||||||
name = "bi-tech-bio-cannon",
|
name = "bi-tech-bio-cannon",
|
||||||
icon_size = 256,
|
icon_size = 256,
|
||||||
icon = ICONPATH .. "bi-tech-bio_cannon.png",
|
icon = ICONPATH .. "bi-tech-bio_cannon.png",
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi-tech-bio_cannon.png",
|
icon = ICONPATH .. "bi-tech-bio_cannon.png",
|
||||||
icon_size = 256,
|
icon_size = 256,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
effects = {
|
effects = {
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-bio-cannon"
|
recipe = "bi-bio-cannon"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-bio-cannon-proto-ammo"
|
recipe = "bi-bio-cannon-proto-ammo"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-bio-cannon-basic-ammo"
|
recipe = "bi-bio-cannon-basic-ammo"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-bio-cannon-poison-ammo"
|
recipe = "bi-bio-cannon-poison-ammo"
|
||||||
},
|
},
|
||||||
|
|
||||||
},
|
},
|
||||||
prerequisites = {"military-2"},
|
prerequisites = {"military-2"},
|
||||||
unit = {
|
unit = {
|
||||||
count = 300,
|
count = 300,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{"automation-science-pack", 1},
|
{"automation-science-pack", 1},
|
||||||
{"logistic-science-pack", 1},
|
{"logistic-science-pack", 1},
|
||||||
{"military-science-pack", 1},
|
{"military-science-pack", 1},
|
||||||
},
|
},
|
||||||
time = 30,
|
time = 30,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,78 +1,78 @@
|
||||||
-- We may want to remove our coal processing techs and move the unlocks to a
|
-- We may want to remove our coal processing techs and move the unlocks to a
|
||||||
-- similar tech from other mods. So let's store the unlocks for each tech for
|
-- similar tech from other mods. So let's store the unlocks for each tech for
|
||||||
-- easier shuffling!
|
-- easier shuffling!
|
||||||
|
|
||||||
return {
|
return {
|
||||||
-- "bi-tech-coal-processing-1"
|
-- "bi-tech-coal-processing-1"
|
||||||
{
|
{
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-charcoal-1"
|
recipe = "bi-charcoal-1"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-charcoal-2"
|
recipe = "bi-charcoal-2"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-ash-2"
|
recipe = "bi-ash-2"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-ash-1"
|
recipe = "bi-ash-1"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-wood-fuel-brick"
|
recipe = "bi-wood-fuel-brick"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seed-2"
|
recipe = "bi-seed-2"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seedling-2"
|
recipe = "bi-seedling-2"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-logs-2"
|
recipe = "bi-logs-2"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-cokery"
|
recipe = "bi-cokery"
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
-- "bi-tech-coal-processing-2"
|
-- "bi-tech-coal-processing-2"
|
||||||
{
|
{
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-coal-1"
|
recipe = "bi-coal-1"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-pellet-coke"
|
recipe = "bi-pellet-coke"
|
||||||
},
|
},
|
||||||
-- Moved here from "bi-tech-coal-processing-1" (0.18.29):
|
-- Moved here from "bi-tech-coal-processing-1" (0.18.29):
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-solid-fuel"
|
recipe = "bi-solid-fuel"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-stone-brick"
|
recipe = "bi-stone-brick"
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
-- "bi-tech-coal-processing-3"
|
-- "bi-tech-coal-processing-3"
|
||||||
{
|
{
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-coal-2"
|
recipe = "bi-coal-2"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-coke-coal"
|
recipe = "bi-coke-coal"
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,440 +1,440 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/"
|
local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/"
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-pellet-coke-2",
|
name = "bi-pellet-coke-2",
|
||||||
icon = ICONPATH .. "pellet_coke_b.png",
|
icon = ICONPATH .. "pellet_coke_b.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "pellet_coke_b.png",
|
icon = ICONPATH .. "pellet_coke_b.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "biofarm-mod-smelting",
|
category = "biofarm-mod-smelting",
|
||||||
subgroup = "bio-bio-farm-raw",
|
subgroup = "bio-bio-farm-raw",
|
||||||
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,
|
||||||
enabled = false,
|
enabled = false,
|
||||||
},
|
},
|
||||||
|
|
||||||
-- fertilizer from sodium-hydroxide--
|
-- fertilizer from sodium-hydroxide--
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-fertilizer-2",
|
name = "bi-fertilizer-2",
|
||||||
icon = ICONPATH .. "fertilizer_sodium_hydroxide.png",
|
icon = ICONPATH .. "fertilizer_sodium_hydroxide.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "fertilizer_sodium_hydroxide.png",
|
icon = ICONPATH .. "fertilizer_sodium_hydroxide.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
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 = {
|
||||||
{type = "item", name = "fertilizer", amount = 5}
|
{type = "item", name = "fertilizer", amount = 5}
|
||||||
},
|
},
|
||||||
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
|
||||||
always_show_made_in = true, -- Changed for 0.18.34/1.1.4
|
always_show_made_in = true, -- Changed for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
||||||
subgroup = "bio-bio-farm-intermediate-product",
|
subgroup = "bio-bio-farm-intermediate-product",
|
||||||
order = "b[bi-fertilizer]",
|
order = "b[bi-fertilizer]",
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
---- Resin
|
---- Resin
|
||||||
if not data.raw.item["resin"] then
|
if not data.raw.item["resin"] then
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
--- Resin Item
|
--- Resin Item
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "resin",
|
name = "resin",
|
||||||
icon = ICONPATH .. "bi_resin.png",
|
icon = ICONPATH .. "bi_resin.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_resin.png",
|
icon = ICONPATH .. "bi_resin.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
icon_mipmaps = 4,
|
icon_mipmaps = 4,
|
||||||
pictures = {
|
pictures = {
|
||||||
{ size = 64, filename = ICONPATHMIPS.."Resin_1.png", scale = 0.2 },
|
{ size = 64, filename = ICONPATHMIPS.."Resin_1.png", scale = 0.2 },
|
||||||
{ size = 64, filename = ICONPATHMIPS.."Resin_2.png", scale = 0.2 },
|
{ size = 64, filename = ICONPATHMIPS.."Resin_2.png", scale = 0.2 },
|
||||||
{ size = 64, filename = ICONPATHMIPS.."Resin_3.png", scale = 0.2 },
|
{ size = 64, filename = ICONPATHMIPS.."Resin_3.png", scale = 0.2 },
|
||||||
{ size = 64, filename = ICONPATHMIPS.."Resin_4.png", scale = 0.2 }
|
{ size = 64, filename = ICONPATHMIPS.."Resin_4.png", scale = 0.2 }
|
||||||
},
|
},
|
||||||
subgroup = "bio-bio-farm-raw",
|
subgroup = "bio-bio-farm-raw",
|
||||||
order = "a[bi]-a-bb[bi-resin]",
|
order = "a[bi]-a-bb[bi-resin]",
|
||||||
stack_size = 200
|
stack_size = 200
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Resin recipe - Wood
|
--- Resin recipe - Wood
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-resin-wood",
|
name = "bi-resin-wood",
|
||||||
localised_name = {"recipe-name.bi-resin-wood"},
|
localised_name = {"recipe-name.bi-resin-wood"},
|
||||||
localised_description = {"recipe-description.bi-resin-wood"},
|
localised_description = {"recipe-description.bi-resin-wood"},
|
||||||
icon = ICONPATH .. "bi_resin_wood.png",
|
icon = ICONPATH .. "bi_resin_wood.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_resin_wood.png",
|
icon = ICONPATH .. "bi_resin_wood.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "bio-bio-farm-raw",
|
subgroup = "bio-bio-farm-raw",
|
||||||
order = "a[bi]-a-bb[bi-2-resin-2-wood]",
|
order = "a[bi]-a-bb[bi-2-resin-2-wood]",
|
||||||
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
|
||||||
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
||||||
|
|
||||||
energy_required = 1,
|
energy_required = 1,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "item", name = "wood", amount = 1}
|
{type = "item", name = "wood", amount = 1}
|
||||||
},
|
},
|
||||||
results = {{type="item", name="resin", amount=1}},
|
results = {{type="item", name="resin", amount=1}},
|
||||||
main_procuct = "",
|
main_procuct = "",
|
||||||
-- This is a custom property for use by "Krastorio 2" (it will change
|
-- This is a custom property for use by "Krastorio 2" (it will change
|
||||||
-- ingredients/results; used for wood/wood pulp)
|
-- ingredients/results; used for wood/wood pulp)
|
||||||
mod = "Bio_Industries_2",
|
mod = "Bio_Industries_2",
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
-- Order in table reflects order in display (Tech tree), so we remove the last
|
-- Order in table reflects order in display (Tech tree), so we remove the last
|
||||||
-- recipes, add the new one, and re-add the removed recipes where they belong.
|
-- recipes, add the new one, and re-add the removed recipes where they belong.
|
||||||
for _, recipe in ipairs({"bi-woodpulp", "bi-resin-pulp", "bi-wood-from-pulp"}) do
|
for _, recipe in ipairs({"bi-woodpulp", "bi-resin-pulp", "bi-wood-from-pulp"}) do
|
||||||
thxbob.lib.tech.remove_recipe_unlock("bi-tech-bio-farming", recipe)
|
thxbob.lib.tech.remove_recipe_unlock("bi-tech-bio-farming", recipe)
|
||||||
end
|
end
|
||||||
for _, recipe in ipairs({"bi-woodpulp", "bi-resin-wood", "bi-resin-pulp", "bi-wood-from-pulp"}) do
|
for _, recipe in ipairs({"bi-woodpulp", "bi-resin-wood", "bi-resin-pulp", "bi-wood-from-pulp"}) do
|
||||||
thxbob.lib.tech.add_recipe_unlock("bi-tech-bio-farming", recipe)
|
thxbob.lib.tech.add_recipe_unlock("bi-tech-bio-farming", recipe)
|
||||||
end
|
end
|
||||||
|
|
||||||
elseif data.raw.recipe["bob-resin-wood"] then
|
elseif data.raw.recipe["bob-resin-wood"] then
|
||||||
data.raw.recipe["bob-resin-wood"].icon = ICONPATH .. "bi_resin_wood.png"
|
data.raw.recipe["bob-resin-wood"].icon = ICONPATH .. "bi_resin_wood.png"
|
||||||
data.raw.recipe["bob-resin-wood"].icon_size = 64
|
data.raw.recipe["bob-resin-wood"].icon_size = 64
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
-- Pellet-Coke from Carbon - Bobs & Angels
|
-- Pellet-Coke from Carbon - Bobs & Angels
|
||||||
if data.raw.item["solid-carbon"] and mods["angelspetrochem"] then
|
if data.raw.item["solid-carbon"] and mods["angelspetrochem"] then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-pellet-coke-2", {type = "item", name = "solid-carbon", amount = 10})
|
thxbob.lib.recipe.add_new_ingredient("bi-pellet-coke-2", {type = "item", name = "solid-carbon", amount = 10})
|
||||||
data.raw.recipe["bi-coke-coal"].icon = ICONPATH .. "pellet_coke_1.png"
|
data.raw.recipe["bi-coke-coal"].icon = ICONPATH .. "pellet_coke_1.png"
|
||||||
data.raw.recipe["bi-coke-coal"].icon_size = 64
|
data.raw.recipe["bi-coke-coal"].icon_size = 64
|
||||||
data.raw.recipe["bi-pellet-coke-2"].icon = ICONPATH .. "pellet_coke_a.png"
|
data.raw.recipe["bi-pellet-coke-2"].icon = ICONPATH .. "pellet_coke_a.png"
|
||||||
data.raw.recipe["bi-pellet-coke-2"].icon_size = 64
|
data.raw.recipe["bi-pellet-coke-2"].icon_size = 64
|
||||||
data.raw.recipe["bi-pellet-coke"].icon = ICONPATH .. "pellet_coke_c.png"
|
data.raw.recipe["bi-pellet-coke"].icon = ICONPATH .. "pellet_coke_c.png"
|
||||||
data.raw.recipe["bi-pellet-coke"].icon_size = 64
|
data.raw.recipe["bi-pellet-coke"].icon_size = 64
|
||||||
thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2")
|
thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2")
|
||||||
elseif data.raw.item["carbon"] and mods["bobplates"] then
|
elseif data.raw.item["carbon"] and mods["bobplates"] then
|
||||||
thxbob.lib.recipe.add_new_ingredient ("bi-pellet-coke-2", {type = "item", name = "carbon", amount = 10})
|
thxbob.lib.recipe.add_new_ingredient ("bi-pellet-coke-2", {type = "item", name = "carbon", amount = 10})
|
||||||
data.raw.recipe["bi-coke-coal"].icon = ICONPATH .. "pellet_coke_1.png"
|
data.raw.recipe["bi-coke-coal"].icon = ICONPATH .. "pellet_coke_1.png"
|
||||||
data.raw.recipe["bi-coke-coal"].icon_size = 64
|
data.raw.recipe["bi-coke-coal"].icon_size = 64
|
||||||
data.raw.recipe["bi-pellet-coke-2"].icon = ICONPATH .. "pellet_coke_b.png"
|
data.raw.recipe["bi-pellet-coke-2"].icon = ICONPATH .. "pellet_coke_b.png"
|
||||||
data.raw.recipe["bi-pellet-coke-2"].icon_size = 64
|
data.raw.recipe["bi-pellet-coke-2"].icon_size = 64
|
||||||
data.raw.recipe["bi-pellet-coke"].icon = ICONPATH .. "pellet_coke_c.png"
|
data.raw.recipe["bi-pellet-coke"].icon = ICONPATH .. "pellet_coke_c.png"
|
||||||
data.raw.recipe["bi-pellet-coke"].icon_size = 64
|
data.raw.recipe["bi-pellet-coke"].icon_size = 64
|
||||||
thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2")
|
thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2")
|
||||||
end
|
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 = "__angelsbioprocessing__/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 = "__angelsbioprocessing__/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 = "__angelsbioprocessing__/graphics/icons/wood-bricks.png"
|
||||||
data.raw.item["wood-bricks"].icon_size = 32
|
data.raw.item["wood-bricks"].icon_size = 32
|
||||||
end
|
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 .. "fertilizer_solid_sodium_hydroxide.png"
|
data.raw.recipe["bi-fertilizer-2"].icon = ICONPATH .. "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")
|
||||||
elseif data.raw.item["sodium-hydroxide"] and mods["bobplates"] then
|
elseif data.raw.item["sodium-hydroxide"] and mods["bobplates"] then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", {
|
thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "sodium-hydroxide",
|
name = "sodium-hydroxide",
|
||||||
amount = 10
|
amount = 10
|
||||||
})
|
})
|
||||||
thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2")
|
thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2")
|
||||||
end
|
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
|
||||||
|
|
||||||
-- If Angels, replace icons for biomass-conversion-2 and bi_basic_gas_processing
|
-- If Angels, replace icons for biomass-conversion-2 and bi_basic_gas_processing
|
||||||
if mods["angelspetrochem"] then
|
if mods["angelspetrochem"] then
|
||||||
local conversion = data.raw.recipe["bi-biomass-conversion-2"]
|
local conversion = data.raw.recipe["bi-biomass-conversion-2"]
|
||||||
conversion.icon = ICONPATH .. "bio_conversion_2_angels.png"
|
conversion.icon = ICONPATH .. "bio_conversion_2_angels.png"
|
||||||
conversion.icons[1].icon = ICONPATH .. "bio_conversion_2_angels.png"
|
conversion.icons[1].icon = ICONPATH .. "bio_conversion_2_angels.png"
|
||||||
conversion.localised_name = {"recipe-name.bi-biomass-conversion-2-methane"}
|
conversion.localised_name = {"recipe-name.bi-biomass-conversion-2-methane"}
|
||||||
conversion.localised_description = {"recipe-description.bi-biomass-conversion-2-methane"}
|
conversion.localised_description = {"recipe-description.bi-biomass-conversion-2-methane"}
|
||||||
|
|
||||||
local gas_processing = data.raw.recipe["bi-basic-gas-processing"]
|
local gas_processing = data.raw.recipe["bi-basic-gas-processing"]
|
||||||
gas_processing.icon = ICONPATH .. "bi_basic_gas_processing_angels.png"
|
gas_processing.icon = ICONPATH .. "bi_basic_gas_processing_angels.png"
|
||||||
gas_processing.icons[1].icon = ICONPATH .. "bi_basic_gas_processing_angels.png"
|
gas_processing.icons[1].icon = ICONPATH .. "bi_basic_gas_processing_angels.png"
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- If Angels, replace water with water-yellow-waste
|
-- If Angels, replace water with water-yellow-waste
|
||||||
if data.raw.fluid["water-yellow-waste"] and mods["angelspetrochem"] then
|
if data.raw.fluid["water-yellow-waste"] and mods["angelspetrochem"] then
|
||||||
-- Replace water with water-yellow-waste in Algae Biomass conversion 4
|
-- Replace water with 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 = "water-yellow-waste",
|
||||||
amount = 40
|
amount = 40
|
||||||
})
|
})
|
||||||
-- Change recipe localizations
|
-- Change recipe localizations
|
||||||
data.raw.recipe["bi-biomass-conversion-4"].localised_name =
|
data.raw.recipe["bi-biomass-conversion-4"].localised_name =
|
||||||
{"recipe-name.bi-biomass-conversion-4-yellow-waste"}
|
{"recipe-name.bi-biomass-conversion-4-yellow-waste"}
|
||||||
data.raw.recipe["bi-biomass-conversion-4"].localised_description =
|
data.raw.recipe["bi-biomass-conversion-4"].localised_description =
|
||||||
{"recipe-description.bi-biomass-conversion-4-yellow-waste"}
|
{"recipe-description.bi-biomass-conversion-4-yellow-waste"}
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Krastorio
|
-- Krastorio
|
||||||
if mods["Krastorio"] then
|
if mods["Krastorio"] then
|
||||||
-- Replace liquid air with oxygen in Algae Biomass conversion 2 and 3
|
-- Replace liquid air with oxygen in Algae Biomass conversion 2 and 3
|
||||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "nitrogen", "k-nitrogen")
|
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "nitrogen", "k-nitrogen")
|
||||||
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "k-nitrogen")
|
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "k-nitrogen")
|
||||||
|
|
||||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "k-oxygen")
|
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "k-oxygen")
|
||||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "k-oxygen")
|
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "k-oxygen")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-- Krastorio2
|
-- Krastorio2
|
||||||
if mods["Krastorio2"] then
|
if mods["Krastorio2"] then
|
||||||
-- Replace liquid air with oxygen in Algae Biomass conversion 2 and 3
|
-- Replace liquid air with oxygen in Algae Biomass conversion 2 and 3
|
||||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "oxygen")
|
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "oxygen")
|
||||||
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "oxygen")
|
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "oxygen")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
--- Make Bio Farm use glass if Bob's
|
--- Make Bio Farm use glass if Bob's
|
||||||
if data.raw.item.glass then
|
if data.raw.item.glass then
|
||||||
thxbob.lib.recipe.replace_ingredient("bi-bio-farm", "copper-cable", "glass")
|
thxbob.lib.recipe.replace_ingredient("bi-bio-farm", "copper-cable", "glass")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
--- Adding in some recipe's to use up Wood Pulp (Ash and Charcoal) and Crushed Stone
|
--- Adding in some recipe's to use up Wood Pulp (Ash and Charcoal) and Crushed Stone
|
||||||
if mods["angelsrefining"] then
|
if mods["angelsrefining"] then
|
||||||
data:extend({
|
data:extend({
|
||||||
-- Charcoal and Crushed Stone Sink
|
-- Charcoal and Crushed Stone Sink
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-mineralized-sulfuric-waste",
|
name = "bi-mineralized-sulfuric-waste",
|
||||||
icon = ICONPATH .. "bi_mineralized_sulfuric.png",
|
icon = ICONPATH .. "bi_mineralized_sulfuric.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_mineralized_sulfuric.png",
|
icon = ICONPATH .. "bi_mineralized_sulfuric.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "liquifying",
|
category = "liquifying",
|
||||||
subgroup = "water-treatment",
|
subgroup = "water-treatment",
|
||||||
energy_required = 2,
|
energy_required = 2,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "fluid", name = "water-purified", amount = 100},
|
{type = "fluid", name = "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 = "water-yellow-waste", amount = 40},
|
||||||
{type = "fluid", name = "water-mineralized", amount = 60},
|
{type = "fluid", name = "water-mineralized", amount = 60},
|
||||||
},
|
},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
allow_as_intermediate = false,
|
allow_as_intermediate = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
order = "a[water-water-mineralized]-2",
|
order = "a[water-water-mineralized]-2",
|
||||||
},
|
},
|
||||||
|
|
||||||
-- Ash and Crushed Stone Sink
|
-- Ash and Crushed Stone Sink
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-slag-slurry",
|
name = "bi-slag-slurry",
|
||||||
icon = ICONPATH .. "bi_slurry.png",
|
icon = ICONPATH .. "bi_slurry.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_slurry.png",
|
icon = ICONPATH .. "bi_slurry.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "liquifying",
|
category = "liquifying",
|
||||||
subgroup = "liquifying",
|
subgroup = "liquifying",
|
||||||
energy_required = 4,
|
energy_required = 4,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "fluid", name = "water-saline", amount = 50},
|
{type = "fluid", name = "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 = "slag-slurry", amount = 100},
|
||||||
},
|
},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
allow_as_intermediate = false,
|
allow_as_intermediate = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
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("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
|
||||||
|
|
||||||
|
|
||||||
--- Alternative Wooden-Board Recipe for Bob's Electronics
|
--- Alternative Wooden-Board Recipe for Bob's Electronics
|
||||||
if data.raw.item["wooden-board"] and mods["bobelectronics"] then
|
if data.raw.item["wooden-board"] and mods["bobelectronics"] then
|
||||||
data:extend({
|
data:extend({
|
||||||
-- Wood - Press Wood
|
-- Wood - Press Wood
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-press-wood",
|
name = "bi-press-wood",
|
||||||
localised_name = {"recipe-name.bi-press-wood"},
|
localised_name = {"recipe-name.bi-press-wood"},
|
||||||
icon = ICONPATH .. "bi_wooden_board.png",
|
icon = ICONPATH .. "bi_wooden_board.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_wooden_board.png",
|
icon = ICONPATH .. "bi_wooden_board.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "bob-boards",
|
subgroup = "bob-boards",
|
||||||
order = "c-a1[wooden-board]",
|
order = "c-a1[wooden-board]",
|
||||||
category = "electronics",
|
category = "electronics",
|
||||||
energy_required = 1,
|
energy_required = 1,
|
||||||
enabled = false,
|
enabled = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
allow_as_intermediate = false,
|
allow_as_intermediate = false,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "item", name = "bi-woodpulp", amount = 3},
|
{type = "item", name = "bi-woodpulp", amount = 3},
|
||||||
{type = "item", name = "resin", amount = 1},
|
{type = "item", name = "resin", amount = 1},
|
||||||
},
|
},
|
||||||
results = {
|
results = {
|
||||||
{type = "item", name = "wooden-board", amount = 6}
|
{type = "item", name = "wooden-board", amount = 6}
|
||||||
},
|
},
|
||||||
-- This is a custom property for use by "Krastorio 2" (it will change
|
-- This is a custom property for use by "Krastorio 2" (it will change
|
||||||
-- ingredients/results; used for wood/wood pulp)
|
-- ingredients/results; used for wood/wood pulp)
|
||||||
mod = "Bio_Industries_2",
|
mod = "Bio_Industries_2",
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
thxbob.lib.tech.add_recipe_unlock("electronics", "bi-press-wood")
|
thxbob.lib.tech.add_recipe_unlock("electronics", "bi-press-wood")
|
||||||
|
|
||||||
if mods["ShinyBobGFX"] or mods["ShinyBobGFX_Continued"] then
|
if mods["ShinyBobGFX"] or mods["ShinyBobGFX_Continued"] then
|
||||||
data.raw["recipe"]["bi-press-wood"].icon = ICONPATH .. "bi_wooden_board_shiny.png"
|
data.raw["recipe"]["bi-press-wood"].icon = ICONPATH .. "bi_wooden_board_shiny.png"
|
||||||
data.raw["recipe"]["bi-press-wood"].icon_size = 64
|
data.raw["recipe"]["bi-press-wood"].icon_size = 64
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-- Replace Angels Charcoal Icon
|
-- Replace Angels Charcoal Icon
|
||||||
if data.raw.recipe["wood-charcoal"] then
|
if data.raw.recipe["wood-charcoal"] then
|
||||||
data.raw.recipe["wood-charcoal"].icon = ICONPATH .. "charcoal_pellets.png"
|
data.raw.recipe["wood-charcoal"].icon = ICONPATH .. "charcoal_pellets.png"
|
||||||
data.raw.recipe["wood-charcoal"].icon_size = 64
|
data.raw.recipe["wood-charcoal"].icon_size = 64
|
||||||
data.raw.recipe["wood-charcoal"].category = "biofarm-mod-smelting"
|
data.raw.recipe["wood-charcoal"].category = "biofarm-mod-smelting"
|
||||||
data.raw.item["wood-charcoal"].icon = ICONPATH .. "charcoal.png"
|
data.raw.item["wood-charcoal"].icon = ICONPATH .. "charcoal.png"
|
||||||
data.raw.item["wood-charcoal"].icon_size = 64
|
data.raw.item["wood-charcoal"].icon_size = 64
|
||||||
data.raw.item["wood-charcoal"].fuel_emissions_multiplier = 1.05
|
data.raw.item["wood-charcoal"].fuel_emissions_multiplier = 1.05
|
||||||
end
|
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["sand"] or
|
if data.raw.item["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
|
||||||
|
|
||||||
BioInd.writeDebug("Generating recipe for sand from crushed stone!")
|
BioInd.writeDebug("Generating recipe for sand from crushed stone!")
|
||||||
-- General recipe for sand (will be adjusted later if necessary)
|
-- General recipe for sand (will be adjusted later if necessary)
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-sand",
|
name = "bi-sand",
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "sand-aai.png",
|
icon = ICONPATH .. "sand-aai.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
mip_maps = 1,
|
mip_maps = 1,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "biofarm-mod-crushing",
|
category = "biofarm-mod-crushing",
|
||||||
subgroup = "bio-bio-farm-raw",
|
subgroup = "bio-bio-farm-raw",
|
||||||
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="sand", amount=5}},
|
results = {{type="item", name="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
|
||||||
always_show_made_in = true, -- Changed for 0.18.34/1.1.4
|
always_show_made_in = true, -- Changed for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
local recipe = data.raw.recipe["bi-sand"]
|
local recipe = data.raw.recipe["bi-sand"]
|
||||||
-- 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.result = "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.result = "solid-sand"
|
||||||
|
|
||||||
-- Adjust icon for Krastorio
|
-- Adjust icon for Krastorio
|
||||||
elseif mods["Krastorio2"] or mods["Krastorio"] then
|
elseif mods["Krastorio2"] or mods["Krastorio"] then
|
||||||
BioInd.writeDebug("Using Krastorio icon …")
|
BioInd.writeDebug("Using Krastorio icon …")
|
||||||
recipe.icons[1].icon = ICONPATH .. "sand-Krastorio.png"
|
recipe.icons[1].icon = ICONPATH .. "sand-Krastorio.png"
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Add recipe to technology
|
-- Add recipe to technology
|
||||||
BioInd.writeDebug("Add unlock for recipe bi-sand")
|
BioInd.writeDebug("Add unlock for recipe bi-sand")
|
||||||
thxbob.lib.tech.add_recipe_unlock("steel-processing", "bi-sand")
|
thxbob.lib.tech.add_recipe_unlock("steel-processing", "bi-sand")
|
||||||
|
|
||||||
-- Use alternative descriptions for stone crusher!
|
-- Use alternative descriptions for stone crusher!
|
||||||
BioInd.writeDebug("Using alternative descriptions for \"bi-stone-crusher\"!")
|
BioInd.writeDebug("Using alternative descriptions for \"bi-stone-crusher\"!")
|
||||||
for _, t in ipairs({"furnace", "item", "recipe"}) do
|
for _, t in ipairs({"furnace", "item", "recipe"}) do
|
||||||
data.raw[t]["bi-stone-crusher"].localised_description =
|
data.raw[t]["bi-stone-crusher"].localised_description =
|
||||||
{"entity-description.bi-stone-crusher-sand"}
|
{"entity-description.bi-stone-crusher-sand"}
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
|
|
@ -1,27 +1,27 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
----- Bio-Mass
|
----- Bio-Mass
|
||||||
{
|
{
|
||||||
type = "fluid",
|
type = "fluid",
|
||||||
name = "bi-biomass",
|
name = "bi-biomass",
|
||||||
icon = ICONPATH .. "biomass.png",
|
icon = ICONPATH .. "biomass.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "biomass.png",
|
icon = ICONPATH .. "biomass.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
default_temperature = 25,
|
default_temperature = 25,
|
||||||
max_temperature = 100,
|
max_temperature = 100,
|
||||||
heat_capacity = "1kJ",
|
heat_capacity = "1kJ",
|
||||||
base_color = {r = 0, g = 0, b = 0},
|
base_color = {r = 0, g = 0, b = 0},
|
||||||
flow_color = {r = 0.1, g = 1.0, b = 0.0},
|
flow_color = {r = 0.1, g = 1.0, b = 0.0},
|
||||||
pressure_to_speed_ratio = 0.4,
|
pressure_to_speed_ratio = 0.4,
|
||||||
flow_to_energy_ratio = 0.59,
|
flow_to_energy_ratio = 0.59,
|
||||||
order = "a[fluid]-b[biomass]"
|
order = "a[fluid]-b[biomass]"
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,341 +1,341 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
|
|
||||||
function assembler2pipepicturesCokery()
|
function assembler2pipepicturesCokery()
|
||||||
return
|
return
|
||||||
{
|
{
|
||||||
north = {
|
north = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
shift = util.by_pixel(2.25, 13.5),
|
shift = util.by_pixel(2.25, 13.5),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-E.png",
|
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-E.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 42,
|
width = 42,
|
||||||
height = 76,
|
height = 76,
|
||||||
shift = util.by_pixel(-24.5, 1),
|
shift = util.by_pixel(-24.5, 1),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
shift = util.by_pixel(0, -31.25),
|
shift = util.by_pixel(0, -31.25),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-W.png",
|
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-W.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 39,
|
width = 39,
|
||||||
height = 73,
|
height = 73,
|
||||||
shift = util.by_pixel(25.75, 1.25),
|
shift = util.by_pixel(25.75, 1.25),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function assembler2pipepicturesCokery()
|
function assembler2pipepicturesCokery()
|
||||||
return
|
return
|
||||||
{
|
{
|
||||||
north = {
|
north = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
shift = {0.09375, 0.4375}
|
shift = {0.09375, 0.4375}
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = "__base__/graphics/entity/assembling-machine-2/pipe-east.png",
|
filename = "__base__/graphics/entity/assembling-machine-2/pipe-east.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 41,
|
width = 41,
|
||||||
height = 40,
|
height = 40,
|
||||||
shift = {-0.71875, 0}
|
shift = {-0.71875, 0}
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
shift = {0.0625, -1}
|
shift = {0.0625, -1}
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = "__base__/graphics/entity/assembling-machine-2/pipe-west.png",
|
filename = "__base__/graphics/entity/assembling-machine-2/pipe-west.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 41,
|
width = 41,
|
||||||
height = 40,
|
height = 40,
|
||||||
shift = {0.78125, 0.03125}
|
shift = {0.78125, 0.03125}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function pipecoverspicturesCokery()
|
function pipecoverspicturesCokery()
|
||||||
return {
|
return {
|
||||||
north = {
|
north = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function assembler2pipepicturesBioreactor()
|
function assembler2pipepicturesBioreactor()
|
||||||
return
|
return
|
||||||
{
|
{
|
||||||
north = {
|
north = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 71,
|
width = 71,
|
||||||
height = 38,
|
height = 38,
|
||||||
shift = util.by_pixel(2.25, 13.5),
|
shift = util.by_pixel(2.25, 13.5),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-E.png",
|
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-E.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 42,
|
width = 42,
|
||||||
height = 76,
|
height = 76,
|
||||||
shift = util.by_pixel(-24.5, 1),
|
shift = util.by_pixel(-24.5, 1),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-S.png",
|
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-S.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 88,
|
width = 88,
|
||||||
height = 61,
|
height = 61,
|
||||||
shift = util.by_pixel(0, -31.25),
|
shift = util.by_pixel(0, -31.25),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-W.png",
|
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-W.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 39,
|
width = 39,
|
||||||
height = 73,
|
height = 73,
|
||||||
shift = util.by_pixel(25.75, 1.25),
|
shift = util.by_pixel(25.75, 1.25),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
function pipecoverspicturesBioreactor()
|
function pipecoverspicturesBioreactor()
|
||||||
return {
|
return {
|
||||||
north = {
|
north = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function BioFarm_Pipe_Connectors_Left()
|
function BioFarm_Pipe_Connectors_Left()
|
||||||
return
|
return
|
||||||
{
|
{
|
||||||
north = {
|
north = {
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-N_l.png",
|
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-N_l.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 51,
|
width = 51,
|
||||||
height = 35,
|
height = 35,
|
||||||
shift = {0.25, 1},
|
shift = {0.25, 1},
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-E_l.png",
|
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-E_l.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 18,
|
width = 18,
|
||||||
height = 48,
|
height = 48,
|
||||||
shift = {-1, -0.25},
|
shift = {-1, -0.25},
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-S_l.png",
|
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-S_l.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 49,
|
width = 49,
|
||||||
height = 25,
|
height = 25,
|
||||||
shift = {0.5, -1},
|
shift = {0.5, -1},
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-W_l.png",
|
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-W_l.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 16,
|
width = 16,
|
||||||
height = 51,
|
height = 51,
|
||||||
shift = {0.5, 0.5},
|
shift = {0.5, 0.5},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function bio_farm_pipe_pictures()
|
function bio_farm_pipe_pictures()
|
||||||
return
|
return
|
||||||
{
|
{
|
||||||
north = {
|
north = {
|
||||||
filename = "__base__/graphics/entity/assembling-machine-3/hr-assembling-machine-3-pipe-N.png",
|
filename = "__base__/graphics/entity/assembling-machine-3/hr-assembling-machine-3-pipe-N.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 71,
|
width = 71,
|
||||||
height = 38,
|
height = 38,
|
||||||
shift = util.by_pixel(2.25, 13.5),
|
shift = util.by_pixel(2.25, 13.5),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = "__base__/graphics/entity/assembling-machine-3/hr-assembling-machine-3-pipe-S.png",
|
filename = "__base__/graphics/entity/assembling-machine-3/hr-assembling-machine-3-pipe-S.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 88,
|
width = 88,
|
||||||
height = 61,
|
height = 61,
|
||||||
shift = util.by_pixel(0, -31.25),
|
shift = util.by_pixel(0, -31.25),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
bio_farm_pipe_covers_pictures = function()
|
bio_farm_pipe_covers_pictures = function()
|
||||||
return {
|
return {
|
||||||
north = {
|
north = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-north.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-north.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-north-shadow.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-north-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
draw_as_shadow = true
|
draw_as_shadow = true
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
shift = {-0.22, 0},
|
shift = {-0.22, 0},
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east-shadow.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
shift = {-0.22, 0},
|
shift = {-0.22, 0},
|
||||||
draw_as_shadow = true
|
draw_as_shadow = true
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south-shadow.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
draw_as_shadow = true
|
draw_as_shadow = true
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
shift = {0.2, 0},
|
shift = {0.2, 0},
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west-shadow.png",
|
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
shift = {0.2, 0},
|
shift = {0.2, 0},
|
||||||
draw_as_shadow = true
|
draw_as_shadow = true
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
@ -1,33 +1,33 @@
|
||||||
data:extend(
|
data:extend(
|
||||||
{
|
{
|
||||||
{
|
{
|
||||||
type = "recipe-category",
|
type = "recipe-category",
|
||||||
name = "biofarm-mod-smelting"
|
name = "biofarm-mod-smelting"
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "recipe-category",
|
type = "recipe-category",
|
||||||
name = "biofarm-mod-crushing"
|
name = "biofarm-mod-crushing"
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "recipe-category",
|
type = "recipe-category",
|
||||||
name = "biofarm-mod-bioreactor"
|
name = "biofarm-mod-bioreactor"
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "recipe-category",
|
type = "recipe-category",
|
||||||
name = "biofarm-mod-farm"
|
name = "biofarm-mod-farm"
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "recipe-category",
|
type = "recipe-category",
|
||||||
name = "biofarm-mod-greenhouse"
|
name = "biofarm-mod-greenhouse"
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "recipe-category",
|
type = "recipe-category",
|
||||||
name = "bi-arboretum"
|
name = "bi-arboretum"
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
)
|
)
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,223 +1,223 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
local coal_processing = require("prototypes.Bio_Farm.coal_processing")
|
local coal_processing = require("prototypes.Bio_Farm.coal_processing")
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
|
||||||
|
|
||||||
---- Bio Farm
|
---- Bio Farm
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "technology",
|
type = "technology",
|
||||||
name = "bi-tech-bio-farming",
|
name = "bi-tech-bio-farming",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
icon = ICONPATH .. "Bio_Farm_Tech_128.png",
|
icon = ICONPATH .. "Bio_Farm_Tech_128.png",
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Bio_Farm_Tech_128.png",
|
icon = ICONPATH .. "Bio_Farm_Tech_128.png",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
effects = {
|
effects = {
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seed-1"
|
recipe = "bi-seed-1"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seedling-1"
|
recipe = "bi-seedling-1"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-logs-1"
|
recipe = "bi-logs-1"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-bio-greenhouse"
|
recipe = "bi-bio-greenhouse"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-bio-farm"
|
recipe = "bi-bio-farm"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-arboretum"
|
recipe = "bi-arboretum"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-arboretum-r1"
|
recipe = "bi-arboretum-r1"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-woodpulp"
|
recipe = "bi-woodpulp"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-resin-pulp"
|
recipe = "bi-resin-pulp"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-wood-from-pulp"
|
recipe = "bi-wood-from-pulp"
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
prerequisites = {"lamp"},
|
prerequisites = {"lamp"},
|
||||||
unit = {
|
unit = {
|
||||||
count = 25,
|
count = 25,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{"automation-science-pack", 1}
|
{"automation-science-pack", 1}
|
||||||
},
|
},
|
||||||
time = 20
|
time = 20
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "technology",
|
type = "technology",
|
||||||
name = "bi-tech-coal-processing-1",
|
name = "bi-tech-coal-processing-1",
|
||||||
localised_name = {"technology-name.bi-tech-coal-processing-1"},
|
localised_name = {"technology-name.bi-tech-coal-processing-1"},
|
||||||
localised_description = {"technology-description.bi-tech-coal-processing-1"},
|
localised_description = {"technology-description.bi-tech-coal-processing-1"},
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
icon = ICONPATH .. "Coal_128.png",
|
icon = ICONPATH .. "Coal_128.png",
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Coal_128.png",
|
icon = ICONPATH .. "Coal_128.png",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
effects = coal_processing[1],
|
effects = coal_processing[1],
|
||||||
prerequisites = {"advanced-material-processing"},
|
prerequisites = {"advanced-material-processing"},
|
||||||
unit = {
|
unit = {
|
||||||
count = 150,
|
count = 150,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{"automation-science-pack", 1},
|
{"automation-science-pack", 1},
|
||||||
{"logistic-science-pack", 1}
|
{"logistic-science-pack", 1}
|
||||||
},
|
},
|
||||||
time = 30
|
time = 30
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "technology",
|
type = "technology",
|
||||||
name = "bi-tech-coal-processing-2",
|
name = "bi-tech-coal-processing-2",
|
||||||
localised_name = {"technology-name.bi-tech-coal-processing-2"},
|
localised_name = {"technology-name.bi-tech-coal-processing-2"},
|
||||||
localised_description = {"technology-description.bi-tech-coal-processing-2"},
|
localised_description = {"technology-description.bi-tech-coal-processing-2"},
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
icon = ICONPATH .. "Coal_128.png",
|
icon = ICONPATH .. "Coal_128.png",
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Coal_128.png",
|
icon = ICONPATH .. "Coal_128.png",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
effects = coal_processing[2],
|
effects = coal_processing[2],
|
||||||
prerequisites = {"bi-tech-coal-processing-1", "chemical-science-pack"},
|
prerequisites = {"bi-tech-coal-processing-1", "chemical-science-pack"},
|
||||||
unit = {
|
unit = {
|
||||||
count = 150,
|
count = 150,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{"automation-science-pack", 1},
|
{"automation-science-pack", 1},
|
||||||
{"logistic-science-pack", 1},
|
{"logistic-science-pack", 1},
|
||||||
{"chemical-science-pack", 1},
|
{"chemical-science-pack", 1},
|
||||||
},
|
},
|
||||||
time = 35
|
time = 35
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "technology",
|
type = "technology",
|
||||||
name = "bi-tech-coal-processing-3",
|
name = "bi-tech-coal-processing-3",
|
||||||
localised_name = {"technology-name.bi-tech-coal-processing-3"},
|
localised_name = {"technology-name.bi-tech-coal-processing-3"},
|
||||||
localised_description = {"technology-description.bi-tech-coal-processing-3"},
|
localised_description = {"technology-description.bi-tech-coal-processing-3"},
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
icon = ICONPATH .. "Coal_128.png",
|
icon = ICONPATH .. "Coal_128.png",
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Coal_128.png",
|
icon = ICONPATH .. "Coal_128.png",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
effects = coal_processing[3],
|
effects = coal_processing[3],
|
||||||
prerequisites = {"bi-tech-coal-processing-2", "production-science-pack"},
|
prerequisites = {"bi-tech-coal-processing-2", "production-science-pack"},
|
||||||
unit = {
|
unit = {
|
||||||
count = 250,
|
count = 250,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{"automation-science-pack", 1},
|
{"automation-science-pack", 1},
|
||||||
{"logistic-science-pack", 1},
|
{"logistic-science-pack", 1},
|
||||||
{"chemical-science-pack", 1},
|
{"chemical-science-pack", 1},
|
||||||
{"production-science-pack", 1},
|
{"production-science-pack", 1},
|
||||||
},
|
},
|
||||||
time = 40
|
time = 40
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "technology",
|
type = "technology",
|
||||||
name = "bi-tech-fertilizer",
|
name = "bi-tech-fertilizer",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
icon = ICONPATH .. "Fertilizer_128.png",
|
icon = ICONPATH .. "Fertilizer_128.png",
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Fertilizer_128.png",
|
icon = ICONPATH .. "Fertilizer_128.png",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
effects = {
|
effects = {
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-liquid-air"
|
recipe = "bi-liquid-air"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-nitrogen"
|
recipe = "bi-nitrogen"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-fertilizer-1"
|
recipe = "bi-fertilizer-1"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seed-3"
|
recipe = "bi-seed-3"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seedling-3"
|
recipe = "bi-seedling-3"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-logs-3"
|
recipe = "bi-logs-3"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-bio-garden"
|
recipe = "bi-bio-garden"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-purified-air-1"
|
recipe = "bi-purified-air-1"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seed-bomb-basic"
|
recipe = "bi-seed-bomb-basic"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seed-bomb-standard"
|
recipe = "bi-seed-bomb-standard"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-arboretum-r2"
|
recipe = "bi-arboretum-r2"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-arboretum-r4"
|
recipe = "bi-arboretum-r4"
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
prerequisites = {
|
prerequisites = {
|
||||||
"fluid-handling",
|
"fluid-handling",
|
||||||
"bi-tech-bio-farming"
|
"bi-tech-bio-farming"
|
||||||
},
|
},
|
||||||
unit = {
|
unit = {
|
||||||
count = 250,
|
count = 250,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{"automation-science-pack", 1},
|
{"automation-science-pack", 1},
|
||||||
{"logistic-science-pack", 1}
|
{"logistic-science-pack", 1}
|
||||||
},
|
},
|
||||||
time = 30
|
time = 30
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,83 +1,83 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
|
||||||
|
|
||||||
|
|
||||||
data:extend(
|
data:extend(
|
||||||
{
|
{
|
||||||
{
|
{
|
||||||
type = "technology",
|
type = "technology",
|
||||||
name = "bi-tech-advanced-biotechnology",
|
name = "bi-tech-advanced-biotechnology",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
icon = ICONPATH .. "Biomass_128.png",
|
icon = ICONPATH .. "Biomass_128.png",
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Biomass_128.png",
|
icon = ICONPATH .. "Biomass_128.png",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
effects = {
|
effects = {
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seed-4"
|
recipe = "bi-seed-4"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seedling-4"
|
recipe = "bi-seedling-4"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-logs-4"
|
recipe = "bi-logs-4"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-adv-fertilizer-2"
|
recipe = "bi-adv-fertilizer-2"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-seed-bomb-advanced"
|
recipe = "bi-seed-bomb-advanced"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-arboretum-r3"
|
recipe = "bi-arboretum-r3"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-arboretum-r5"
|
recipe = "bi-arboretum-r5"
|
||||||
},
|
},
|
||||||
-- Added for 0.18.29: We always want to make advanced fertilizer, so we need to
|
-- Added for 0.18.29: We always want to make advanced fertilizer, so we need to
|
||||||
-- unlock the bio-reactor and the most basic recipe for algae biomass even if
|
-- unlock the bio-reactor and the most basic recipe for algae biomass even if
|
||||||
-- BI.Settings.BI_Bio_Fuel has been turned off!
|
-- BI.Settings.BI_Bio_Fuel has been turned off!
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-bio-reactor"
|
recipe = "bi-bio-reactor"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-biomass-1"
|
recipe = "bi-biomass-1"
|
||||||
},
|
},
|
||||||
|
|
||||||
-- Added for 0.18.29: Now that we always make advanced fertilizer, we can also add
|
-- Added for 0.18.29: Now that we always make advanced fertilizer, we can also add
|
||||||
-- the advanced recipe for purified air even if BI.Settings.BI_Bio_Fuel has been
|
-- the advanced recipe for purified air even if BI.Settings.BI_Bio_Fuel has been
|
||||||
-- turned off!
|
-- turned off!
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-purified-air-2"
|
recipe = "bi-purified-air-2"
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
},
|
},
|
||||||
prerequisites = {
|
prerequisites = {
|
||||||
"bi-tech-fertilizer"
|
"bi-tech-fertilizer"
|
||||||
},
|
},
|
||||||
unit = {
|
unit = {
|
||||||
count = 200,
|
count = 200,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{"automation-science-pack", 1},
|
{"automation-science-pack", 1},
|
||||||
{"logistic-science-pack", 1},
|
{"logistic-science-pack", 1},
|
||||||
{"chemical-science-pack", 1},
|
{"chemical-science-pack", 1},
|
||||||
},
|
},
|
||||||
time = 30
|
time = 30
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,182 +1,182 @@
|
||||||
local default_masks = require("collision-mask-defaults")
|
local default_masks = require("collision-mask-defaults")
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
--[[
|
--[[
|
||||||
|
|
||||||
Big thanks to OwnlyMe and his "Robot Tree Farm" code!
|
Big thanks to OwnlyMe and his "Robot Tree Farm" code!
|
||||||
https://mods.factorio.com/mod/robot_tree_farm
|
https://mods.factorio.com/mod/robot_tree_farm
|
||||||
License: CC BY-SA 4.0
|
License: CC BY-SA 4.0
|
||||||
|
|
||||||
]]
|
]]
|
||||||
|
|
||||||
-- Don't create prototypes for trees in this table!
|
-- Don't create prototypes for trees in this table!
|
||||||
local ignore_trees = BioInd.get_tree_ignore_list()
|
local ignore_trees = BioInd.get_tree_ignore_list()
|
||||||
BioInd.show("Ignoring these trees", ignore_trees)
|
BioInd.show("Ignoring these trees", ignore_trees)
|
||||||
|
|
||||||
local COLLISION_BOX = {{-0.1, -0.1}, {0.1, 0.1}}
|
local COLLISION_BOX = {{-0.1, -0.1}, {0.1, 0.1}}
|
||||||
local TREE_LEVELS = 4
|
local TREE_LEVELS = 4
|
||||||
local extend = {}
|
local extend = {}
|
||||||
local wooden, branch, leaf
|
local wooden, branch, leaf
|
||||||
|
|
||||||
for i = 1, TREE_LEVELS do
|
for i = 1, TREE_LEVELS do
|
||||||
wooden = table.deepcopy(data.raw["optimized-particle"]["wooden-particle"])
|
wooden = table.deepcopy(data.raw["optimized-particle"]["wooden-particle"])
|
||||||
wooden.name = "bio-" .. wooden.name .. "-" .. i
|
wooden.name = "bio-" .. wooden.name .. "-" .. i
|
||||||
for _, pic in pairs(wooden.pictures) do
|
for _, pic in pairs(wooden.pictures) do
|
||||||
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
|
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
|
||||||
end
|
end
|
||||||
for _, pic in pairs(wooden.shadows) do
|
for _, pic in pairs(wooden.shadows) do
|
||||||
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
|
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
|
||||||
end
|
end
|
||||||
|
|
||||||
branch = table.deepcopy(data.raw["optimized-particle"]["branch-particle"])
|
branch = table.deepcopy(data.raw["optimized-particle"]["branch-particle"])
|
||||||
branch.name = "bio-" .. branch.name .. "-" .. i
|
branch.name = "bio-" .. branch.name .. "-" .. i
|
||||||
for _, pic in pairs(branch.pictures) do
|
for _, pic in pairs(branch.pictures) do
|
||||||
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
|
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
|
||||||
end
|
end
|
||||||
for _, pic in pairs(branch.shadows) do
|
for _, pic in pairs(branch.shadows) do
|
||||||
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
|
pic.scale = (pic.scale or 1)/TREE_LEVELS*i
|
||||||
end
|
end
|
||||||
|
|
||||||
leaf = table.deepcopy(data.raw["optimized-particle"]["leaf-particle"])
|
leaf = table.deepcopy(data.raw["optimized-particle"]["leaf-particle"])
|
||||||
leaf.name = "bio-" .. leaf.name .. "-" .. i
|
leaf.name = "bio-" .. leaf.name .. "-" .. i
|
||||||
for _, pic in pairs(leaf.pictures) do
|
for _, pic in pairs(leaf.pictures) do
|
||||||
pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i)
|
pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i)
|
||||||
end
|
end
|
||||||
for _, pic in pairs(leaf.shadows) do
|
for _, pic in pairs(leaf.shadows) do
|
||||||
pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i)
|
pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i)
|
||||||
end
|
end
|
||||||
|
|
||||||
data:extend({wooden, branch, leaf})
|
data:extend({wooden, branch, leaf})
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
local tree, stump
|
local tree, stump
|
||||||
for id, prototype in pairs(data.raw.tree) do
|
for id, prototype in pairs(data.raw.tree) do
|
||||||
if prototype.variations and not ignore_trees[id] then
|
if prototype.variations and not ignore_trees[id] then
|
||||||
for i = 1, TREE_LEVELS do
|
for i = 1, TREE_LEVELS do
|
||||||
tree = table.deepcopy(prototype)
|
tree = table.deepcopy(prototype)
|
||||||
tree.name = "bio-tree-" .. tree.name .. "-" .. i
|
tree.name = "bio-tree-" .. tree.name .. "-" .. i
|
||||||
if i < (TREE_LEVELS-1) then
|
if i < (TREE_LEVELS-1) then
|
||||||
tree.localised_name = {"bi-misc.growing-tree"}
|
tree.localised_name = {"bi-misc.growing-tree"}
|
||||||
tree.localised_description = {"bi-misc.growing-tree-desc"}
|
tree.localised_description = {"bi-misc.growing-tree-desc"}
|
||||||
else
|
else
|
||||||
tree.localised_name = {"bi-misc.young-tree"}
|
tree.localised_name = {"bi-misc.young-tree"}
|
||||||
tree.localised_description = {"bi-misc.young-tree-desc"}
|
tree.localised_description = {"bi-misc.young-tree-desc"}
|
||||||
end
|
end
|
||||||
tree.max_health = math.floor(50 * i/TREE_LEVELS)
|
tree.max_health = math.floor(50 * i/TREE_LEVELS)
|
||||||
tree.flags = {"placeable-neutral", "breaths-air"}
|
tree.flags = {"placeable-neutral", "breaths-air"}
|
||||||
tree.collision_mask = table.deepcopy(default_masks["tree"])
|
tree.collision_mask = table.deepcopy(default_masks["tree"])
|
||||||
tree.autoplace = nil
|
tree.autoplace = nil
|
||||||
tree.selection_box = {
|
tree.selection_box = {
|
||||||
{-0.9/TREE_LEVELS * i, -2.2/TREE_LEVELS * i},
|
{-0.9/TREE_LEVELS * i, -2.2/TREE_LEVELS * i},
|
||||||
{0.9/TREE_LEVELS * i, 0.6/TREE_LEVELS * i}
|
{0.9/TREE_LEVELS * i, 0.6/TREE_LEVELS * i}
|
||||||
}
|
}
|
||||||
if BI.Settings.BI_Game_Tweaks_Small_Tree_Collisionbox then
|
if BI.Settings.BI_Game_Tweaks_Small_Tree_Collisionbox then
|
||||||
tree.collision_box = COLLISION_BOX
|
tree.collision_box = COLLISION_BOX
|
||||||
end
|
end
|
||||||
tree.minable.mining_particle = "bio-wooden-particle-" .. i
|
tree.minable.mining_particle = "bio-wooden-particle-" .. i
|
||||||
-- The longer a tree has grown, the harder it is to mine
|
-- The longer a tree has grown, the harder it is to mine
|
||||||
tree.minable.mining_time = 0.25 * i
|
tree.minable.mining_time = 0.25 * i
|
||||||
|
|
||||||
-- Now the tree-level thingie starts to make sense: higher growing stages correspond
|
-- Now the tree-level thingie starts to make sense: higher growing stages correspond
|
||||||
-- to a higher probability of getting something when the tree is mined!
|
-- to a higher probability of getting something when the tree is mined!
|
||||||
|
|
||||||
tree.minable.results = {
|
tree.minable.results = {
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = (i < TREE_LEVELS) and "seedling" or "wood",
|
name = (i < TREE_LEVELS) and "seedling" or "wood",
|
||||||
probability = i/TREE_LEVELS,
|
probability = i/TREE_LEVELS,
|
||||||
amount = 1,
|
amount = 1,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
-- minable.result will be ignored by Factorio if minable.results exists, but
|
-- minable.result will be ignored by Factorio if minable.results exists, but
|
||||||
-- in data-final-fixes, we check for minable.result == "wood" before setting
|
-- in data-final-fixes, we check for minable.result == "wood" before setting
|
||||||
-- minable.results to yield a random number of wood. We therefore must remove
|
-- minable.results to yield a random number of wood. We therefore must remove
|
||||||
-- tree.minable.result!
|
-- tree.minable.result!
|
||||||
tree.minable.result = nil
|
tree.minable.result = nil
|
||||||
|
|
||||||
for var_id, variation in pairs(tree.variations) do
|
for var_id, variation in pairs(tree.variations) do
|
||||||
variation.trunk.scale = (variation.trunk.scale or 1) * i / TREE_LEVELS
|
variation.trunk.scale = (variation.trunk.scale or 1) * i / TREE_LEVELS
|
||||||
if variation.trunk.shift then
|
if variation.trunk.shift then
|
||||||
variation.trunk.shift[1] = variation.trunk.shift[1]/TREE_LEVELS*i
|
variation.trunk.shift[1] = variation.trunk.shift[1]/TREE_LEVELS*i
|
||||||
variation.trunk.shift[2] = variation.trunk.shift[2]/TREE_LEVELS*i
|
variation.trunk.shift[2] = variation.trunk.shift[2]/TREE_LEVELS*i
|
||||||
end
|
end
|
||||||
|
|
||||||
-- This doesn't make sense, the condition can never be true! Either more
|
-- This doesn't make sense, the condition can never be true! Either more
|
||||||
-- than 4 levels have been used originally, or it should be compared to just
|
-- than 4 levels have been used originally, or it should be compared to just
|
||||||
-- TREE_LEVELS, not TREE_LEVELS/10 (i.e. typo)
|
-- TREE_LEVELS, not TREE_LEVELS/10 (i.e. typo)
|
||||||
-- EDIT: OwnlyMe's Robot Tree Farm has 20 grow stages per default (min 3, max 200),
|
-- EDIT: OwnlyMe's Robot Tree Farm has 20 grow stages per default (min 3, max 200),
|
||||||
-- so we should use a limit of i<=2.)
|
-- so we should use a limit of i<=2.)
|
||||||
local max = 2
|
local max = 2
|
||||||
if i <= max then
|
if i <= max then
|
||||||
variation.trunk.layers = {{
|
variation.trunk.layers = {{
|
||||||
filename = "__Bio_Industries_2__/graphics/icons/Seedling_a.png",
|
filename = "__Bio_Industries_2__/graphics/icons/Seedling_a.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 64,
|
width = 64,
|
||||||
height = 64,
|
height = 64,
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
tint= {
|
tint= {
|
||||||
r = 0.7-0.5*i/max,
|
r = 0.7-0.5*i/max,
|
||||||
g = 0.7-0.5*i/max,
|
g = 0.7-0.5*i/max,
|
||||||
b = 0.7-0.5*i/max,
|
b = 0.7-0.5*i/max,
|
||||||
a = 0.7-0.5*i/max
|
a = 0.7-0.5*i/max
|
||||||
}
|
}
|
||||||
}}
|
}}
|
||||||
variation.trunk.frame_count = 1
|
variation.trunk.frame_count = 1
|
||||||
end
|
end
|
||||||
|
|
||||||
variation.leaves.scale = (variation.leaves.scale or 1) * i / TREE_LEVELS
|
variation.leaves.scale = (variation.leaves.scale or 1) * i / TREE_LEVELS
|
||||||
if variation.leaves.shift then
|
if variation.leaves.shift then
|
||||||
variation.leaves.shift[1] = (variation.leaves.shift[1] or 0)/TREE_LEVELS*i
|
variation.leaves.shift[1] = (variation.leaves.shift[1] or 0)/TREE_LEVELS*i
|
||||||
variation.leaves.shift[2] = (variation.leaves.shift[2] or 0)/TREE_LEVELS*i
|
variation.leaves.shift[2] = (variation.leaves.shift[2] or 0)/TREE_LEVELS*i
|
||||||
end
|
end
|
||||||
|
|
||||||
variation.leaf_generation.scale = (variation.leaf_generation.scale or 1) * i / TREE_LEVELS
|
variation.leaf_generation.scale = (variation.leaf_generation.scale or 1) * i / TREE_LEVELS
|
||||||
variation.leaf_generation.offset_deviation = {{-0.5, -0.5}, {0.5, 0.5}}
|
variation.leaf_generation.offset_deviation = {{-0.5, -0.5}, {0.5, 0.5}}
|
||||||
variation.leaf_generation.initial_height = 2/TREE_LEVELS*i
|
variation.leaf_generation.initial_height = 2/TREE_LEVELS*i
|
||||||
variation.leaf_generation.initial_height_deviation = 1/TREE_LEVELS*i
|
variation.leaf_generation.initial_height_deviation = 1/TREE_LEVELS*i
|
||||||
variation.leaf_generation.entity_name = "bio-leaf-particle-" .. i
|
variation.leaf_generation.entity_name = "bio-leaf-particle-" .. i
|
||||||
variation.branch_generation.scale = (variation.branch_generation.scale or 1) * i / TREE_LEVELS
|
variation.branch_generation.scale = (variation.branch_generation.scale or 1) * i / TREE_LEVELS
|
||||||
variation.branch_generation.offset_deviation = {
|
variation.branch_generation.offset_deviation = {
|
||||||
{0.5*i/TREE_LEVELS, 0.5*i/TREE_LEVELS},
|
{0.5*i/TREE_LEVELS, 0.5*i/TREE_LEVELS},
|
||||||
{0.5*i/TREE_LEVELS, 0.5*i/TREE_LEVELS}
|
{0.5*i/TREE_LEVELS, 0.5*i/TREE_LEVELS}
|
||||||
}
|
}
|
||||||
variation.branch_generation.initial_height = 2/TREE_LEVELS*i
|
variation.branch_generation.initial_height = 2/TREE_LEVELS*i
|
||||||
variation.branch_generation.initial_height_deviation = 2/TREE_LEVELS*i
|
variation.branch_generation.initial_height_deviation = 2/TREE_LEVELS*i
|
||||||
variation.branch_generation.entity_name = "bio-branch-particle-" .. i
|
variation.branch_generation.entity_name = "bio-branch-particle-" .. i
|
||||||
variation.shadow.scale = (variation.shadow.scale or 1) * i / TREE_LEVELS
|
variation.shadow.scale = (variation.shadow.scale or 1) * i / TREE_LEVELS
|
||||||
|
|
||||||
if variation.shadow.shift then
|
if variation.shadow.shift then
|
||||||
variation.shadow.shift[1] = (variation.shadow.shift[1] or 0)/TREE_LEVELS*i
|
variation.shadow.shift[1] = (variation.shadow.shift[1] or 0)/TREE_LEVELS*i
|
||||||
variation.shadow.shift[2] = (variation.shadow.shift[2] or 0)/TREE_LEVELS*i
|
variation.shadow.shift[2] = (variation.shadow.shift[2] or 0)/TREE_LEVELS*i
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
stump = table.deepcopy(data.raw.corpse[tree.remains_when_mined])
|
stump = table.deepcopy(data.raw.corpse[tree.remains_when_mined])
|
||||||
|
|
||||||
if stump then
|
if stump then
|
||||||
stump.name = "bio-tree-" .. stump.name .. "-" .. i
|
stump.name = "bio-tree-" .. stump.name .. "-" .. i
|
||||||
stump.time_before_removed = 60 * 5 -- 5 secs
|
stump.time_before_removed = 60 * 5 -- 5 secs
|
||||||
|
|
||||||
tree.remains_when_mined = stump.name
|
tree.remains_when_mined = stump.name
|
||||||
tree.corpse = stump.name
|
tree.corpse = stump.name
|
||||||
table.insert(extend, tree)
|
table.insert(extend, tree)
|
||||||
|
|
||||||
for _, variation in pairs(stump.animation) do
|
for _, variation in pairs(stump.animation) do
|
||||||
variation.scale = (variation.scale or 1) * i / TREE_LEVELS
|
variation.scale = (variation.scale or 1) * i / TREE_LEVELS
|
||||||
variation.shift[1] = variation.shift[1]/TREE_LEVELS*i
|
variation.shift[1] = variation.shift[1]/TREE_LEVELS*i
|
||||||
variation.shift[2] = variation.shift[2]/TREE_LEVELS*i
|
variation.shift[2] = variation.shift[2]/TREE_LEVELS*i
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
table.insert(extend, stump)
|
table.insert(extend, stump)
|
||||||
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
data:extend(extend)
|
data:extend(extend)
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,387 +1,387 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
local ENTITYPATH = "__base__/graphics/entity/boiler/"
|
local ENTITYPATH = "__base__/graphics/entity/boiler/"
|
||||||
|
|
||||||
require ("util")
|
require ("util")
|
||||||
require ("prototypes.Bio_Fuel.pipeConnectors")
|
require ("prototypes.Bio_Fuel.pipeConnectors")
|
||||||
|
|
||||||
bio_boiler_tint = {r = 0.5, g = 0.5, b = 0.1, a = 0.7}
|
bio_boiler_tint = {r = 0.5, g = 0.5, b = 0.1, a = 0.7}
|
||||||
|
|
||||||
-- Changed for 0.18.29: We always want to make advanced fertilizer, so we need to
|
-- Changed for 0.18.29: We always want to make advanced fertilizer, so we need to
|
||||||
-- unlock the bio-reactor and the most basic recipe for algae biomass even if
|
-- unlock the bio-reactor and the most basic recipe for algae biomass even if
|
||||||
-- BI.Settings.BI_Bio_Fuel has been turned off!
|
-- BI.Settings.BI_Bio_Fuel has been turned off!
|
||||||
data:extend({
|
data:extend({
|
||||||
-- BIOREACTOR
|
-- BIOREACTOR
|
||||||
{
|
{
|
||||||
type = "assembling-machine",
|
type = "assembling-machine",
|
||||||
name = "bi-bio-reactor",
|
name = "bi-bio-reactor",
|
||||||
icon = ICONPATH .. "bioreactor.png",
|
icon = ICONPATH .. "bioreactor.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bioreactor.png",
|
icon = ICONPATH .. "bioreactor.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
||||||
-- placed on Nauvis)!
|
-- placed on Nauvis)!
|
||||||
se_allow_in_space = true,
|
se_allow_in_space = true,
|
||||||
flags = {"placeable-neutral", "player-creation"},
|
flags = {"placeable-neutral", "player-creation"},
|
||||||
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-reactor"},
|
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-reactor"},
|
||||||
max_health = 100,
|
max_health = 100,
|
||||||
corpse = "big-remnants",
|
corpse = "big-remnants",
|
||||||
fluid_boxes = {
|
fluid_boxes = {
|
||||||
{
|
{
|
||||||
production_type = "input",
|
production_type = "input",
|
||||||
pipe_picture = assembler2pipepicturesBioreactor(),
|
pipe_picture = assembler2pipepicturesBioreactor(),
|
||||||
pipe_covers = pipecoverspicturesBioreactor(),
|
pipe_covers = pipecoverspicturesBioreactor(),
|
||||||
volume = 1000,
|
volume = 1000,
|
||||||
base_level = -1,
|
base_level = -1,
|
||||||
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, -1} }}
|
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, -1} }}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
production_type = "input",
|
production_type = "input",
|
||||||
pipe_picture = assembler2pipepicturesBioreactor(),
|
pipe_picture = assembler2pipepicturesBioreactor(),
|
||||||
pipe_covers = pipecoverspicturesBioreactor(),
|
pipe_covers = pipecoverspicturesBioreactor(),
|
||||||
volume = 1000,
|
volume = 1000,
|
||||||
base_level = -1,
|
base_level = -1,
|
||||||
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {1, 0} }}
|
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {1, 0} }}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
production_type = "input",
|
production_type = "input",
|
||||||
pipe_picture = assembler2pipepicturesBioreactor(),
|
pipe_picture = assembler2pipepicturesBioreactor(),
|
||||||
pipe_covers = pipecoverspicturesBioreactor(),
|
pipe_covers = pipecoverspicturesBioreactor(),
|
||||||
volume = 1000,
|
volume = 1000,
|
||||||
base_level = -1,
|
base_level = -1,
|
||||||
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, 1} }}
|
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, 1} }}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
production_type = "output",
|
production_type = "output",
|
||||||
pipe_picture = assembler2pipepicturesBioreactor(),
|
pipe_picture = assembler2pipepicturesBioreactor(),
|
||||||
pipe_covers = pipecoverspicturesBioreactor(),
|
pipe_covers = pipecoverspicturesBioreactor(),
|
||||||
volume = 1000,
|
volume = 1000,
|
||||||
base_level = 1,
|
base_level = 1,
|
||||||
pipe_connections = {{ flow_direction = "output", direction = defines.direction.north, position = {-1, -1} }}
|
pipe_connections = {{ flow_direction = "output", direction = defines.direction.north, position = {-1, -1} }}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
production_type = "output",
|
production_type = "output",
|
||||||
pipe_picture = assembler2pipepicturesBioreactor(),
|
pipe_picture = assembler2pipepicturesBioreactor(),
|
||||||
pipe_covers = pipecoverspicturesBioreactor(),
|
pipe_covers = pipecoverspicturesBioreactor(),
|
||||||
volume = 1000,
|
volume = 1000,
|
||||||
base_level = 1,
|
base_level = 1,
|
||||||
pipe_connections = {{ flow_direction = "output", direction = defines.direction.north, position = {-1, 1} }}
|
pipe_connections = {{ flow_direction = "output", direction = defines.direction.north, position = {-1, 1} }}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
fluid_boxes_off_when_no_fluid_recipe = true,
|
fluid_boxes_off_when_no_fluid_recipe = true,
|
||||||
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}},
|
||||||
animation = {
|
animation = {
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/bioreactor/bioreactor.png",
|
filename = "__Bio_Industries_2__/graphics/entities/bioreactor/bioreactor.png",
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 150,
|
height = 150,
|
||||||
frame_count = 26,
|
frame_count = 26,
|
||||||
line_length = 13,
|
line_length = 13,
|
||||||
animation_speed = 0.4,
|
animation_speed = 0.4,
|
||||||
shift = {0.55, -0.33}
|
shift = {0.55, -0.33}
|
||||||
},
|
},
|
||||||
energy_source = {
|
energy_source = {
|
||||||
type = "electric",
|
type = "electric",
|
||||||
usage_priority = "secondary-input"
|
usage_priority = "secondary-input"
|
||||||
},
|
},
|
||||||
crafting_categories = {"biofarm-mod-bioreactor"},
|
crafting_categories = {"biofarm-mod-bioreactor"},
|
||||||
ingredient_count = 3,
|
ingredient_count = 3,
|
||||||
crafting_speed = 1,
|
crafting_speed = 1,
|
||||||
energy_usage = "10kW",
|
energy_usage = "10kW",
|
||||||
module_specification = {
|
module_specification = {
|
||||||
module_slots = 3
|
module_slots = 3
|
||||||
},
|
},
|
||||||
allowed_effects = {"consumption", "speed", "productivity", "pollution"},
|
allowed_effects = {"consumption", "speed", "productivity", "pollution"},
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
if BI.Settings.BI_Bio_Fuel then
|
if BI.Settings.BI_Bio_Fuel then
|
||||||
data:extend({
|
data:extend({
|
||||||
--- Bio Boiler
|
--- Bio Boiler
|
||||||
{
|
{
|
||||||
type = "boiler",
|
type = "boiler",
|
||||||
name = "bi-bio-boiler",
|
name = "bi-bio-boiler",
|
||||||
localised_name = {"entity-name.bi-bio-boiler"},
|
localised_name = {"entity-name.bi-bio-boiler"},
|
||||||
localised_description = {"entity-description.bi-bio-boiler"},
|
localised_description = {"entity-description.bi-bio-boiler"},
|
||||||
icon = ICONPATH .. "bio_boiler.png",
|
icon = ICONPATH .. "bio_boiler.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_boiler.png",
|
icon = ICONPATH .. "bio_boiler.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
||||||
-- placed on Nauvis)!
|
-- placed on Nauvis)!
|
||||||
se_allow_in_space = true,
|
se_allow_in_space = true,
|
||||||
flags = {"placeable-neutral", "player-creation"},
|
flags = {"placeable-neutral", "player-creation"},
|
||||||
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-boiler"},
|
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-boiler"},
|
||||||
max_health = 300,
|
max_health = 300,
|
||||||
corpse = "small-remnants",
|
corpse = "small-remnants",
|
||||||
mode = "output-to-separate-pipe",
|
mode = "output-to-separate-pipe",
|
||||||
resistances = {
|
resistances = {
|
||||||
{
|
{
|
||||||
type = "fire",
|
type = "fire",
|
||||||
percent = 100
|
percent = 100
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "explosion",
|
type = "explosion",
|
||||||
percent = 100
|
percent = 100
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "impact",
|
type = "impact",
|
||||||
percent = 35
|
percent = 35
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
collision_box = {{-1.29, -0.79}, {1.29, 0.79}},
|
collision_box = {{-1.29, -0.79}, {1.29, 0.79}},
|
||||||
selection_box = {{-1.5, -1}, {1.5, 1}},
|
selection_box = {{-1.5, -1}, {1.5, 1}},
|
||||||
target_temperature = 165,
|
target_temperature = 165,
|
||||||
fluid_box = {
|
fluid_box = {
|
||||||
volume = 200,
|
volume = 200,
|
||||||
base_level = -1,
|
base_level = -1,
|
||||||
pipe_covers = pipecoverspictures(),
|
pipe_covers = pipecoverspictures(),
|
||||||
pipe_connections = {
|
pipe_connections = {
|
||||||
{flow_direction = "input-output", direction = defines.direction.north, position = {-1, 0.5}},
|
{flow_direction = "input-output", direction = defines.direction.north, position = {-1, 0.5}},
|
||||||
{flow_direction = "input-output", direction = defines.direction.north, position = {1, 0.5}}
|
{flow_direction = "input-output", direction = defines.direction.north, position = {1, 0.5}}
|
||||||
},
|
},
|
||||||
production_type = "input-output",
|
production_type = "input-output",
|
||||||
filter = "water"
|
filter = "water"
|
||||||
},
|
},
|
||||||
output_fluid_box = {
|
output_fluid_box = {
|
||||||
volume = 200,
|
volume = 200,
|
||||||
base_level = 1,
|
base_level = 1,
|
||||||
pipe_covers = pipecoverspictures(),
|
pipe_covers = pipecoverspictures(),
|
||||||
pipe_connections = {
|
pipe_connections = {
|
||||||
{flow_direction = "output", direction = defines.direction.north, position = {0, -0.5}}
|
{flow_direction = "output", direction = defines.direction.north, position = {0, -0.5}}
|
||||||
},
|
},
|
||||||
production_type = "output",
|
production_type = "output",
|
||||||
filter = "steam"
|
filter = "steam"
|
||||||
},
|
},
|
||||||
energy_consumption = "3.6MW",
|
energy_consumption = "3.6MW",
|
||||||
energy_source = {
|
energy_source = {
|
||||||
type = "burner",
|
type = "burner",
|
||||||
fuel_categories = { "chemical" },
|
fuel_categories = { "chemical" },
|
||||||
effectivity = 1,
|
effectivity = 1,
|
||||||
fuel_inventory_size = 2,
|
fuel_inventory_size = 2,
|
||||||
emissions_per_minute = { pollution = 15 },
|
emissions_per_minute = { pollution = 15 },
|
||||||
smoke = {
|
smoke = {
|
||||||
{
|
{
|
||||||
name = "smoke",
|
name = "smoke",
|
||||||
north_position = util.by_pixel(-38, -47.5),
|
north_position = util.by_pixel(-38, -47.5),
|
||||||
south_position = util.by_pixel(38.5, -32),
|
south_position = util.by_pixel(38.5, -32),
|
||||||
east_position = util.by_pixel(20, -70),
|
east_position = util.by_pixel(20, -70),
|
||||||
west_position = util.by_pixel(-19, -8.5),
|
west_position = util.by_pixel(-19, -8.5),
|
||||||
frequency = 20,
|
frequency = 20,
|
||||||
starting_vertical_speed = 0.0,
|
starting_vertical_speed = 0.0,
|
||||||
starting_frame_deviation = 60
|
starting_frame_deviation = 60
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
working_sound = {
|
working_sound = {
|
||||||
sound = {
|
sound = {
|
||||||
filename = "__base__/sound/boiler.ogg",
|
filename = "__base__/sound/boiler.ogg",
|
||||||
volume = 0.8
|
volume = 0.8
|
||||||
},
|
},
|
||||||
max_sounds_per_type = 3
|
max_sounds_per_type = 3
|
||||||
},
|
},
|
||||||
structure = {
|
structure = {
|
||||||
north = {
|
north = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "boiler-N-idle.png",
|
filename = ENTITYPATH .. "boiler-N-idle.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 269,
|
width = 269,
|
||||||
height = 221,
|
height = 221,
|
||||||
shift = util.by_pixel(-1.25, 5.25),
|
shift = util.by_pixel(-1.25, 5.25),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
tint = bio_boiler_tint,
|
tint = bio_boiler_tint,
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "boiler-N-shadow.png",
|
filename = ENTITYPATH .. "boiler-N-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 274,
|
width = 274,
|
||||||
height = 164,
|
height = 164,
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
shift = util.by_pixel(20.5, 9),
|
shift = util.by_pixel(20.5, 9),
|
||||||
draw_as_shadow = true,
|
draw_as_shadow = true,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "boiler-E-idle.png",
|
filename = ENTITYPATH .. "boiler-E-idle.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 216,
|
width = 216,
|
||||||
height = 301,
|
height = 301,
|
||||||
shift = util.by_pixel(-3, 1.25),
|
shift = util.by_pixel(-3, 1.25),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
tint = bio_boiler_tint,
|
tint = bio_boiler_tint,
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "boiler-E-shadow.png",
|
filename = ENTITYPATH .. "boiler-E-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 184,
|
width = 184,
|
||||||
height = 194,
|
height = 194,
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
shift = util.by_pixel(30, 9.5),
|
shift = util.by_pixel(30, 9.5),
|
||||||
draw_as_shadow = true,
|
draw_as_shadow = true,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "boiler-S-idle.png",
|
filename = ENTITYPATH .. "boiler-S-idle.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 260,
|
width = 260,
|
||||||
height = 192,
|
height = 192,
|
||||||
shift = util.by_pixel(4, 13),
|
shift = util.by_pixel(4, 13),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
tint = bio_boiler_tint,
|
tint = bio_boiler_tint,
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "boiler-S-shadow.png",
|
filename = ENTITYPATH .. "boiler-S-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 311,
|
width = 311,
|
||||||
height = 131,
|
height = 131,
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
shift = util.by_pixel(29.75, 15.75),
|
shift = util.by_pixel(29.75, 15.75),
|
||||||
draw_as_shadow = true,
|
draw_as_shadow = true,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "boiler-W-idle.png",
|
filename = ENTITYPATH .. "boiler-W-idle.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 196,
|
width = 196,
|
||||||
height = 273,
|
height = 273,
|
||||||
shift = util.by_pixel(1.5, 7.75),
|
shift = util.by_pixel(1.5, 7.75),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
tint = bio_boiler_tint,
|
tint = bio_boiler_tint,
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "boiler-W-shadow.png",
|
filename = ENTITYPATH .. "boiler-W-shadow.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 206,
|
width = 206,
|
||||||
height = 218,
|
height = 218,
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
shift = util.by_pixel(19.5, 6.5),
|
shift = util.by_pixel(19.5, 6.5),
|
||||||
draw_as_shadow = true,
|
draw_as_shadow = true,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
patch = {
|
patch = {
|
||||||
east = {
|
east = {
|
||||||
filename = ENTITYPATH .. "boiler-E-patch.png",
|
filename = ENTITYPATH .. "boiler-E-patch.png",
|
||||||
width = 6,
|
width = 6,
|
||||||
height = 36,
|
height = 36,
|
||||||
shift = util.by_pixel(33.5, -13.5),
|
shift = util.by_pixel(33.5, -13.5),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
tint = bio_boiler_tint,
|
tint = bio_boiler_tint,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
fire_flicker_enabled = true,
|
fire_flicker_enabled = true,
|
||||||
fire = {
|
fire = {
|
||||||
north = {
|
north = {
|
||||||
filename = ENTITYPATH .. "boiler-N-fire.png",
|
filename = ENTITYPATH .. "boiler-N-fire.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 64,
|
frame_count = 64,
|
||||||
line_length = 8,
|
line_length = 8,
|
||||||
width = 26,
|
width = 26,
|
||||||
height = 26,
|
height = 26,
|
||||||
animation_speed = 0.5,
|
animation_speed = 0.5,
|
||||||
shift = util.by_pixel(0, -8.5),
|
shift = util.by_pixel(0, -8.5),
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = ENTITYPATH .. "boiler-E-fire.png",
|
filename = ENTITYPATH .. "boiler-E-fire.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 64,
|
frame_count = 64,
|
||||||
line_length = 8,
|
line_length = 8,
|
||||||
width = 28,
|
width = 28,
|
||||||
height = 28,
|
height = 28,
|
||||||
animation_speed = 0.5,
|
animation_speed = 0.5,
|
||||||
shift = util.by_pixel(-9.5, -22),
|
shift = util.by_pixel(-9.5, -22),
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = ENTITYPATH .. "boiler-S-fire.png",
|
filename = ENTITYPATH .. "boiler-S-fire.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 64,
|
frame_count = 64,
|
||||||
line_length = 8,
|
line_length = 8,
|
||||||
width = 26,
|
width = 26,
|
||||||
height = 16,
|
height = 16,
|
||||||
animation_speed = 0.5,
|
animation_speed = 0.5,
|
||||||
shift = util.by_pixel(-1, -26.5),
|
shift = util.by_pixel(-1, -26.5),
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = ENTITYPATH .. "boiler-W-fire.png",
|
filename = ENTITYPATH .. "boiler-W-fire.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 64,
|
frame_count = 64,
|
||||||
line_length = 8,
|
line_length = 8,
|
||||||
width = 30,
|
width = 30,
|
||||||
height = 29,
|
height = 29,
|
||||||
animation_speed = 0.5,
|
animation_speed = 0.5,
|
||||||
shift = util.by_pixel(13, -23.25),
|
shift = util.by_pixel(13, -23.25),
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
fire_glow_flicker_enabled = true,
|
fire_glow_flicker_enabled = true,
|
||||||
fire_glow = {
|
fire_glow = {
|
||||||
north = {
|
north = {
|
||||||
filename = ENTITYPATH .. "boiler-N-light.png",
|
filename = ENTITYPATH .. "boiler-N-light.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
width = 200,
|
width = 200,
|
||||||
height = 173,
|
height = 173,
|
||||||
shift = util.by_pixel(-1, -6.75),
|
shift = util.by_pixel(-1, -6.75),
|
||||||
blend_mode = "additive",
|
blend_mode = "additive",
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = ENTITYPATH .. "boiler-E-light.png",
|
filename = ENTITYPATH .. "boiler-E-light.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
width = 139,
|
width = 139,
|
||||||
height = 244,
|
height = 244,
|
||||||
shift = util.by_pixel(0.25, -13),
|
shift = util.by_pixel(0.25, -13),
|
||||||
blend_mode = "additive",
|
blend_mode = "additive",
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = ENTITYPATH .. "boiler-S-light.png",
|
filename = ENTITYPATH .. "boiler-S-light.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
width = 200,
|
width = 200,
|
||||||
height = 162,
|
height = 162,
|
||||||
shift = util.by_pixel(1, 5.5),
|
shift = util.by_pixel(1, 5.5),
|
||||||
blend_mode = "additive",
|
blend_mode = "additive",
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = ENTITYPATH .. "boiler-W-light.png",
|
filename = ENTITYPATH .. "boiler-W-light.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
width = 136,
|
width = 136,
|
||||||
height = 217,
|
height = 217,
|
||||||
shift = util.by_pixel(2, -6.25),
|
shift = util.by_pixel(2, -6.25),
|
||||||
blend_mode = "additive",
|
blend_mode = "additive",
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
burning_cooldown = 20
|
burning_cooldown = 20
|
||||||
},
|
},
|
||||||
|
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,27 +1,27 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "fluid",
|
type = "fluid",
|
||||||
name = "bi-Bio_Fuel",
|
name = "bi-Bio_Fuel",
|
||||||
icon = ICONPATH .. "bio-fuel.png",
|
icon = ICONPATH .. "bio-fuel.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_boiler.png",
|
icon = ICONPATH .. "bio_boiler.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
default_temperature = 25,
|
default_temperature = 25,
|
||||||
max_temperature = 100,
|
max_temperature = 100,
|
||||||
heat_capacity = "1kJ",
|
heat_capacity = "1kJ",
|
||||||
base_color = {r = 1.00, g = 0.35, b = 0.35},
|
base_color = {r = 1.00, g = 0.35, b = 0.35},
|
||||||
flow_color = {r = 1.00, g = 0.35, b = 0.35},
|
flow_color = {r = 1.00, g = 0.35, b = 0.35},
|
||||||
pressure_to_speed_ratio = 0.4,
|
pressure_to_speed_ratio = 0.4,
|
||||||
flow_to_energy_ratio = 0.59,
|
flow_to_energy_ratio = 0.59,
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,67 +1,67 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
|
|
||||||
-- Changed for 0.18.29: We always want to make advanced fertilizer, so we need to
|
-- Changed for 0.18.29: We always want to make advanced fertilizer, so we need to
|
||||||
-- unlock the bio-reactor and the most basic recipe for algae biomass even if
|
-- unlock the bio-reactor and the most basic recipe for algae biomass even if
|
||||||
-- BI.Settings.BI_Bio_Fuel has been turned off!
|
-- BI.Settings.BI_Bio_Fuel has been turned off!
|
||||||
data:extend({
|
data:extend({
|
||||||
--- BioReactor
|
--- BioReactor
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-bio-reactor",
|
name = "bi-bio-reactor",
|
||||||
icon = ICONPATH .. "bioreactor.png",
|
icon = ICONPATH .. "bioreactor.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bioreactor.png",
|
icon = ICONPATH .. "bioreactor.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "production-machine",
|
subgroup = "production-machine",
|
||||||
order = "z[bi]-a[bi-bio-reactor]",
|
order = "z[bi]-a[bi-bio-reactor]",
|
||||||
place_result = "bi-bio-reactor",
|
place_result = "bi-bio-reactor",
|
||||||
stack_size = 10
|
stack_size = 10
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
|
|
||||||
if BI.Settings.BI_Bio_Fuel then
|
if BI.Settings.BI_Bio_Fuel then
|
||||||
data:extend({
|
data:extend({
|
||||||
---- Cellulose
|
---- Cellulose
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-cellulose",
|
name = "bi-cellulose",
|
||||||
icon = ICONPATH .. "cellulose.png",
|
icon = ICONPATH .. "cellulose.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "cellulose.png",
|
icon = ICONPATH .. "cellulose.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "intermediate-product",
|
subgroup = "intermediate-product",
|
||||||
order = "b[cellulose]",
|
order = "b[cellulose]",
|
||||||
stack_size = 200
|
stack_size = 200
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Bio Boiler
|
--- Bio Boiler
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-bio-boiler",
|
name = "bi-bio-boiler",
|
||||||
icon = ICONPATH .. "bio_boiler.png",
|
icon = ICONPATH .. "bio_boiler.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_boiler.png",
|
icon = ICONPATH .. "bio_boiler.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "energy",
|
subgroup = "energy",
|
||||||
order = "b[steam-power]-b[boiler]",
|
order = "b[steam-power]-b[boiler]",
|
||||||
place_result = "bi-bio-boiler",
|
place_result = "bi-bio-boiler",
|
||||||
stack_size = 50
|
stack_size = 50
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,76 +1,76 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
local ENTITYPATH = "__base__/graphics/entity/assembling-machine-2/"
|
local ENTITYPATH = "__base__/graphics/entity/assembling-machine-2/"
|
||||||
local PIPEPATH = "__base__/graphics/entity/pipe-covers/"
|
local PIPEPATH = "__base__/graphics/entity/pipe-covers/"
|
||||||
|
|
||||||
function assembler2pipepicturesBioreactor()
|
function assembler2pipepicturesBioreactor()
|
||||||
return {
|
return {
|
||||||
north = {
|
north = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
shift = util.by_pixel(2.25, 13.5),
|
shift = util.by_pixel(2.25, 13.5),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = ENTITYPATH .. "assembling-machine-2-pipe-E.png",
|
filename = ENTITYPATH .. "assembling-machine-2-pipe-E.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 42,
|
width = 42,
|
||||||
height = 76,
|
height = 76,
|
||||||
shift = util.by_pixel(-24.5, 1),
|
shift = util.by_pixel(-24.5, 1),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = ENTITYPATH .. "assembling-machine-2-pipe-S.png",
|
filename = ENTITYPATH .. "assembling-machine-2-pipe-S.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 88,
|
width = 88,
|
||||||
height = 61,
|
height = 61,
|
||||||
shift = util.by_pixel(0, -31.25),
|
shift = util.by_pixel(0, -31.25),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = ENTITYPATH .. "assembling-machine-2-pipe-W.png",
|
filename = ENTITYPATH .. "assembling-machine-2-pipe-W.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 39,
|
width = 39,
|
||||||
height = 73,
|
height = 73,
|
||||||
shift = util.by_pixel(25.75, 1.25),
|
shift = util.by_pixel(25.75, 1.25),
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function pipecoverspicturesBioreactor()
|
function pipecoverspicturesBioreactor()
|
||||||
return {
|
return {
|
||||||
north = {
|
north = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = PIPEPATH .. "pipe-cover-east.png",
|
filename = PIPEPATH .. "pipe-cover-east.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = PIPEPATH .. "pipe-cover-south.png",
|
filename = PIPEPATH .. "pipe-cover-south.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = PIPEPATH .. "pipe-cover-west.png",
|
filename = PIPEPATH .. "pipe-cover-west.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 128,
|
width = 128,
|
||||||
height = 128,
|
height = 128,
|
||||||
scale = 0.5
|
scale = 0.5
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,45 +1,45 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
|
||||||
|
|
||||||
if BI.Settings.BI_Bio_Fuel then
|
if BI.Settings.BI_Bio_Fuel then
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "technology",
|
type = "technology",
|
||||||
name = "bi-tech-organic-plastic",
|
name = "bi-tech-organic-plastic",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
icon = ICONPATH .. "Cellulose_128.png",
|
icon = ICONPATH .. "Cellulose_128.png",
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Cellulose_128.png",
|
icon = ICONPATH .. "Cellulose_128.png",
|
||||||
icon_size = 128,
|
icon_size = 128,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
effects = {
|
effects = {
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-plastic-1"
|
recipe = "bi-plastic-1"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "unlock-recipe",
|
type = "unlock-recipe",
|
||||||
recipe = "bi-plastic-2"
|
recipe = "bi-plastic-2"
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
prerequisites = {
|
prerequisites = {
|
||||||
"bi-tech-advanced-biotechnology"
|
"bi-tech-advanced-biotechnology"
|
||||||
},
|
},
|
||||||
unit = {
|
unit = {
|
||||||
count = 200,
|
count = 200,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{"automation-science-pack", 1},
|
{"automation-science-pack", 1},
|
||||||
{"logistic-science-pack", 1},
|
{"logistic-science-pack", 1},
|
||||||
{"chemical-science-pack", 1},
|
{"chemical-science-pack", 1},
|
||||||
{"production-science-pack", 1},
|
{"production-science-pack", 1},
|
||||||
},
|
},
|
||||||
time = 30
|
time = 30
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,79 +1,79 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
require ("util")
|
require ("util")
|
||||||
|
|
||||||
|
|
||||||
--- Bio Garden
|
--- Bio Garden
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "assembling-machine",
|
type = "assembling-machine",
|
||||||
name = "bi-bio-garden",
|
name = "bi-bio-garden",
|
||||||
icon = ICONPATH .. "bio_garden_icon.png",
|
icon = ICONPATH .. "bio_garden_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_garden_icon.png",
|
icon = ICONPATH .. "bio_garden_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
flags = {"placeable-neutral", "placeable-player", "player-creation"},
|
flags = {"placeable-neutral", "placeable-player", "player-creation"},
|
||||||
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-garden"},
|
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-garden"},
|
||||||
fast_replaceable_group = "bi-bio-garden",
|
fast_replaceable_group = "bi-bio-garden",
|
||||||
max_health = 150,
|
max_health = 150,
|
||||||
corpse = "medium-remnants",
|
corpse = "medium-remnants",
|
||||||
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}},
|
||||||
fluid_boxes = {
|
fluid_boxes = {
|
||||||
{
|
{
|
||||||
production_type = "input",
|
production_type = "input",
|
||||||
pipe_picture = assembler3pipepictures(),
|
pipe_picture = assembler3pipepictures(),
|
||||||
pipe_covers = pipecoverspictures(),
|
pipe_covers = pipecoverspictures(),
|
||||||
volume = 1000,
|
volume = 1000,
|
||||||
base_level = -1,
|
base_level = -1,
|
||||||
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, -1} }}
|
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, -1} }}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
fluid_boxes_off_when_no_fluid_recipe = true,
|
fluid_boxes_off_when_no_fluid_recipe = true,
|
||||||
animation = {
|
animation = {
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/biogarden/bio_garden_x.png",
|
filename = "__Bio_Industries_2__/graphics/entities/biogarden/bio_garden_x.png",
|
||||||
width = 160,
|
width = 160,
|
||||||
height = 160,
|
height = 160,
|
||||||
frame_count = 12,
|
frame_count = 12,
|
||||||
line_length = 4,
|
line_length = 4,
|
||||||
animation_speed = 0.025,
|
animation_speed = 0.025,
|
||||||
shift = {0.45, 0}
|
shift = {0.45, 0}
|
||||||
},
|
},
|
||||||
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 },
|
||||||
working_sound = {
|
working_sound = {
|
||||||
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 0.8 } },
|
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 0.8 } },
|
||||||
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
|
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
|
||||||
apparent_volume = 1.5,
|
apparent_volume = 1.5,
|
||||||
},
|
},
|
||||||
crafting_categories = {"clean-air"},
|
crafting_categories = {"clean-air"},
|
||||||
source_inventory_size = 1,
|
source_inventory_size = 1,
|
||||||
result_inventory_size = 1,
|
result_inventory_size = 1,
|
||||||
crafting_speed = 1.0,
|
crafting_speed = 1.0,
|
||||||
energy_source = {
|
energy_source = {
|
||||||
type = "electric",
|
type = "electric",
|
||||||
usage_priority = "secondary-input",
|
usage_priority = "secondary-input",
|
||||||
emissions_per_minute = { pollution = -45 }, -- Negative value: pollution is absorbed!
|
emissions_per_minute = { pollution = -45 }, -- Negative value: pollution is absorbed!
|
||||||
},
|
},
|
||||||
energy_usage = "200kW",
|
energy_usage = "200kW",
|
||||||
ingredient_count = 1,
|
ingredient_count = 1,
|
||||||
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
|
-- 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
|
-- (Efficiency modules are also meant to reduce pollution, but as the base value
|
||||||
-- is negative, the resulting value is greater than the base value! )
|
-- is negative, the resulting value is greater than the base value! )
|
||||||
module_specification = {
|
module_specification = {
|
||||||
module_slots = 1
|
module_slots = 1
|
||||||
},
|
},
|
||||||
-- Changed for 0.18.34/1.1.4 -- We need to use an empty table here, so the gardens
|
-- 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!
|
-- won't be affected by beacons!
|
||||||
allowed_effects = {"consumption", "speed"},
|
allowed_effects = {"consumption", "speed"},
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -1,196 +1,196 @@
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Create fluid fertilizers, recipes, and unlocks if the setting requires it! --
|
-- Create fluid fertilizers, recipes, and unlocks if the setting requires it! --
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
|
|
||||||
local function make_colors(color)
|
local function make_colors(color)
|
||||||
local r, g, b = color.r, color.g, color.b
|
local r, g, b = color.r, color.g, color.b
|
||||||
local black = {r = 0, g = 0, b = 0, a = .25}
|
local black = {r = 0, g = 0, b = 0, a = .25}
|
||||||
|
|
||||||
local function mult(v, f)
|
local function mult(v, f)
|
||||||
return (v * f) % 1
|
return (v * f) % 1
|
||||||
end
|
end
|
||||||
|
|
||||||
ret = {
|
ret = {
|
||||||
base = color,
|
base = color,
|
||||||
flow = {r = mult(r, 3), g = mult(g, 3), b = mult(b, 3), a = .25},
|
flow = {r = mult(r, 3), g = mult(g, 3), b = mult(b, 3), a = .25},
|
||||||
primary = {r = r, g = g, b = b, a = .5},
|
primary = {r = r, g = g, b = b, a = .5},
|
||||||
secondary = {r = mult(r, .5), g = mult(g, .5), b = mult(b, .5), a = .25},
|
secondary = {r = mult(r, .5), g = mult(g, .5), b = mult(b, .5), a = .25},
|
||||||
tertiary = {r = mult(r, 2), g = mult(g, 2), b = mult(b, 2), a = .25},
|
tertiary = {r = mult(r, 2), g = mult(g, 2), b = mult(b, 2), a = .25},
|
||||||
secondary = black,
|
secondary = black,
|
||||||
}
|
}
|
||||||
return ret
|
return ret
|
||||||
end
|
end
|
||||||
|
|
||||||
local fertilizer_fluid_colors = make_colors({r = 0.098, g = 0.811, b = 0.269, a = .5})
|
local fertilizer_fluid_colors = make_colors({r = 0.098, g = 0.811, b = 0.269, a = .5})
|
||||||
local adv_fertilizer_fluid_colors = make_colors({r = 0, g = 1, b = 0.071, a = .5})
|
local adv_fertilizer_fluid_colors = make_colors({r = 0, g = 1, b = 0.071, a = .5})
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- FLUIDS --
|
-- FLUIDS --
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- Fertilizer fluid
|
-- Fertilizer fluid
|
||||||
{
|
{
|
||||||
type = "fluid",
|
type = "fluid",
|
||||||
name = "bi-fertilizer-fluid",
|
name = "bi-fertilizer-fluid",
|
||||||
icon = ICONPATH .. "fluid_fertilizer_64.png",
|
icon = ICONPATH .. "fluid_fertilizer_64.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icon_mipmaps = 1,
|
icon_mipmaps = 1,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "fluid_fertilizer_64.png",
|
icon = ICONPATH .. "fluid_fertilizer_64.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icon_mipmaps = 1,
|
icon_mipmaps = 1,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
default_temperature = 25,
|
default_temperature = 25,
|
||||||
max_temperature = 100,
|
max_temperature = 100,
|
||||||
heat_capacity = "1kJ",
|
heat_capacity = "1kJ",
|
||||||
-- 19cf44
|
-- 19cf44
|
||||||
base_color = fertilizer_fluid_colors.base,
|
base_color = fertilizer_fluid_colors.base,
|
||||||
flow_color = fertilizer_fluid_colors.flow,
|
flow_color = fertilizer_fluid_colors.flow,
|
||||||
pressure_to_speed_ratio = 0.4,
|
pressure_to_speed_ratio = 0.4,
|
||||||
flow_to_energy_ratio = 0.59,
|
flow_to_energy_ratio = 0.59,
|
||||||
order = "a[fluid]-b[fertilizer]"
|
order = "a[fluid]-b[fertilizer]"
|
||||||
},
|
},
|
||||||
|
|
||||||
-- Advanced fertilizer fluid
|
-- Advanced fertilizer fluid
|
||||||
{
|
{
|
||||||
type = "fluid",
|
type = "fluid",
|
||||||
name = "bi-adv-fertilizer-fluid",
|
name = "bi-adv-fertilizer-fluid",
|
||||||
icon = ICONPATH .. "fluid_advanced_fertilizer_64.png",
|
icon = ICONPATH .. "fluid_advanced_fertilizer_64.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icon_mipmaps = 1,
|
icon_mipmaps = 1,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "fluid_advanced_fertilizer_64.png",
|
icon = ICONPATH .. "fluid_advanced_fertilizer_64.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icon_mipmaps = 1,
|
icon_mipmaps = 1,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
default_temperature = 25,
|
default_temperature = 25,
|
||||||
max_temperature = 100,
|
max_temperature = 100,
|
||||||
heat_capacity = "1kJ",
|
heat_capacity = "1kJ",
|
||||||
--00ff12
|
--00ff12
|
||||||
base_color = adv_fertilizer_fluid_colors.base,
|
base_color = adv_fertilizer_fluid_colors.base,
|
||||||
flow_color = adv_fertilizer_fluid_colors.flow,
|
flow_color = adv_fertilizer_fluid_colors.flow,
|
||||||
pressure_to_speed_ratio = 0.4,
|
pressure_to_speed_ratio = 0.4,
|
||||||
flow_to_energy_ratio = 0.59,
|
flow_to_energy_ratio = 0.59,
|
||||||
order = "a[fluid]-b[fertilizer-advanced]"
|
order = "a[fluid]-b[fertilizer-advanced]"
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- RECIPES --
|
-- RECIPES --
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- Fertilizer fluid
|
-- Fertilizer fluid
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-fertilizer-fluid",
|
name = "bi-fertilizer-fluid",
|
||||||
icon = ICONPATH .. "fluid_fertilizer_recipe_64.png",
|
icon = ICONPATH .. "fluid_fertilizer_recipe_64.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "fluid_fertilizer_recipe_64.png",
|
icon = ICONPATH .. "fluid_fertilizer_recipe_64.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "chemistry",
|
category = "chemistry",
|
||||||
energy_required = 5,
|
energy_required = 5,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "item", name = "fertilizer", amount = 3},
|
{type = "item", name = "fertilizer", amount = 3},
|
||||||
{type = "fluid", name = "water", amount = 100},
|
{type = "fluid", name = "water", amount = 100},
|
||||||
},
|
},
|
||||||
results = {
|
results = {
|
||||||
{type = "fluid", name = "bi-fertilizer-fluid", amount = 100}
|
{type = "fluid", name = "bi-fertilizer-fluid", amount = 100}
|
||||||
},
|
},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
enabled = false,
|
enabled = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
allow_as_intermediate = false,
|
allow_as_intermediate = false,
|
||||||
subgroup = "bio-bio-farm-intermediate-product",
|
subgroup = "bio-bio-farm-intermediate-product",
|
||||||
order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-1]",
|
order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-1]",
|
||||||
crafting_machine_tint = {
|
crafting_machine_tint = {
|
||||||
-- Kettle
|
-- Kettle
|
||||||
primary = fertilizer_fluid_colors.primary,
|
primary = fertilizer_fluid_colors.primary,
|
||||||
secondary = fertilizer_fluid_colors.secondary,
|
secondary = fertilizer_fluid_colors.secondary,
|
||||||
-- Chimney
|
-- Chimney
|
||||||
tertiary = fertilizer_fluid_colors.tertiary,
|
tertiary = fertilizer_fluid_colors.tertiary,
|
||||||
quaternary = fertilizer_fluid_colors.quaternary,
|
quaternary = fertilizer_fluid_colors.quaternary,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
-- Advanced fertilizer fluid
|
-- Advanced fertilizer fluid
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-adv-fertilizer-fluid",
|
name = "bi-adv-fertilizer-fluid",
|
||||||
icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png",
|
icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png",
|
icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "chemistry",
|
category = "chemistry",
|
||||||
energy_required = 5,
|
energy_required = 5,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "item", name = "bi-adv-fertilizer", amount = 3},
|
{type = "item", name = "bi-adv-fertilizer", amount = 3},
|
||||||
{type = "fluid", name = "water", amount = 100},
|
{type = "fluid", name = "water", amount = 100},
|
||||||
},
|
},
|
||||||
results = {
|
results = {
|
||||||
{type = "fluid", name = "bi-adv-fertilizer-fluid", amount = 100}
|
{type = "fluid", name = "bi-adv-fertilizer-fluid", amount = 100}
|
||||||
},
|
},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
enabled = false,
|
enabled = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
allow_as_intermediate = false,
|
allow_as_intermediate = false,
|
||||||
subgroup = "bio-bio-farm-intermediate-product",
|
subgroup = "bio-bio-farm-intermediate-product",
|
||||||
order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-2]",
|
order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-2]",
|
||||||
crafting_machine_tint = {
|
crafting_machine_tint = {
|
||||||
primary = adv_fertilizer_fluid_colors.primary,
|
primary = adv_fertilizer_fluid_colors.primary,
|
||||||
secondary = adv_fertilizer_fluid_colors.secondary,
|
secondary = adv_fertilizer_fluid_colors.secondary,
|
||||||
-- Chimney
|
-- Chimney
|
||||||
tertiary = adv_fertilizer_fluid_colors.tertiary,
|
tertiary = adv_fertilizer_fluid_colors.tertiary,
|
||||||
quaternary = adv_fertilizer_fluid_colors.quaternary,
|
quaternary = adv_fertilizer_fluid_colors.quaternary,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- UNLOCKS --
|
-- UNLOCKS --
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
BioInd.writeDebug("Unlocking fluid fertilizers!")
|
BioInd.writeDebug("Unlocking fluid fertilizers!")
|
||||||
thxbob.lib.tech.add_recipe_unlock ("bi-tech-fertilizer", "bi-fertilizer-fluid")
|
thxbob.lib.tech.add_recipe_unlock ("bi-tech-fertilizer", "bi-fertilizer-fluid")
|
||||||
thxbob.lib.tech.add_recipe_unlock ("bi-tech-advanced-biotechnology", "bi-adv-fertilizer-fluid")
|
thxbob.lib.tech.add_recipe_unlock ("bi-tech-advanced-biotechnology", "bi-adv-fertilizer-fluid")
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- CHANGE RECIPES --
|
-- CHANGE RECIPES --
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Purified air (fertilizer)
|
-- Purified air (fertilizer)
|
||||||
thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "fertilizer")
|
thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "fertilizer")
|
||||||
thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "water")
|
thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "water")
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-purified-air-1", {
|
thxbob.lib.recipe.add_new_ingredient("bi-purified-air-1", {
|
||||||
type = "fluid",
|
type = "fluid",
|
||||||
name = "bi-fertilizer-fluid",
|
name = "bi-fertilizer-fluid",
|
||||||
amount = 50
|
amount = 50
|
||||||
})
|
})
|
||||||
data.raw.recipe["bi-purified-air-1"].localised_description = {"recipe-description.bi-purified-air-1-fluid"}
|
data.raw.recipe["bi-purified-air-1"].localised_description = {"recipe-description.bi-purified-air-1-fluid"}
|
||||||
|
|
||||||
-- Purified air (advanced fertilizer)
|
-- Purified air (advanced fertilizer)
|
||||||
thxbob.lib.recipe.remove_ingredient("bi-purified-air-2", "bi-adv-fertilizer")
|
thxbob.lib.recipe.remove_ingredient("bi-purified-air-2", "bi-adv-fertilizer")
|
||||||
thxbob.lib.recipe.remove_ingredient("bi-purified-air-2", "water")
|
thxbob.lib.recipe.remove_ingredient("bi-purified-air-2", "water")
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-purified-air-2", {
|
thxbob.lib.recipe.add_new_ingredient("bi-purified-air-2", {
|
||||||
type = "fluid",
|
type = "fluid",
|
||||||
name = "bi-adv-fertilizer-fluid",
|
name = "bi-adv-fertilizer-fluid",
|
||||||
amount = 50
|
amount = 50
|
||||||
})
|
})
|
||||||
data.raw.recipe["bi-purified-air-2"].localised_description = {"recipe-description.bi-purified-air-2-fluid"}
|
data.raw.recipe["bi-purified-air-2"].localised_description = {"recipe-description.bi-purified-air-2-fluid"}
|
||||||
|
|
|
||||||
|
|
@ -1,42 +1,42 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
-------- Bio Garden
|
-------- Bio Garden
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-bio-garden",
|
name = "bi-bio-garden",
|
||||||
icon = ICONPATH .. "bio_garden_icon.png",
|
icon = ICONPATH .. "bio_garden_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_garden_icon.png",
|
icon = ICONPATH .. "bio_garden_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "production-machine",
|
subgroup = "production-machine",
|
||||||
order = "x[bi]-b[bi-bio-garden]",
|
order = "x[bi]-b[bi-bio-garden]",
|
||||||
place_result = "bi-bio-garden",
|
place_result = "bi-bio-garden",
|
||||||
stack_size = 10
|
stack_size = 10
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-purified-air",
|
name = "bi-purified-air",
|
||||||
icon = ICONPATH .. "Clean_Air2.png",
|
icon = ICONPATH .. "Clean_Air2.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Clean_Air2.png",
|
icon = ICONPATH .. "Clean_Air2.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
hidden = true,
|
hidden = true,
|
||||||
subgroup = "bio-bio-gardens-fluid",
|
subgroup = "bio-bio-gardens-fluid",
|
||||||
order = "bi-purified-air",
|
order = "bi-purified-air",
|
||||||
stack_size = 100
|
stack_size = 100
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,9 @@
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
-- Bio Garden
|
-- Bio Garden
|
||||||
{
|
{
|
||||||
type = "recipe-category",
|
type = "recipe-category",
|
||||||
name = "clean-air"
|
name = "clean-air"
|
||||||
}
|
}
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,102 +1,102 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
--- Bio Gardens
|
--- Bio Gardens
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
--- Garden (ENTITY)
|
--- Garden (ENTITY)
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-bio-garden",
|
name = "bi-bio-garden",
|
||||||
localised_name = {"entity-name.bi-bio-garden"},
|
localised_name = {"entity-name.bi-bio-garden"},
|
||||||
localised_description = {"entity-description.bi-bio-garden"},
|
localised_description = {"entity-description.bi-bio-garden"},
|
||||||
icon = ICONPATH .. "bio_garden_icon.png",
|
icon = ICONPATH .. "bio_garden_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_garden_icon.png",
|
icon = ICONPATH .. "bio_garden_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 10,
|
energy_required = 10,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="stone-wall", amount=12},
|
{type="item", name="stone-wall", amount=12},
|
||||||
{type="item", name="stone-crushed", amount=50},
|
{type="item", name="stone-crushed", amount=50},
|
||||||
{type="item", name="seedling", amount=50}
|
{type="item", name="seedling", amount=50}
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-bio-garden", amount=1}},
|
results = {{type="item", name="bi-bio-garden", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
subgroup = "bio-bio-gardens-fluid",
|
subgroup = "bio-bio-gardens-fluid",
|
||||||
order = "a[bi]",
|
order = "a[bi]",
|
||||||
allow_as_intermediate = false, -- Changed for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Changed for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 -- This is a custom property for use by "Krastorio 2" (it will change
|
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 -- This is a custom property for use by "Krastorio 2" (it will change
|
||||||
-- ingredients/results; used for wood/wood pulp)
|
-- ingredients/results; used for wood/wood pulp)
|
||||||
mod = "Bio_Industries_2",
|
mod = "Bio_Industries_2",
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
--- Clean Air 1
|
--- Clean Air 1
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-purified-air-1",
|
name = "bi-purified-air-1",
|
||||||
icon = ICONPATH .. "clean-air_mk1.png",
|
icon = ICONPATH .. "clean-air_mk1.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "clean-air_mk1.png",
|
icon = ICONPATH .. "clean-air_mk1.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
order = "zzz-clean-air",
|
order = "zzz-clean-air",
|
||||||
category = "clean-air",
|
category = "clean-air",
|
||||||
subgroup = "bio-bio-gardens-fluid",
|
subgroup = "bio-bio-gardens-fluid",
|
||||||
order = "bi-purified-air-1",
|
order = "bi-purified-air-1",
|
||||||
enabled = false,
|
enabled = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
energy_required = 40,
|
energy_required = 40,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "fluid", name = "water", amount = 50},
|
{type = "fluid", name = "water", amount = 50},
|
||||||
{type = "item", name = "fertilizer", amount = 1}
|
{type = "item", name = "fertilizer", amount = 1}
|
||||||
},
|
},
|
||||||
results = {
|
results = {
|
||||||
{type = "item", name = "bi-purified-air", amount = 1, probability = 0},
|
{type = "item", name = "bi-purified-air", amount = 1, probability = 0},
|
||||||
},
|
},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
--- Clean Air 2
|
--- Clean Air 2
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-purified-air-2",
|
name = "bi-purified-air-2",
|
||||||
icon = ICONPATH .. "clean-air_mk2.png",
|
icon = ICONPATH .. "clean-air_mk2.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "clean-air_mk2.png",
|
icon = ICONPATH .. "clean-air_mk2.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
order = "zzz-clean-air2",
|
order = "zzz-clean-air2",
|
||||||
category = "clean-air",
|
category = "clean-air",
|
||||||
subgroup = "bio-bio-gardens-fluid",
|
subgroup = "bio-bio-gardens-fluid",
|
||||||
order = "bi-purified-air-2",
|
order = "bi-purified-air-2",
|
||||||
enabled = false,
|
enabled = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
energy_required = 100,
|
energy_required = 100,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "fluid", name = "water", amount = 50},
|
{type = "fluid", name = "water", amount = 50},
|
||||||
{type = "item", name = "bi-adv-fertilizer", amount = 1},
|
{type = "item", name = "bi-adv-fertilizer", amount = 1},
|
||||||
},
|
},
|
||||||
results = {
|
results = {
|
||||||
{type = "item", name = "bi-purified-air", amount = 1, probability = 0},
|
{type = "item", name = "bi-purified-air", amount = 1, probability = 0},
|
||||||
},
|
},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
},
|
},
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,450 +1,450 @@
|
||||||
local tile_graphics = require("__base__/prototypes/tile/tile-graphics")
|
local tile_graphics = require("__base__/prototypes/tile/tile-graphics")
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
require ("util")
|
require ("util")
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
local ENTITYPATH = "__Bio_Industries_2__/graphics/entities/bio_solar_farm/"
|
local ENTITYPATH = "__Bio_Industries_2__/graphics/entities/bio_solar_farm/"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if BI.Settings.BI_Solar_Additions then
|
if BI.Settings.BI_Solar_Additions then
|
||||||
|
|
||||||
|
|
||||||
local sounds = {}
|
local sounds = {}
|
||||||
sounds.walking_sound = {}
|
sounds.walking_sound = {}
|
||||||
for i = 1, 11 do
|
for i = 1, 11 do
|
||||||
sounds.walking_sound[i] = {
|
sounds.walking_sound[i] = {
|
||||||
filename = "__base__/sound/walking/concrete-" .. i ..".ogg",
|
filename = "__base__/sound/walking/concrete-" .. i ..".ogg",
|
||||||
volume = 1.2
|
volume = 1.2
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
------- Bio Farm Solar Panel
|
------- Bio Farm Solar Panel
|
||||||
{
|
{
|
||||||
type = "solar-panel",
|
type = "solar-panel",
|
||||||
name = "bi-bio-solar-farm",
|
name = "bi-bio-solar-farm",
|
||||||
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
||||||
-- placed on Nauvis)!
|
-- placed on Nauvis)!
|
||||||
se_allow_in_space = true,
|
se_allow_in_space = true,
|
||||||
flags = {"placeable-neutral", "player-creation"},
|
flags = {"placeable-neutral", "player-creation"},
|
||||||
minable = {hardness = 0.25, mining_time = 0.5, result = "bi-bio-solar-farm"},
|
minable = {hardness = 0.25, mining_time = 0.5, result = "bi-bio-solar-farm"},
|
||||||
max_health = 600,
|
max_health = 600,
|
||||||
corpse = "big-remnants",
|
corpse = "big-remnants",
|
||||||
dying_explosion = "medium-explosion",
|
dying_explosion = "medium-explosion",
|
||||||
resistances = {{type = "fire", percent = 80}},
|
resistances = {{type = "fire", percent = 80}},
|
||||||
collision_box = {{-4.2, -4.2}, {4.2, 4.2}},
|
collision_box = {{-4.2, -4.2}, {4.2, 4.2}},
|
||||||
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
||||||
energy_source = {
|
energy_source = {
|
||||||
type = "electric",
|
type = "electric",
|
||||||
usage_priority = "solar"
|
usage_priority = "solar"
|
||||||
},
|
},
|
||||||
picture = {
|
picture = {
|
||||||
filename = ENTITYPATH .. "Bio_Solar_Farm_On.png",
|
filename = ENTITYPATH .. "Bio_Solar_Farm_On.png",
|
||||||
priority = "low",
|
priority = "low",
|
||||||
width = 312,
|
width = 312,
|
||||||
height = 289,
|
height = 289,
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
direction_count = 1,
|
direction_count = 1,
|
||||||
--scale = 3/2,
|
--scale = 3/2,
|
||||||
shift = {0.30, 0}
|
shift = {0.30, 0}
|
||||||
},
|
},
|
||||||
production = "3600kW"
|
production = "3600kW"
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
---- BI Accumulator
|
---- BI Accumulator
|
||||||
{
|
{
|
||||||
type = "accumulator",
|
type = "accumulator",
|
||||||
name = "bi-bio-accumulator",
|
name = "bi-bio-accumulator",
|
||||||
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
||||||
-- placed on Nauvis)!
|
-- placed on Nauvis)!
|
||||||
se_allow_in_space = true,
|
se_allow_in_space = true,
|
||||||
flags = {"placeable-neutral", "player-creation"},
|
flags = {"placeable-neutral", "player-creation"},
|
||||||
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-accumulator"},
|
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-accumulator"},
|
||||||
max_health = 500,
|
max_health = 500,
|
||||||
corpse = "big-remnants",
|
corpse = "big-remnants",
|
||||||
collision_box = {{-1.75, -1.75}, {1.75, 1.75}},
|
collision_box = {{-1.75, -1.75}, {1.75, 1.75}},
|
||||||
selection_box = {{-2, -2}, {2, 2}},
|
selection_box = {{-2, -2}, {2, 2}},
|
||||||
--collision_box = {{-2, -2}, {2, 2}},
|
--collision_box = {{-2, -2}, {2, 2}},
|
||||||
--selection_box = {{-2.5, -2.5}, {2.5, 2.5}},
|
--selection_box = {{-2.5, -2.5}, {2.5, 2.5}},
|
||||||
energy_source = {
|
energy_source = {
|
||||||
type = "electric",
|
type = "electric",
|
||||||
buffer_capacity = "300MJ",
|
buffer_capacity = "300MJ",
|
||||||
usage_priority = "tertiary",
|
usage_priority = "tertiary",
|
||||||
input_flow_limit = "20MW",
|
input_flow_limit = "20MW",
|
||||||
output_flow_limit = "20MW"
|
output_flow_limit = "20MW"
|
||||||
},
|
},
|
||||||
picture = {
|
picture = {
|
||||||
filename = ENTITYPATH .. "bi_LargeAccumulator.png",
|
filename = ENTITYPATH .. "bi_LargeAccumulator.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 245,
|
width = 245,
|
||||||
height = 245,
|
height = 245,
|
||||||
shift = {0.75, -0.5},
|
shift = {0.75, -0.5},
|
||||||
scale = 0.75,
|
scale = 0.75,
|
||||||
},
|
},
|
||||||
charge_animation = {
|
charge_animation = {
|
||||||
filename = ENTITYPATH .. "bi_LargeAccumulatorAnimated.png",
|
filename = ENTITYPATH .. "bi_LargeAccumulatorAnimated.png",
|
||||||
width = 250,
|
width = 250,
|
||||||
height = 250,
|
height = 250,
|
||||||
line_length = 8,
|
line_length = 8,
|
||||||
frame_count = 24,
|
frame_count = 24,
|
||||||
shift = {0.75, -0.5},
|
shift = {0.75, -0.5},
|
||||||
scale = 0.75,
|
scale = 0.75,
|
||||||
animation_speed = 0.5
|
animation_speed = 0.5
|
||||||
},
|
},
|
||||||
charge_cooldown = 30,
|
charge_cooldown = 30,
|
||||||
charge_light = {intensity = 0.3, size = 7, color = {r = 1.0, g = 1.0, b = 1.0}},
|
charge_light = {intensity = 0.3, size = 7, color = {r = 1.0, g = 1.0, b = 1.0}},
|
||||||
discharge_animation = {
|
discharge_animation = {
|
||||||
filename = ENTITYPATH .. "bi_LargeAccumulatorAnimated.png",
|
filename = ENTITYPATH .. "bi_LargeAccumulatorAnimated.png",
|
||||||
width = 250,
|
width = 250,
|
||||||
height = 250,
|
height = 250,
|
||||||
line_length = 8,
|
line_length = 8,
|
||||||
frame_count = 24,
|
frame_count = 24,
|
||||||
shift = {0.75, -0.5},
|
shift = {0.75, -0.5},
|
||||||
scale = 0.75,
|
scale = 0.75,
|
||||||
animation_speed = 0.5
|
animation_speed = 0.5
|
||||||
},
|
},
|
||||||
discharge_cooldown = 60,
|
discharge_cooldown = 60,
|
||||||
discharge_light = {intensity = 0.7, size = 7, color = {r = 1.0, g = 1.0, b = 1.0}},
|
discharge_light = {intensity = 0.7, size = 7, color = {r = 1.0, g = 1.0, b = 1.0}},
|
||||||
working_sound = {
|
working_sound = {
|
||||||
sound = {
|
sound = {
|
||||||
filename = "__base__/sound/accumulator-working.ogg",
|
filename = "__base__/sound/accumulator-working.ogg",
|
||||||
volume = 1
|
volume = 1
|
||||||
},
|
},
|
||||||
idle_sound = {
|
idle_sound = {
|
||||||
filename = "__base__/sound/accumulator-idle.ogg",
|
filename = "__base__/sound/accumulator-idle.ogg",
|
||||||
volume = 0.4
|
volume = 0.4
|
||||||
},
|
},
|
||||||
max_sounds_per_type = 5
|
max_sounds_per_type = 5
|
||||||
},
|
},
|
||||||
circuit_wire_connection_point = {
|
circuit_wire_connection_point = {
|
||||||
shadow = {
|
shadow = {
|
||||||
red = {0.984375, 1.10938},
|
red = {0.984375, 1.10938},
|
||||||
green = {0.890625, 1.10938}
|
green = {0.890625, 1.10938}
|
||||||
},
|
},
|
||||||
wire = {
|
wire = {
|
||||||
red = {0.6875, 0.59375},
|
red = {0.6875, 0.59375},
|
||||||
green = {0.6875, 0.71875}
|
green = {0.6875, 0.71875}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
--circuit_connector_sprites = get_circuit_connector_sprites({0.46875, 0.5}, {0.46875, 0.8125}, 26),
|
--circuit_connector_sprites = get_circuit_connector_sprites({0.46875, 0.5}, {0.46875, 0.8125}, 26),
|
||||||
circuit_wire_max_distance = 9,
|
circuit_wire_max_distance = 9,
|
||||||
default_output_signal = {type = "virtual", name = "signal-A"}
|
default_output_signal = {type = "virtual", name = "signal-A"}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
---- Large Substation
|
---- Large Substation
|
||||||
{
|
{
|
||||||
type = "electric-pole",
|
type = "electric-pole",
|
||||||
name = "bi-large-substation",
|
name = "bi-large-substation",
|
||||||
localised_name = {"entity-name.bi-large-substation"},
|
localised_name = {"entity-name.bi-large-substation"},
|
||||||
localised_description = {"entity-description.bi-large-substation"},
|
localised_description = {"entity-description.bi-large-substation"},
|
||||||
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
||||||
-- placed on Nauvis)!
|
-- placed on Nauvis)!
|
||||||
se_allow_in_space = true,
|
se_allow_in_space = true,
|
||||||
flags = {"placeable-neutral", "player-creation"},
|
flags = {"placeable-neutral", "player-creation"},
|
||||||
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-large-substation"},
|
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-large-substation"},
|
||||||
max_health = 600,
|
max_health = 600,
|
||||||
corpse = "big-remnants",
|
corpse = "big-remnants",
|
||||||
dying_explosion = "big-explosion",
|
dying_explosion = "big-explosion",
|
||||||
track_coverage_during_build_by_moving = true,
|
track_coverage_during_build_by_moving = true,
|
||||||
resistances = {
|
resistances = {
|
||||||
{
|
{
|
||||||
type = "fire",
|
type = "fire",
|
||||||
percent = 90
|
percent = 90
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
collision_box = {{-2.4, -2.4}, {2.4, 2.4}},
|
collision_box = {{-2.4, -2.4}, {2.4, 2.4}},
|
||||||
selection_box = {{-2.5, -2.5}, {2.5, 2.5}},
|
selection_box = {{-2.5, -2.5}, {2.5, 2.5}},
|
||||||
drawing_box = {{-2.5, -5}, {2.5, 2.5}},
|
drawing_box = {{-2.5, -5}, {2.5, 2.5}},
|
||||||
maximum_wire_distance = 25,
|
maximum_wire_distance = 25,
|
||||||
-- Changed for 0.18.34/1.1.4
|
-- Changed for 0.18.34/1.1.4
|
||||||
supply_area_distance = 50.5,
|
supply_area_distance = 50.5,
|
||||||
pictures = {
|
pictures = {
|
||||||
filename = ENTITYPATH .. "bi_LargeSubstation.png",
|
filename = ENTITYPATH .. "bi_LargeSubstation.png",
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 450,
|
width = 450,
|
||||||
height = 380,
|
height = 380,
|
||||||
shift = {1, -0.5},
|
shift = {1, -0.5},
|
||||||
direction_count = 1,
|
direction_count = 1,
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
working_sound = {
|
working_sound = {
|
||||||
sound = { filename = "__base__/sound/substation.ogg" },
|
sound = { filename = "__base__/sound/substation.ogg" },
|
||||||
apparent_volume = 1.8,
|
apparent_volume = 1.8,
|
||||||
audible_distance_modifier = 0.5,
|
audible_distance_modifier = 0.5,
|
||||||
probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds
|
probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds
|
||||||
},
|
},
|
||||||
connection_points = {
|
connection_points = {
|
||||||
{
|
{
|
||||||
shadow = {
|
shadow = {
|
||||||
copper = {1.9, -0.6},
|
copper = {1.9, -0.6},
|
||||||
green = {1.3, -0.6},
|
green = {1.3, -0.6},
|
||||||
red = {2.65, -0.6}
|
red = {2.65, -0.6}
|
||||||
},
|
},
|
||||||
wire = {
|
wire = {
|
||||||
copper = {-0.25, -2.71875},
|
copper = {-0.25, -2.71875},
|
||||||
green = {-0.84375, -2.71875},
|
green = {-0.84375, -2.71875},
|
||||||
red = {0.34375, -2.71875}
|
red = {0.34375, -2.71875}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
radius_visualisation_picture = {
|
radius_visualisation_picture = {
|
||||||
filename = "__base__/graphics/entity/small-electric-pole/electric-pole-radius-visualization.png",
|
filename = "__base__/graphics/entity/small-electric-pole/electric-pole-radius-visualization.png",
|
||||||
width = 12,
|
width = 12,
|
||||||
height = 12,
|
height = 12,
|
||||||
--scale = 3,
|
--scale = 3,
|
||||||
--shift = {0.6, -0.6},
|
--shift = {0.6, -0.6},
|
||||||
priority = "extra-high-no-scale"
|
priority = "extra-high-no-scale"
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
---- Solar Floor
|
---- Solar Floor
|
||||||
{
|
{
|
||||||
type = "tile",
|
type = "tile",
|
||||||
name = "bi-solar-mat",
|
name = "bi-solar-mat",
|
||||||
localised_name = {"entity-name.bi-solar-mat"},
|
localised_name = {"entity-name.bi-solar-mat"},
|
||||||
localised_description = {"entity-description.bi-solar-mat"},
|
localised_description = {"entity-description.bi-solar-mat"},
|
||||||
icon = ICONPATH .. "solar-mat.png",
|
icon = ICONPATH .. "solar-mat.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "solar-mat.png",
|
icon = ICONPATH .. "solar-mat.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
needs_correction = false,
|
needs_correction = false,
|
||||||
minable = {hardness = 0.1, mining_time = 0.25, result = "bi-solar-mat"},
|
minable = {hardness = 0.1, mining_time = 0.25, result = "bi-solar-mat"},
|
||||||
mined_sound = { filename = "__base__/sound/deconstruct-bricks.ogg" },
|
mined_sound = { filename = "__base__/sound/deconstruct-bricks.ogg" },
|
||||||
collision_mask = { layers = { ground_tile = true }},
|
collision_mask = { layers = { ground_tile = true }},
|
||||||
collision_box = {{-0.5, -0.5}, {0.5, 0.5}},
|
collision_box = {{-0.5, -0.5}, {0.5, 0.5}},
|
||||||
walking_speed_modifier = 1.45,
|
walking_speed_modifier = 1.45,
|
||||||
layer = 62,
|
layer = 62,
|
||||||
decorative_removal_probability = 1,
|
decorative_removal_probability = 1,
|
||||||
variants = {
|
variants = {
|
||||||
transition = tile_graphics.generic_masked_tile_transitions1,
|
transition = tile_graphics.generic_masked_tile_transitions1,
|
||||||
main = {
|
main = {
|
||||||
{
|
{
|
||||||
picture = ENTITYPATH .. "solar1.png",
|
picture = ENTITYPATH .. "solar1.png",
|
||||||
count = 1,
|
count = 1,
|
||||||
size = 1,
|
size = 1,
|
||||||
probability = 1,
|
probability = 1,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
inner_corner = {
|
inner_corner = {
|
||||||
picture = ENTITYPATH .. "solar-inner-corner.png",
|
picture = ENTITYPATH .. "solar-inner-corner.png",
|
||||||
count = 8
|
count = 8
|
||||||
},
|
},
|
||||||
outer_corner = {
|
outer_corner = {
|
||||||
picture = ENTITYPATH .. "solar-outer-corner.png",
|
picture = ENTITYPATH .. "solar-outer-corner.png",
|
||||||
count = 8
|
count = 8
|
||||||
},
|
},
|
||||||
side = {
|
side = {
|
||||||
picture = ENTITYPATH .. "solar-side.png",
|
picture = ENTITYPATH .. "solar-side.png",
|
||||||
count = 8
|
count = 8
|
||||||
},
|
},
|
||||||
u_transition = {
|
u_transition = {
|
||||||
picture = ENTITYPATH .. "solar-u.png",
|
picture = ENTITYPATH .. "solar-u.png",
|
||||||
count = 8
|
count = 8
|
||||||
},
|
},
|
||||||
o_transition = {
|
o_transition = {
|
||||||
picture = ENTITYPATH .. "solar-o.png",
|
picture = ENTITYPATH .. "solar-o.png",
|
||||||
count = 1
|
count = 1
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
walking_sound = sounds.walking_sound,
|
walking_sound = sounds.walking_sound,
|
||||||
map_color = {r = 93, g = 138, b = 168},
|
map_color = {r = 93, g = 138, b = 168},
|
||||||
vehicle_friction_modifier = dirt_vehicle_speed_modifer
|
vehicle_friction_modifier = dirt_vehicle_speed_modifer
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
------- Boiler for Solar Plant / Boiler
|
------- Boiler for Solar Plant / Boiler
|
||||||
{
|
{
|
||||||
type = "boiler",
|
type = "boiler",
|
||||||
name = "bi-solar-boiler",
|
name = "bi-solar-boiler",
|
||||||
icon = ICONPATH .. "Bio_Solar_Boiler_Boiler_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Boiler_Boiler_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Bio_Solar_Boiler_Boiler_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Boiler_Boiler_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
||||||
-- placed on Nauvis)!
|
-- placed on Nauvis)!
|
||||||
se_allow_in_space = true,
|
se_allow_in_space = true,
|
||||||
flags = {"placeable-neutral", "player-creation"},
|
flags = {"placeable-neutral", "player-creation"},
|
||||||
minable = {hardness = 0.2, mining_time = 1, result = "bi-solar-boiler"},
|
minable = {hardness = 0.2, mining_time = 1, result = "bi-solar-boiler"},
|
||||||
max_health = 400,
|
max_health = 400,
|
||||||
corpse = "small-remnants",
|
corpse = "small-remnants",
|
||||||
vehicle_impact_sound = sounds.generic_impact,
|
vehicle_impact_sound = sounds.generic_impact,
|
||||||
mode = "output-to-separate-pipe",
|
mode = "output-to-separate-pipe",
|
||||||
resistances = {
|
resistances = {
|
||||||
{
|
{
|
||||||
type = "fire",
|
type = "fire",
|
||||||
percent = 100
|
percent = 100
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "explosion",
|
type = "explosion",
|
||||||
percent = 30
|
percent = 30
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "impact",
|
type = "impact",
|
||||||
percent = 30
|
percent = 30
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
collision_box = {{-4.2, -4.2}, {4.2, 4.2}},
|
collision_box = {{-4.2, -4.2}, {4.2, 4.2}},
|
||||||
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
||||||
target_temperature = 235,
|
target_temperature = 235,
|
||||||
fluid_box = {
|
fluid_box = {
|
||||||
volume = 200,
|
volume = 200,
|
||||||
base_level = -1,
|
base_level = -1,
|
||||||
pipe_covers = pipecoverspictures(),
|
pipe_covers = pipecoverspictures(),
|
||||||
pipe_connections = {
|
pipe_connections = {
|
||||||
{flow_direction = "input-output", direction = defines.direction.north, position = {4, 0}},
|
{flow_direction = "input-output", direction = defines.direction.north, position = {4, 0}},
|
||||||
{flow_direction = "input-output", direction = defines.direction.north, position = {-4, 0}},
|
{flow_direction = "input-output", direction = defines.direction.north, position = {-4, 0}},
|
||||||
},
|
},
|
||||||
production_type = "input-output",
|
production_type = "input-output",
|
||||||
filter = "water"
|
filter = "water"
|
||||||
},
|
},
|
||||||
output_fluid_box = {
|
output_fluid_box = {
|
||||||
volume = 200,
|
volume = 200,
|
||||||
base_level = 1,
|
base_level = 1,
|
||||||
pipe_covers = pipecoverspictures(),
|
pipe_covers = pipecoverspictures(),
|
||||||
pipe_connections = {
|
pipe_connections = {
|
||||||
{flow_direction = "input-output", direction = defines.direction.north, position = {0, 4}},
|
{flow_direction = "input-output", direction = defines.direction.north, position = {0, 4}},
|
||||||
{flow_direction = "input-output", direction = defines.direction.north, position = {0, -4}},
|
{flow_direction = "input-output", direction = defines.direction.north, position = {0, -4}},
|
||||||
},
|
},
|
||||||
production_type = "output",
|
production_type = "output",
|
||||||
filter = "steam"
|
filter = "steam"
|
||||||
},
|
},
|
||||||
energy_consumption = "1.799MW",
|
energy_consumption = "1.799MW",
|
||||||
energy_source = {
|
energy_source = {
|
||||||
type = "electric",
|
type = "electric",
|
||||||
input_priority = "primary",
|
input_priority = "primary",
|
||||||
usage_priority = "primary-input",
|
usage_priority = "primary-input",
|
||||||
--emissions_per_minute = 0 -- NO Emmisions
|
--emissions_per_minute = 0 -- NO Emmisions
|
||||||
},
|
},
|
||||||
working_sound = {
|
working_sound = {
|
||||||
sound = {
|
sound = {
|
||||||
filename = "__base__/sound/boiler.ogg",
|
filename = "__base__/sound/boiler.ogg",
|
||||||
volume = 0.9
|
volume = 0.9
|
||||||
},
|
},
|
||||||
max_sounds_per_type = 3
|
max_sounds_per_type = 3
|
||||||
},
|
},
|
||||||
structure = {
|
structure = {
|
||||||
north = {
|
north = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
|
filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 288,
|
width = 288,
|
||||||
height = 288,
|
height = 288,
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
|
filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 288,
|
width = 288,
|
||||||
height = 288,
|
height = 288,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
|
filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 288,
|
width = 288,
|
||||||
height = 288,
|
height = 288,
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
|
filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
|
||||||
priority = "high",
|
priority = "high",
|
||||||
width = 288,
|
width = 288,
|
||||||
height = 288,
|
height = 288,
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
fire_flicker_enabled = false,
|
fire_flicker_enabled = false,
|
||||||
fire = {},
|
fire = {},
|
||||||
fire_glow_flicker_enabled = false,
|
fire_glow_flicker_enabled = false,
|
||||||
fire_glow = {
|
fire_glow = {
|
||||||
north = {
|
north = {
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
|
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
width = 62,
|
width = 62,
|
||||||
height = 62,
|
height = 62,
|
||||||
shift = {0.09, -2.8},
|
shift = {0.09, -2.8},
|
||||||
scale = 1.5,
|
scale = 1.5,
|
||||||
blend_mode = "additive",
|
blend_mode = "additive",
|
||||||
},
|
},
|
||||||
east = {
|
east = {
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
|
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
width = 62,
|
width = 62,
|
||||||
height = 62,
|
height = 62,
|
||||||
shift = {0, -3},
|
shift = {0, -3},
|
||||||
blend_mode = "additive",
|
blend_mode = "additive",
|
||||||
},
|
},
|
||||||
south = {
|
south = {
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
|
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
width = 62,
|
width = 62,
|
||||||
height = 62,
|
height = 62,
|
||||||
shift = {0, -3},
|
shift = {0, -3},
|
||||||
blend_mode = "additive",
|
blend_mode = "additive",
|
||||||
},
|
},
|
||||||
west = {
|
west = {
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
|
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
width = 62,
|
width = 62,
|
||||||
height = 62,
|
height = 62,
|
||||||
shift = {0, -3},
|
shift = {0, -3},
|
||||||
blend_mode = "additive",
|
blend_mode = "additive",
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
burning_cooldown = 20
|
burning_cooldown = 20
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,114 +1,114 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
if BI.Settings.BI_Solar_Additions then
|
if BI.Settings.BI_Solar_Additions then
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
-- Solar Farm
|
-- Solar Farm
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-bio-solar-farm",
|
name = "bi-bio-solar-farm",
|
||||||
localised_name = {"entity-name.bi-bio-solar-farm"},
|
localised_name = {"entity-name.bi-bio-solar-farm"},
|
||||||
localised_description = {"entity-description.bi-bio-solar-farm"},
|
localised_description = {"entity-description.bi-bio-solar-farm"},
|
||||||
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "energy",
|
subgroup = "energy",
|
||||||
order = "d[solar-panel]-a[solar-panel]-a[bi-bio-solar-farm]",
|
order = "d[solar-panel]-a[solar-panel]-a[bi-bio-solar-farm]",
|
||||||
place_result = "bi-bio-solar-farm",
|
place_result = "bi-bio-solar-farm",
|
||||||
stack_size = 10,
|
stack_size = 10,
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Solar Mat
|
--- Solar Mat
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-solar-mat",
|
name = "bi-solar-mat",
|
||||||
localised_name = {"entity-name.bi-solar-mat"},
|
localised_name = {"entity-name.bi-solar-mat"},
|
||||||
localised_description = {"entity-description.bi-solar-mat"},
|
localised_description = {"entity-description.bi-solar-mat"},
|
||||||
icon = ICONPATH .. "solar-mat.png",
|
icon = ICONPATH .. "solar-mat.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "solar-mat.png",
|
icon = ICONPATH .. "solar-mat.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "energy",
|
subgroup = "energy",
|
||||||
order = "d[solar-panel]-aa[solar-panel-1-a]",
|
order = "d[solar-panel]-aa[solar-panel-1-a]",
|
||||||
stack_size = 400,
|
stack_size = 400,
|
||||||
place_as_tile = {
|
place_as_tile = {
|
||||||
result = "bi-solar-mat",
|
result = "bi-solar-mat",
|
||||||
condition_size = 4,
|
condition_size = 4,
|
||||||
condition = { layers = { water_tile = true }}
|
condition = { layers = { water_tile = true }}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
--- BI Accumulator
|
--- BI Accumulator
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-bio-accumulator",
|
name = "bi-bio-accumulator",
|
||||||
localised_name = {"entity-name.bi-bio-accumulator"},
|
localised_name = {"entity-name.bi-bio-accumulator"},
|
||||||
localised_description = {"entity-description.bi-bio-accumulator"},
|
localised_description = {"entity-description.bi-bio-accumulator"},
|
||||||
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "energy",
|
subgroup = "energy",
|
||||||
order = "e[accumulator]-a[bi-accumulator]",
|
order = "e[accumulator]-a[bi-accumulator]",
|
||||||
place_result = "bi-bio-accumulator",
|
place_result = "bi-bio-accumulator",
|
||||||
stack_size = 5
|
stack_size = 5
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
--- Large Substation
|
--- Large Substation
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-large-substation",
|
name = "bi-large-substation",
|
||||||
localised_name = {"entity-name.bi-large-substation"},
|
localised_name = {"entity-name.bi-large-substation"},
|
||||||
localised_description = {"entity-description.bi-large-substation"},
|
localised_description = {"entity-description.bi-large-substation"},
|
||||||
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "energy-pipe-distribution",
|
subgroup = "energy-pipe-distribution",
|
||||||
order = "a[energy]-d[substation]-b[large-substation]",
|
order = "a[energy]-d[substation]-b[large-substation]",
|
||||||
place_result = "bi-large-substation",
|
place_result = "bi-large-substation",
|
||||||
stack_size = 10
|
stack_size = 10
|
||||||
},
|
},
|
||||||
|
|
||||||
----- Solar Boiler - Boiler
|
----- Solar Boiler - Boiler
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-solar-boiler",
|
name = "bi-solar-boiler",
|
||||||
localised_name = {"entity-name.bi-solar-boiler"},
|
localised_name = {"entity-name.bi-solar-boiler"},
|
||||||
localised_description = {"entity-description.bi-solar-boiler"},
|
localised_description = {"entity-description.bi-solar-boiler"},
|
||||||
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "energy",
|
subgroup = "energy",
|
||||||
order = "b[steam-power]-c[steam-engine]",
|
order = "b[steam-power]-c[steam-engine]",
|
||||||
place_result = "bi-solar-boiler",
|
place_result = "bi-solar-boiler",
|
||||||
stack_size = 20,
|
stack_size = 20,
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,158 +1,158 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
if BI.Settings.BI_Solar_Additions then
|
if BI.Settings.BI_Solar_Additions then
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
--- Bio Solar Farm
|
--- Bio Solar Farm
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-bio-solar-farm",
|
name = "bi-bio-solar-farm",
|
||||||
localised_name = {"entity-name.bi-bio-solar-farm"},
|
localised_name = {"entity-name.bi-bio-solar-farm"},
|
||||||
localised_description = {"entity-description.bi-bio-solar-farm"},
|
localised_description = {"entity-description.bi-bio-solar-farm"},
|
||||||
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 60,
|
energy_required = 60,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="solar-panel", amount=50},
|
{type="item", name="solar-panel", amount=50},
|
||||||
{type="item", name="medium-electric-pole", amount=25},
|
{type="item", name="medium-electric-pole", amount=25},
|
||||||
{type="item", name="concrete", amount=400},
|
{type="item", name="concrete", amount=400},
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-bio-solar-farm", amount=1}},
|
results = {{type="item", name="bi-bio-solar-farm", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
subgroup = "energy",
|
subgroup = "energy",
|
||||||
order = "d[solar-panel]-a[solar-panel]-a[bi-bio-solar-farm]",
|
order = "d[solar-panel]-a[solar-panel]-a[bi-bio-solar-farm]",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
||||||
},
|
},
|
||||||
|
|
||||||
-- solar boiler
|
-- solar boiler
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-solar-boiler-hidden-panel",
|
name = "bi-solar-boiler-hidden-panel",
|
||||||
localised_name = {"entity-name.bi-solar-boiler"},
|
localised_name = {"entity-name.bi-solar-boiler"},
|
||||||
localised_description = {"entity-description.bi-solar-boiler"},
|
localised_description = {"entity-description.bi-solar-boiler"},
|
||||||
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 15,
|
energy_required = 15,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="solar-panel", amount=30},
|
{type="item", name="solar-panel", amount=30},
|
||||||
{type="item", name="storage-tank", amount=4},
|
{type="item", name="storage-tank", amount=4},
|
||||||
{type="item", name="boiler", amount=1},
|
{type="item", name="boiler", amount=1},
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-solar-boiler", amount=1}},
|
results = {{type="item", name="bi-solar-boiler", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
subgroup = "energy",
|
subgroup = "energy",
|
||||||
order = "b[steam-power]-c[steam-engine]",
|
order = "b[steam-power]-c[steam-engine]",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
||||||
},
|
},
|
||||||
|
|
||||||
-- solar mat
|
-- solar mat
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-solar-mat",
|
name = "bi-solar-mat",
|
||||||
localised_name = {"entity-name.bi-solar-mat"},
|
localised_name = {"entity-name.bi-solar-mat"},
|
||||||
localised_description = {"entity-description.bi-solar-mat"},
|
localised_description = {"entity-description.bi-solar-mat"},
|
||||||
icon = ICONPATH .. "solar-mat.png",
|
icon = ICONPATH .. "solar-mat.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "solar-mat.png",
|
icon = ICONPATH .. "solar-mat.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 5,
|
energy_required = 5,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="steel-plate", amount=1},
|
{type="item", name="steel-plate", amount=1},
|
||||||
{type="item", name="advanced-circuit", amount=3},
|
{type="item", name="advanced-circuit", amount=3},
|
||||||
{type="item", name="copper-cable", amount=4}
|
{type="item", name="copper-cable", amount=4}
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-solar-mat", amount=1}},
|
results = {{type="item", name="bi-solar-mat", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
subgroup = "energy",
|
subgroup = "energy",
|
||||||
order = "d[solar-panel]-aa[solar-panel-1-a]",
|
order = "d[solar-panel]-aa[solar-panel-1-a]",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
||||||
},
|
},
|
||||||
|
|
||||||
--- BI Accumulator
|
--- BI Accumulator
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-bio-accumulator",
|
name = "bi-bio-accumulator",
|
||||||
localised_name = {"entity-name.bi-bio-accumulator"},
|
localised_name = {"entity-name.bi-bio-accumulator"},
|
||||||
localised_description = {"entity-description.bi-bio-accumulator"},
|
localised_description = {"entity-description.bi-bio-accumulator"},
|
||||||
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
icon = ICONPATH .. "bi_LargeAccumulator.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
energy_required = 60,
|
energy_required = 60,
|
||||||
enabled = false,
|
enabled = false,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="accumulator", amount=50},
|
{type="item", name="accumulator", amount=50},
|
||||||
{type="item", name="copper-cable", amount=50},
|
{type="item", name="copper-cable", amount=50},
|
||||||
{type="item", name="concrete", amount=200},
|
{type="item", name="concrete", amount=200},
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-bio-accumulator", amount=1}},
|
results = {{type="item", name="bi-bio-accumulator", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
subgroup = "energy",
|
subgroup = "energy",
|
||||||
order = "e[accumulator]-a[bi-accumulator]",
|
order = "e[accumulator]-a[bi-accumulator]",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
||||||
},
|
},
|
||||||
|
|
||||||
-- Large Substation
|
-- Large Substation
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-large-substation",
|
name = "bi-large-substation",
|
||||||
localised_name = {"entity-name.bi-large-substation"},
|
localised_name = {"entity-name.bi-large-substation"},
|
||||||
localised_description = {"entity-description.bi-large-substation"},
|
localised_description = {"entity-description.bi-large-substation"},
|
||||||
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
icon = ICONPATH .. "bi_LargeSubstation_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="steel-plate", amount=10},
|
{type="item", name="steel-plate", amount=10},
|
||||||
{type="item", name="concrete", amount=200},
|
{type="item", name="concrete", amount=200},
|
||||||
{type="item", name="substation", amount=4}
|
{type="item", name="substation", amount=4}
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-large-substation", amount=1}},
|
results = {{type="item", name="bi-large-substation", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
subgroup = "energy-pipe-distribution",
|
subgroup = "energy-pipe-distribution",
|
||||||
order = "a[energy]-d[substation]-b[large-substation]",
|
order = "a[energy]-d[substation]-b[large-substation]",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
always_show_made_in = false, -- Changed for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
allow_decomposition = true, -- Changed for 0.18.34/1.1.4
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,36 +1,36 @@
|
||||||
------- Bio Farm Solar Panel
|
------- Bio Farm Solar Panel
|
||||||
{
|
{
|
||||||
type = "solar-panel",
|
type = "solar-panel",
|
||||||
name = "bi-bio-solar-farm",
|
name = "bi-bio-solar-farm",
|
||||||
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
flags = {"placeable-neutral", "player-creation"},
|
flags = {"placeable-neutral", "player-creation"},
|
||||||
minable = {hardness = 0.25, mining_time = 0.5, result = "bi-bio-solar-farm"},
|
minable = {hardness = 0.25, mining_time = 0.5, result = "bi-bio-solar-farm"},
|
||||||
max_health = 600,
|
max_health = 600,
|
||||||
corpse = "big-remnants",
|
corpse = "big-remnants",
|
||||||
dying_explosion = "medium-explosion",
|
dying_explosion = "medium-explosion",
|
||||||
resistances = {{type = "fire", percent = 80}},
|
resistances = {{type = "fire", percent = 80}},
|
||||||
collision_box = {{-4.2, -4.2}, {4.2, 4.2}},
|
collision_box = {{-4.2, -4.2}, {4.2, 4.2}},
|
||||||
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
|
||||||
energy_source = {
|
energy_source = {
|
||||||
type = "electric",
|
type = "electric",
|
||||||
usage_priority = "solar"
|
usage_priority = "solar"
|
||||||
},
|
},
|
||||||
picture = {
|
picture = {
|
||||||
filename = ENTITYPATH .. "Bio_Solar_Farm_On.png",
|
filename = ENTITYPATH .. "Bio_Solar_Farm_On.png",
|
||||||
priority = "low",
|
priority = "low",
|
||||||
width = 312,
|
width = 312,
|
||||||
height = 289,
|
height = 289,
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
direction_count = 1,
|
direction_count = 1,
|
||||||
--scale = 3/2,
|
--scale = 3/2,
|
||||||
shift = {0.30, 0}
|
shift = {0.30, 0}
|
||||||
},
|
},
|
||||||
production = "3600kW"
|
production = "3600kW"
|
||||||
},
|
},
|
||||||
|
|
|
||||||
|
|
@ -1,31 +1,31 @@
|
||||||
------- Hidden Solar Panel for Solar Mat
|
------- Hidden Solar Panel for Solar Mat
|
||||||
{
|
{
|
||||||
type = "solar-panel",
|
type = "solar-panel",
|
||||||
name = "bi-musk-mat-hidden-panel",
|
name = "bi-musk-mat-hidden-panel",
|
||||||
icon = ICONPATH .. "solar-mat.png",
|
icon = ICONPATH .. "solar-mat.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "solar-mat.png",
|
icon = ICONPATH .. "solar-mat.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
flags = {"not-blueprintable", "not-deconstructable", "placeable-off-grid", "not-on-map", "not-repairable"},
|
flags = {"not-blueprintable", "not-deconstructable", "placeable-off-grid", "not-on-map", "not-repairable"},
|
||||||
selectable_in_game = false,
|
selectable_in_game = false,
|
||||||
max_health = 1,
|
max_health = 1,
|
||||||
resistances = {{type = "fire", percent = 100}},
|
resistances = {{type = "fire", percent = 100}},
|
||||||
collision_mask = { layers = { ground_tile = true }},
|
collision_mask = { layers = { ground_tile = true }},
|
||||||
collision_box = {{-0.0, -0.0}, {0.0, 0.0}},
|
collision_box = {{-0.0, -0.0}, {0.0, 0.0}},
|
||||||
selection_box = {{0, 0}, {0, 0}},
|
selection_box = {{0, 0}, {0, 0}},
|
||||||
energy_source = {
|
energy_source = {
|
||||||
type = "electric",
|
type = "electric",
|
||||||
usage_priority = "solar"
|
usage_priority = "solar"
|
||||||
},
|
},
|
||||||
picture = {
|
picture = {
|
||||||
filename = ICONPATH .. "empty.png",
|
filename = ICONPATH .. "empty.png",
|
||||||
priority = "low",
|
priority = "low",
|
||||||
width = 1,
|
width = 1,
|
||||||
height = 1,
|
height = 1,
|
||||||
},
|
},
|
||||||
production = "10kW"
|
production = "10kW"
|
||||||
},
|
},
|
||||||
|
|
|
||||||
|
|
@ -1,10 +1,10 @@
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
--- Damage for Dart Turret Ammo
|
--- Damage for Dart Turret Ammo
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "damage-type",
|
type = "damage-type",
|
||||||
name = "bob-pierce"
|
name = "bob-pierce"
|
||||||
},
|
},
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,323 +1,323 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
--- Basic Dart
|
--- Basic Dart
|
||||||
{
|
{
|
||||||
type = "ammo",
|
type = "ammo",
|
||||||
name = "bi-dart-magazine-basic",
|
name = "bi-dart-magazine-basic",
|
||||||
icon = ICONPATH .. "basic_dart_icon.png",
|
icon = ICONPATH .. "basic_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "basic_dart_icon.png",
|
icon = ICONPATH .. "basic_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ammo_category = "bullet",
|
ammo_category = "bullet",
|
||||||
ammo_type = {
|
ammo_type = {
|
||||||
category = "Bio_Turret_Ammo",
|
category = "Bio_Turret_Ammo",
|
||||||
action = {
|
action = {
|
||||||
type = "direct",
|
type = "direct",
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "instant",
|
type = "instant",
|
||||||
source_effects = {
|
source_effects = {
|
||||||
type = "create-explosion",
|
type = "create-explosion",
|
||||||
entity_name = "explosion-gunshot",
|
entity_name = "explosion-gunshot",
|
||||||
},
|
},
|
||||||
target_effects = {
|
target_effects = {
|
||||||
{
|
{
|
||||||
type = "create-entity",
|
type = "create-entity",
|
||||||
entity_name = "explosion-hit"
|
entity_name = "explosion-hit"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = { amount = 3 , type = "physical"}
|
damage = { amount = 3 , type = "physical"}
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
magazine_size = 10,
|
magazine_size = 10,
|
||||||
subgroup = "ammo",
|
subgroup = "ammo",
|
||||||
order = "[aaa]-a[basic-clips]-aa[firearm-magazine]",
|
order = "[aaa]-a[basic-clips]-aa[firearm-magazine]",
|
||||||
stack_size = 400
|
stack_size = 400
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Standard Dart
|
--- Standard Dart
|
||||||
{
|
{
|
||||||
type = "ammo",
|
type = "ammo",
|
||||||
name = "bi-dart-magazine-standard",
|
name = "bi-dart-magazine-standard",
|
||||||
icon = ICONPATH .. "standard_dart_icon.png",
|
icon = ICONPATH .. "standard_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "standard_dart_icon.png",
|
icon = ICONPATH .. "standard_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ammo_category = "bullet",
|
ammo_category = "bullet",
|
||||||
ammo_type = {
|
ammo_type = {
|
||||||
category = "Bio_Turret_Ammo",
|
category = "Bio_Turret_Ammo",
|
||||||
action = {
|
action = {
|
||||||
type = "direct",
|
type = "direct",
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "instant",
|
type = "instant",
|
||||||
source_effects = {
|
source_effects = {
|
||||||
type = "create-explosion",
|
type = "create-explosion",
|
||||||
entity_name = "explosion-gunshot",
|
entity_name = "explosion-gunshot",
|
||||||
},
|
},
|
||||||
target_effects = {
|
target_effects = {
|
||||||
{
|
{
|
||||||
type = "create-entity",
|
type = "create-entity",
|
||||||
entity_name = "explosion-hit"
|
entity_name = "explosion-hit"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = { amount = 3 , type = "physical"}
|
damage = { amount = 3 , type = "physical"}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = { amount = 2 , type = "bob-pierce"}
|
damage = { amount = 2 , type = "bob-pierce"}
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
magazine_size = 10,
|
magazine_size = 10,
|
||||||
subgroup = "ammo",
|
subgroup = "ammo",
|
||||||
order = "[aab]-a[basic-clips]-ab[firearm-magazine]",
|
order = "[aab]-a[basic-clips]-ab[firearm-magazine]",
|
||||||
stack_size = 400
|
stack_size = 400
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
--- Enhanced Dart
|
--- Enhanced Dart
|
||||||
{
|
{
|
||||||
type = "ammo",
|
type = "ammo",
|
||||||
name = "bi-dart-magazine-enhanced",
|
name = "bi-dart-magazine-enhanced",
|
||||||
icon = ICONPATH .. "enhanced_dart_icon.png",
|
icon = ICONPATH .. "enhanced_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "enhanced_dart_icon.png",
|
icon = ICONPATH .. "enhanced_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ammo_category = "bullet",
|
ammo_category = "bullet",
|
||||||
ammo_type = {
|
ammo_type = {
|
||||||
category = "Bio_Turret_Ammo",
|
category = "Bio_Turret_Ammo",
|
||||||
action = {
|
action = {
|
||||||
type = "direct",
|
type = "direct",
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "instant",
|
type = "instant",
|
||||||
source_effects = {
|
source_effects = {
|
||||||
type = "create-explosion",
|
type = "create-explosion",
|
||||||
entity_name = "explosion-gunshot",
|
entity_name = "explosion-gunshot",
|
||||||
},
|
},
|
||||||
target_effects = {
|
target_effects = {
|
||||||
{
|
{
|
||||||
type = "create-entity",
|
type = "create-entity",
|
||||||
entity_name = "explosion-hit"
|
entity_name = "explosion-hit"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = { amount = 3 , type = "physical"}
|
damage = { amount = 3 , type = "physical"}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = { amount = 2 , type = "bob-pierce"}
|
damage = { amount = 2 , type = "bob-pierce"}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = { amount = 2 , type = "acid"}
|
damage = { amount = 2 , type = "acid"}
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
magazine_size = 10,
|
magazine_size = 10,
|
||||||
subgroup = "ammo",
|
subgroup = "ammo",
|
||||||
order = "[aac]-a[basic-clips]-ac[firearm-magazine]",
|
order = "[aac]-a[basic-clips]-ac[firearm-magazine]",
|
||||||
stack_size = 400
|
stack_size = 400
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
--- Poison Dart
|
--- Poison Dart
|
||||||
{
|
{
|
||||||
type = "ammo",
|
type = "ammo",
|
||||||
name = "bi-dart-magazine-poison",
|
name = "bi-dart-magazine-poison",
|
||||||
icon = ICONPATH .. "poison_dart_icon.png",
|
icon = ICONPATH .. "poison_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "poison_dart_icon.png",
|
icon = ICONPATH .. "poison_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
ammo_category = "bullet",
|
ammo_category = "bullet",
|
||||||
ammo_type = {
|
ammo_type = {
|
||||||
category = "Bio_Turret_Ammo",
|
category = "Bio_Turret_Ammo",
|
||||||
action = {
|
action = {
|
||||||
type = "direct",
|
type = "direct",
|
||||||
action_delivery = {
|
action_delivery = {
|
||||||
type = "instant",
|
type = "instant",
|
||||||
source_effects = {
|
source_effects = {
|
||||||
type = "create-explosion",
|
type = "create-explosion",
|
||||||
entity_name = "explosion-gunshot",
|
entity_name = "explosion-gunshot",
|
||||||
},
|
},
|
||||||
target_effects = {
|
target_effects = {
|
||||||
{
|
{
|
||||||
type = "create-entity",
|
type = "create-entity",
|
||||||
entity_name = "explosion-hit"
|
entity_name = "explosion-hit"
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = { amount = 3 , type = "physical"}
|
damage = { amount = 3 , type = "physical"}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = { amount = 2 , type = "bob-pierce"}
|
damage = { amount = 2 , type = "bob-pierce"}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = { amount = 2 , type = "acid"}
|
damage = { amount = 2 , type = "acid"}
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
type = "damage",
|
type = "damage",
|
||||||
damage = { amount = 2 , type = "poison"}
|
damage = { amount = 2 , type = "poison"}
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
magazine_size = 10,
|
magazine_size = 10,
|
||||||
subgroup = "ammo",
|
subgroup = "ammo",
|
||||||
order = "[aad]-a[basic-clips]-ad[firearm-magazine]",
|
order = "[aad]-a[basic-clips]-ad[firearm-magazine]",
|
||||||
stack_size = 400
|
stack_size = 400
|
||||||
},
|
},
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
function turret_pic(inputs)
|
function turret_pic(inputs)
|
||||||
return
|
return
|
||||||
{
|
{
|
||||||
layers = {
|
layers = {
|
||||||
{
|
{
|
||||||
filename = "__Bio_Industries_2__/graphics/entities/bio_turret/bio_turret.png",
|
filename = "__Bio_Industries_2__/graphics/entities/bio_turret/bio_turret.png",
|
||||||
priority = "medium",
|
priority = "medium",
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
width = 224,
|
width = 224,
|
||||||
height = 160,
|
height = 160,
|
||||||
direction_count = inputs.direction_count and inputs.direction_count or 64,
|
direction_count = inputs.direction_count and inputs.direction_count or 64,
|
||||||
frame_count = 1,
|
frame_count = 1,
|
||||||
line_length = inputs.line_length and inputs.line_length or 8,
|
line_length = inputs.line_length and inputs.line_length or 8,
|
||||||
axially_symmetrical = false,
|
axially_symmetrical = false,
|
||||||
run_mode = inputs.run_mode and inputs.run_mode or "forward",
|
run_mode = inputs.run_mode and inputs.run_mode or "forward",
|
||||||
shift = { 0.25, -0.25 },
|
shift = { 0.25, -0.25 },
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
--- Dart Turret
|
--- Dart Turret
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "ammo-turret",
|
type = "ammo-turret",
|
||||||
name = "bi-dart-turret",
|
name = "bi-dart-turret",
|
||||||
icon = ICONPATH .. "bio_turret_icon.png",
|
icon = ICONPATH .. "bio_turret_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_turret_icon.png",
|
icon = ICONPATH .. "bio_turret_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
flags = {"placeable-player", "player-creation"},
|
flags = {"placeable-player", "player-creation"},
|
||||||
minable = {mining_time = 0.25, result = "bi-dart-turret"},
|
minable = {mining_time = 0.25, result = "bi-dart-turret"},
|
||||||
max_health = 300,
|
max_health = 300,
|
||||||
corpse = "medium-remnants",
|
corpse = "medium-remnants",
|
||||||
collision_box = {{-0.2, -0.2 }, {0.2, 0.2}},
|
collision_box = {{-0.2, -0.2 }, {0.2, 0.2}},
|
||||||
selection_box = {{-0.4, -0.4 }, {0.4, 0.4}},
|
selection_box = {{-0.4, -0.4 }, {0.4, 0.4}},
|
||||||
rotation_speed = 0.05,
|
rotation_speed = 0.05,
|
||||||
preparing_speed = 0.08,
|
preparing_speed = 0.08,
|
||||||
folding_speed = 0.08,
|
folding_speed = 0.08,
|
||||||
dying_explosion = "medium-explosion",
|
dying_explosion = "medium-explosion",
|
||||||
inventory_size = 1,
|
inventory_size = 1,
|
||||||
automated_ammo_count = 14,
|
automated_ammo_count = 14,
|
||||||
attacking_speed = 1, -- makes nothing, it's animation's parameter
|
attacking_speed = 1, -- makes nothing, it's animation's parameter
|
||||||
|
|
||||||
folded_animation = turret_pic{direction_count = 8, line_length = 1},
|
folded_animation = turret_pic{direction_count = 8, line_length = 1},
|
||||||
preparing_animation = turret_pic{direction_count = 8, line_length = 1},
|
preparing_animation = turret_pic{direction_count = 8, line_length = 1},
|
||||||
prepared_animation = turret_pic{},
|
prepared_animation = turret_pic{},
|
||||||
attacking_animation = turret_pic{},
|
attacking_animation = turret_pic{},
|
||||||
folding_animation = turret_pic{direction_count = 8, line_length = 1, run_mode = "backward"},
|
folding_animation = turret_pic{direction_count = 8, line_length = 1, run_mode = "backward"},
|
||||||
|
|
||||||
-- darkfrei: wood impact sound for woods!
|
-- darkfrei: wood impact sound for woods!
|
||||||
impact_category = "wood",
|
impact_category = "wood",
|
||||||
attack_parameters = {
|
attack_parameters = {
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
ammo_category = "Bio_Turret_Ammo",
|
ammo_category = "Bio_Turret_Ammo",
|
||||||
cooldown = 3.6, -- cooldown = 6 -- darkfrei: means cooldown 6/60 sec or 10 shoots at second; = 60 is one shoot/sec
|
cooldown = 3.6, -- cooldown = 6 -- darkfrei: means cooldown 6/60 sec or 10 shoots at second; = 60 is one shoot/sec
|
||||||
projectile_creation_distance = 1.41,
|
projectile_creation_distance = 1.41,
|
||||||
projectile_center = {-0.0625, 0.55},
|
projectile_center = {-0.0625, 0.55},
|
||||||
-- darkfrei: darts haven't shells :)
|
-- darkfrei: darts haven't shells :)
|
||||||
--[[ shell_particle = {
|
--[[ shell_particle = {
|
||||||
name = "shell-particle",
|
name = "shell-particle",
|
||||||
direction_deviation = 0.1,
|
direction_deviation = 0.1,
|
||||||
speed = 0.15,
|
speed = 0.15,
|
||||||
speed_deviation = 0.03,
|
speed_deviation = 0.03,
|
||||||
center = {-0.0625, 0},
|
center = {-0.0625, 0},
|
||||||
creation_distance = -1.925,
|
creation_distance = -1.925,
|
||||||
starting_frame_speed = 0.2,
|
starting_frame_speed = 0.2,
|
||||||
starting_frame_speed_deviation = 0.1
|
starting_frame_speed_deviation = 0.1
|
||||||
}, ]]
|
}, ]]
|
||||||
range = 20,
|
range = 20,
|
||||||
sound = {
|
sound = {
|
||||||
filename = "__Bio_Industries_2__/sound/dart-turret.ogg",
|
filename = "__Bio_Industries_2__/sound/dart-turret.ogg",
|
||||||
volume = 0.85
|
volume = 0.85
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
call_for_help_radius = 40,
|
call_for_help_radius = 40,
|
||||||
graphics_set = {}
|
graphics_set = {}
|
||||||
},
|
},
|
||||||
|
|
||||||
|
|
||||||
})
|
})
|
||||||
|
|
||||||
|
|
||||||
--- Dart Rifle
|
--- Dart Rifle
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "gun",
|
type = "gun",
|
||||||
name = "bi-dart-rifle",
|
name = "bi-dart-rifle",
|
||||||
icon = ICONPATH .. "bi_dart_rifle_icon.png",
|
icon = ICONPATH .. "bi_dart_rifle_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_dart_rifle_icon.png",
|
icon = ICONPATH .. "bi_dart_rifle_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "gun",
|
subgroup = "gun",
|
||||||
order = "a[basic-clips]-ab[submachine-gun]",
|
order = "a[basic-clips]-ab[submachine-gun]",
|
||||||
attack_parameters = {
|
attack_parameters = {
|
||||||
type = "projectile",
|
type = "projectile",
|
||||||
ammo_category = "Bio_Turret_Ammo",
|
ammo_category = "Bio_Turret_Ammo",
|
||||||
cooldown = 5,
|
cooldown = 5,
|
||||||
movement_slow_down_factor = 0.5,
|
movement_slow_down_factor = 0.5,
|
||||||
--shell_particle = {},
|
--shell_particle = {},
|
||||||
projectile_creation_distance = 1.125,
|
projectile_creation_distance = 1.125,
|
||||||
range = 17,
|
range = 17,
|
||||||
sound = {
|
sound = {
|
||||||
filename = "__Bio_Industries_2__/sound/dart-turret.ogg",
|
filename = "__Bio_Industries_2__/sound/dart-turret.ogg",
|
||||||
volume = 0.65
|
volume = 0.65
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
stack_size = 5
|
stack_size = 5
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,9 @@
|
||||||
|
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "ammo-category",
|
type = "ammo-category",
|
||||||
name = "Bio_Turret_Ammo",
|
name = "Bio_Turret_Ammo",
|
||||||
order = "1"
|
order = "1"
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,24 +1,24 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
--- Conversion Turret
|
--- Conversion Turret
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-dart-turret",
|
name = "bi-dart-turret",
|
||||||
icon = ICONPATH .. "bio_turret_icon.png",
|
icon = ICONPATH .. "bio_turret_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_turret_icon.png",
|
icon = ICONPATH .. "bio_turret_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "defensive-structure",
|
subgroup = "defensive-structure",
|
||||||
order = "aa[turret]-a[gun-turret]",
|
order = "aa[turret]-a[gun-turret]",
|
||||||
place_result = "bi-dart-turret",
|
place_result = "bi-dart-turret",
|
||||||
stack_size = 50
|
stack_size = 50
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,187 +1,187 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
--- Basic Dart Ammo
|
--- Basic Dart Ammo
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-dart-magazine-basic",
|
name = "bi-dart-magazine-basic",
|
||||||
localised_name = {"item-name.bi-dart-magazine-basic"},
|
localised_name = {"item-name.bi-dart-magazine-basic"},
|
||||||
localised_description = {"item-description.bi-dart-magazine-basic"},
|
localised_description = {"item-description.bi-dart-magazine-basic"},
|
||||||
icon = ICONPATH .. "basic_dart_icon.png",
|
icon = ICONPATH .. "basic_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "basic_dart_icon.png",
|
icon = ICONPATH .. "basic_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = true,
|
enabled = true,
|
||||||
energy_required = 4,
|
energy_required = 4,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="wood", amount=10},
|
{type="item", name="wood", amount=10},
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-dart-magazine-basic", amount=10}},
|
results = {{type="item", name="bi-dart-magazine-basic", amount=10}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
subgroup = "bi-ammo",
|
subgroup = "bi-ammo",
|
||||||
order = "[bio-ammo]-a-[darts]-1",
|
order = "[bio-ammo]-a-[darts]-1",
|
||||||
-- This is a custom property for use by "Krastorio 2" (it will change
|
-- This is a custom property for use by "Krastorio 2" (it will change
|
||||||
-- ingredients/results; used for wood/wood pulp)
|
-- ingredients/results; used for wood/wood pulp)
|
||||||
mod = "Bio_Industries_2",
|
mod = "Bio_Industries_2",
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Standard Dart Ammo
|
--- Standard Dart Ammo
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-dart-magazine-standard",
|
name = "bi-dart-magazine-standard",
|
||||||
localised_name = {"item-name.bi-dart-magazine-standard"},
|
localised_name = {"item-name.bi-dart-magazine-standard"},
|
||||||
localised_description = {"item-description.bi-dart-magazine-standard"},
|
localised_description = {"item-description.bi-dart-magazine-standard"},
|
||||||
icon = ICONPATH .. "standard_dart_icon.png",
|
icon = ICONPATH .. "standard_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "standard_dart_icon.png",
|
icon = ICONPATH .. "standard_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 5,
|
energy_required = 5,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="bi-dart-magazine-basic", amount=10},
|
{type="item", name="bi-dart-magazine-basic", amount=10},
|
||||||
{type="item", name="copper-plate", amount=5},
|
{type="item", name="copper-plate", amount=5},
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-dart-magazine-standard", amount=10}},
|
results = {{type="item", name="bi-dart-magazine-standard", amount=10}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
subgroup = "bi-ammo",
|
subgroup = "bi-ammo",
|
||||||
order = "[bio-ammo]-a-[darts]-2",
|
order = "[bio-ammo]-a-[darts]-2",
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Enhanced Dart Ammo
|
--- Enhanced Dart Ammo
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-dart-magazine-enhanced",
|
name = "bi-dart-magazine-enhanced",
|
||||||
localised_name = {"item-name.bi-dart-magazine-enhanced"},
|
localised_name = {"item-name.bi-dart-magazine-enhanced"},
|
||||||
localised_description = {"item-description.bi-dart-magazine-enhanced"},
|
localised_description = {"item-description.bi-dart-magazine-enhanced"},
|
||||||
icon = ICONPATH .. "enhanced_dart_icon.png",
|
icon = ICONPATH .. "enhanced_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "enhanced_dart_icon.png",
|
icon = ICONPATH .. "enhanced_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 6,
|
energy_required = 6,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="bi-dart-magazine-standard", amount=10},
|
{type="item", name="bi-dart-magazine-standard", amount=10},
|
||||||
{type="item", name="plastic-bar", amount=5},
|
{type="item", name="plastic-bar", amount=5},
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-dart-magazine-enhanced", amount=10}},
|
results = {{type="item", name="bi-dart-magazine-enhanced", amount=10}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
subgroup = "bi-ammo",
|
subgroup = "bi-ammo",
|
||||||
order = "[bio-ammo]-a-[darts]-3",
|
order = "[bio-ammo]-a-[darts]-3",
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Poison Dart Ammo
|
--- Poison Dart Ammo
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-dart-magazine-poison",
|
name = "bi-dart-magazine-poison",
|
||||||
localised_name = {"item-name.bi-dart-magazine-poison"},
|
localised_name = {"item-name.bi-dart-magazine-poison"},
|
||||||
localised_description = {"item-description.bi-dart-magazine-poison"},
|
localised_description = {"item-description.bi-dart-magazine-poison"},
|
||||||
icon = ICONPATH .. "poison_dart_icon.png",
|
icon = ICONPATH .. "poison_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "poison_dart_icon.png",
|
icon = ICONPATH .. "poison_dart_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = false,
|
enabled = false,
|
||||||
energy_required = 8,
|
energy_required = 8,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="bi-dart-magazine-enhanced", amount=10},
|
{type="item", name="bi-dart-magazine-enhanced", amount=10},
|
||||||
{type="item", name="poison-capsule", amount=5},
|
{type="item", name="poison-capsule", amount=5},
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-dart-magazine-poison", amount=10}},
|
results = {{type="item", name="bi-dart-magazine-poison", amount=10}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
subgroup = "bi-ammo",
|
subgroup = "bi-ammo",
|
||||||
order = "[bio-ammo]-a-[darts]-4",
|
order = "[bio-ammo]-a-[darts]-4",
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Dart Turret
|
--- Dart Turret
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-dart-turret",
|
name = "bi-dart-turret",
|
||||||
localised_name = {"entity-name.bi-dart-turret"},
|
localised_name = {"entity-name.bi-dart-turret"},
|
||||||
localised_description = {"entity-description.bi-dart-turret"},
|
localised_description = {"entity-description.bi-dart-turret"},
|
||||||
icon = ICONPATH .. "bio_turret_icon.png",
|
icon = ICONPATH .. "bio_turret_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bio_turret_icon.png",
|
icon = ICONPATH .. "bio_turret_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = true,
|
enabled = true,
|
||||||
energy_required = 8,
|
energy_required = 8,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="iron-gear-wheel", amount=5},
|
{type="item", name="iron-gear-wheel", amount=5},
|
||||||
{type="item", name="wood", amount=20},
|
{type="item", name="wood", amount=20},
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-dart-turret", amount=1}},
|
results = {{type="item", name="bi-dart-turret", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
subgroup = "defensive-structure",
|
subgroup = "defensive-structure",
|
||||||
order = "b[turret]-e[bi-dart-turret]",
|
order = "b[turret]-e[bi-dart-turret]",
|
||||||
-- This is a custom property for use by "Krastorio 2" (it will change
|
-- This is a custom property for use by "Krastorio 2" (it will change
|
||||||
-- ingredients/results; used for wood/wood pulp)
|
-- ingredients/results; used for wood/wood pulp)
|
||||||
mod = "Bio_Industries_2",
|
mod = "Bio_Industries_2",
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Dart Rifle
|
--- Dart Rifle
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-dart-rifle",
|
name = "bi-dart-rifle",
|
||||||
localised_name = {"item-name.bi-dart-rifle"},
|
localised_name = {"item-name.bi-dart-rifle"},
|
||||||
localised_description = {"item-description.bi-dart-rifle"},
|
localised_description = {"item-description.bi-dart-rifle"},
|
||||||
icon = ICONPATH .. "bi_dart_rifle_icon.png",
|
icon = ICONPATH .. "bi_dart_rifle_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "bi_dart_rifle_icon.png",
|
icon = ICONPATH .. "bi_dart_rifle_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
enabled = true,
|
enabled = true,
|
||||||
energy_required = 8,
|
energy_required = 8,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="copper-plate", amount=5},
|
{type="item", name="copper-plate", amount=5},
|
||||||
{type="item", name="wood", amount=15},
|
{type="item", name="wood", amount=15},
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-dart-rifle", amount=1}},
|
results = {{type="item", name="bi-dart-rifle", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
subgroup = "gun",
|
subgroup = "gun",
|
||||||
order = "a[basic-clips]-b[bi-dart-rifle]"
|
order = "a[basic-clips]-b[bi-dart-rifle]"
|
||||||
},
|
},
|
||||||
-- This is a custom property for use by "Krastorio 2" (it will change
|
-- This is a custom property for use by "Krastorio 2" (it will change
|
||||||
-- ingredients/results; used for wood/wood pulp)
|
-- ingredients/results; used for wood/wood pulp)
|
||||||
mod = "Bio_Industries_2",
|
mod = "Bio_Industries_2",
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,59 +1,59 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
if not mods["Natural_Evolution_Buildings"] then
|
if not mods["Natural_Evolution_Buildings"] then
|
||||||
-- Simplified code in 0.17.39/0.18.6
|
-- Simplified code in 0.17.39/0.18.6
|
||||||
local techs = data.raw.technology
|
local techs = data.raw.technology
|
||||||
-- Turret attack modifier
|
-- Turret attack modifier
|
||||||
for index, modifier in pairs({
|
for index, modifier in pairs({
|
||||||
-- Keeping indices isn't really necessary here (and in the following), but should help
|
-- Keeping indices isn't really necessary here (and in the following), but should help
|
||||||
-- to avoid mistakes if this file is edited in the future.
|
-- to avoid mistakes if this file is edited in the future.
|
||||||
[1] = 0.1,
|
[1] = 0.1,
|
||||||
[2] = 0.1,
|
[2] = 0.1,
|
||||||
[3] = 0.2,
|
[3] = 0.2,
|
||||||
[4] = 0.2,
|
[4] = 0.2,
|
||||||
[5] = 0.2,
|
[5] = 0.2,
|
||||||
[6] = 0.4,
|
[6] = 0.4,
|
||||||
[7] = 0.7,
|
[7] = 0.7,
|
||||||
}) do
|
}) do
|
||||||
table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, {
|
table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, {
|
||||||
type = "turret-attack",
|
type = "turret-attack",
|
||||||
turret_id = "bi-dart-turret",
|
turret_id = "bi-dart-turret",
|
||||||
modifier = modifier
|
modifier = modifier
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Shooting speed modifier
|
-- Shooting speed modifier
|
||||||
for index, modifier in pairs({
|
for index, modifier in pairs({
|
||||||
[1] = 0.1,
|
[1] = 0.1,
|
||||||
[2] = 0.2,
|
[2] = 0.2,
|
||||||
[3] = 0.2,
|
[3] = 0.2,
|
||||||
[4] = 0.2,
|
[4] = 0.2,
|
||||||
[5] = 0.2,
|
[5] = 0.2,
|
||||||
[6] = 0.4,
|
[6] = 0.4,
|
||||||
}) do
|
}) do
|
||||||
table.insert(techs["weapon-shooting-speed-" .. tostring(index)].effects, {
|
table.insert(techs["weapon-shooting-speed-" .. tostring(index)].effects, {
|
||||||
type = "gun-speed",
|
type = "gun-speed",
|
||||||
ammo_category = "Bio_Turret_Ammo",
|
ammo_category = "Bio_Turret_Ammo",
|
||||||
modifier = modifier
|
modifier = modifier
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Ammo damage modifier
|
-- Ammo damage modifier
|
||||||
for index, modifier in pairs({
|
for index, modifier in pairs({
|
||||||
[1] = 0.1,
|
[1] = 0.1,
|
||||||
[2] = 0.1,
|
[2] = 0.1,
|
||||||
[3] = 0.2,
|
[3] = 0.2,
|
||||||
[4] = 0.2,
|
[4] = 0.2,
|
||||||
[5] = 0.2,
|
[5] = 0.2,
|
||||||
[6] = 0.4,
|
[6] = 0.4,
|
||||||
[7] = 0.4,
|
[7] = 0.4,
|
||||||
}) do
|
}) do
|
||||||
table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, {
|
table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, {
|
||||||
type = "ammo-damage",
|
type = "ammo-damage",
|
||||||
ammo_category = "Bio_Turret_Ammo",
|
ammo_category = "Bio_Turret_Ammo",
|
||||||
modifier = modifier
|
modifier = modifier
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,169 +1,169 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
log("BI.Settings.BI_Game_Tweaks_Disassemble: " .. tostring(BI.Settings.BI_Game_Tweaks_Disassemble))
|
log("BI.Settings.BI_Game_Tweaks_Disassemble: " .. tostring(BI.Settings.BI_Game_Tweaks_Disassemble))
|
||||||
|
|
||||||
if BI.Settings.BI_Game_Tweaks_Disassemble then
|
if BI.Settings.BI_Game_Tweaks_Disassemble then
|
||||||
log("Enabling disassemble recipes!")
|
log("Enabling disassemble recipes!")
|
||||||
--- Bio Tweaks
|
--- Bio Tweaks
|
||||||
data:extend({
|
data:extend({
|
||||||
-- Item subgroup
|
-- Item subgroup
|
||||||
{
|
{
|
||||||
type = "item-subgroup",
|
type = "item-subgroup",
|
||||||
name = "bio-disassemble",
|
name = "bio-disassemble",
|
||||||
group = "bio-industries",
|
group = "bio-industries",
|
||||||
order = "zzzz",
|
order = "zzzz",
|
||||||
},
|
},
|
||||||
|
|
||||||
-- Recipes
|
-- Recipes
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-burner-mining-drill-disassemble",
|
name = "bi-burner-mining-drill-disassemble",
|
||||||
localised_description = {"recipe-description.bi-disassemble-recipes"},
|
localised_description = {"recipe-description.bi-disassemble-recipes"},
|
||||||
icon = ICONPATH .. "burner-mining-drill_disassemble.png",
|
icon = ICONPATH .. "burner-mining-drill_disassemble.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "burner-mining-drill_disassemble.png",
|
icon = ICONPATH .. "burner-mining-drill_disassemble.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "advanced-crafting",
|
category = "advanced-crafting",
|
||||||
subgroup = "bio-disassemble",
|
subgroup = "bio-disassemble",
|
||||||
order = "a[Disassemble]-a[bi-burner-mining-drill-disassemble]",
|
order = "a[Disassemble]-a[bi-burner-mining-drill-disassemble]",
|
||||||
enabled = false,
|
enabled = false,
|
||||||
allow_as_intermediate = false,
|
allow_as_intermediate = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
energy_required = 2,
|
energy_required = 2,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "item", name = "burner-mining-drill", amount = 1},
|
{type = "item", name = "burner-mining-drill", amount = 1},
|
||||||
},
|
},
|
||||||
results = {
|
results = {
|
||||||
{type="item", name="stone", amount=4},
|
{type="item", name="stone", amount=4},
|
||||||
{type="item", name="iron-plate", amount=4}
|
{type="item", name="iron-plate", amount=4}
|
||||||
},
|
},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-burner-inserter-disassemble",
|
name = "bi-burner-inserter-disassemble",
|
||||||
localised_description = {"recipe-description.bi-disassemble-recipes"},
|
localised_description = {"recipe-description.bi-disassemble-recipes"},
|
||||||
icon = ICONPATH .. "burner_inserter_disassemble.png",
|
icon = ICONPATH .. "burner_inserter_disassemble.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "burner_inserter_disassemble.png",
|
icon = ICONPATH .. "burner_inserter_disassemble.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "advanced-crafting",
|
category = "advanced-crafting",
|
||||||
subgroup = "bio-disassemble",
|
subgroup = "bio-disassemble",
|
||||||
order = "a[Disassemble]-b[bi-burner-inserter-disassemble]",
|
order = "a[Disassemble]-b[bi-burner-inserter-disassemble]",
|
||||||
enabled = false,
|
enabled = false,
|
||||||
allow_as_intermediate = false,
|
allow_as_intermediate = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
energy_required = 2,
|
energy_required = 2,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "item", name = "burner-inserter", amount = 1},
|
{type = "item", name = "burner-inserter", amount = 1},
|
||||||
},
|
},
|
||||||
results = {
|
results = {
|
||||||
{type="item", name="iron-plate", amount=2},
|
{type="item", name="iron-plate", amount=2},
|
||||||
},
|
},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-long-handed-inserter-disassemble",
|
name = "bi-long-handed-inserter-disassemble",
|
||||||
localised_description = {"recipe-description.bi-disassemble-recipes"},
|
localised_description = {"recipe-description.bi-disassemble-recipes"},
|
||||||
icon = ICONPATH .. "long_handed_inserter_disassemble.png",
|
icon = ICONPATH .. "long_handed_inserter_disassemble.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "long_handed_inserter_disassemble.png",
|
icon = ICONPATH .. "long_handed_inserter_disassemble.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "advanced-crafting",
|
category = "advanced-crafting",
|
||||||
subgroup = "bio-disassemble",
|
subgroup = "bio-disassemble",
|
||||||
order = "a[Disassemble]-c[bi-long-handed-inserter-disassemble]",
|
order = "a[Disassemble]-c[bi-long-handed-inserter-disassemble]",
|
||||||
enabled = false,
|
enabled = false,
|
||||||
allow_as_intermediate = false,
|
allow_as_intermediate = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
energy_required = 2,
|
energy_required = 2,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "item", name = "long-handed-inserter", amount = 1},
|
{type = "item", name = "long-handed-inserter", amount = 1},
|
||||||
},
|
},
|
||||||
results = {
|
results = {
|
||||||
{type="item", name="iron-gear-wheel", amount=1},
|
{type="item", name="iron-gear-wheel", amount=1},
|
||||||
{type="item", name="iron-plate", amount=1},
|
{type="item", name="iron-plate", amount=1},
|
||||||
{type="item", name="electronic-circuit", amount=1},
|
{type="item", name="electronic-circuit", amount=1},
|
||||||
},
|
},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-stone-furnace-disassemble",
|
name = "bi-stone-furnace-disassemble",
|
||||||
localised_description = {"recipe-description.bi-disassemble-recipes"},
|
localised_description = {"recipe-description.bi-disassemble-recipes"},
|
||||||
icon = ICONPATH .. "stone_furnace_disassemble.png",
|
icon = ICONPATH .. "stone_furnace_disassemble.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "stone_furnace_disassemble.png",
|
icon = ICONPATH .. "stone_furnace_disassemble.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "advanced-crafting",
|
category = "advanced-crafting",
|
||||||
subgroup = "bio-disassemble",
|
subgroup = "bio-disassemble",
|
||||||
order = "a[Disassemble]-d[bi-stone-furnace-disassemble]",
|
order = "a[Disassemble]-d[bi-stone-furnace-disassemble]",
|
||||||
enabled = false,
|
enabled = false,
|
||||||
allow_as_intermediate = false,
|
allow_as_intermediate = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
energy_required = 2,
|
energy_required = 2,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "item", name = "stone-furnace", amount = 1},
|
{type = "item", name = "stone-furnace", amount = 1},
|
||||||
},
|
},
|
||||||
results = {
|
results = {
|
||||||
{type="item", name="stone", amount=3},
|
{type="item", name="stone", amount=3},
|
||||||
},
|
},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
},
|
},
|
||||||
|
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-steel-furnace-disassemble",
|
name = "bi-steel-furnace-disassemble",
|
||||||
localised_description = {"recipe-description.bi-disassemble-recipes"},
|
localised_description = {"recipe-description.bi-disassemble-recipes"},
|
||||||
icon = ICONPATH .. "steel-furnace_disassemble.png",
|
icon = ICONPATH .. "steel-furnace_disassemble.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "steel-furnace_disassemble.png",
|
icon = ICONPATH .. "steel-furnace_disassemble.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
category = "advanced-crafting",
|
category = "advanced-crafting",
|
||||||
subgroup = "bio-disassemble",
|
subgroup = "bio-disassemble",
|
||||||
order = "a[Disassemble]-e[bi-steel-furnace-disassemble]",
|
order = "a[Disassemble]-e[bi-steel-furnace-disassemble]",
|
||||||
enabled = false,
|
enabled = false,
|
||||||
allow_as_intermediate = false,
|
allow_as_intermediate = false,
|
||||||
always_show_made_in = true,
|
always_show_made_in = true,
|
||||||
allow_decomposition = false,
|
allow_decomposition = false,
|
||||||
energy_required = 2,
|
energy_required = 2,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type = "item", name = "steel-furnace", amount = 1},
|
{type = "item", name = "steel-furnace", amount = 1},
|
||||||
},
|
},
|
||||||
results = {
|
results = {
|
||||||
{type="item", name="steel-plate", amount=4},
|
{type="item", name="steel-plate", amount=4},
|
||||||
{type="item", name="stone-brick", amount=4}
|
{type="item", name="stone-brick", amount=4}
|
||||||
},
|
},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
|
|
@ -1,99 +1,99 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
if mods["IndustrialRevolution"] then
|
if mods["IndustrialRevolution"] then
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Our large wooden poles are unlocked by the "Logistics" research and require small
|
-- Our large wooden poles are unlocked by the "Logistics" research and require small
|
||||||
-- electric poles, which are unlocked by IR2 after the Iron Age has been reached. So,
|
-- electric poles, which are unlocked by IR2 after the Iron Age has been reached. So,
|
||||||
-- if IR2 is active, we won't unlock our poles and use IR2's large wooden poles for
|
-- if IR2 is active, we won't unlock our poles and use IR2's large wooden poles for
|
||||||
-- our huge poles instead.
|
-- our huge poles instead.
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
local big_pole = "bi-wooden-pole-big"
|
local big_pole = "bi-wooden-pole-big"
|
||||||
thxbob.lib.tech.remove_recipe_unlock ("logistics", big_pole)
|
thxbob.lib.tech.remove_recipe_unlock ("logistics", big_pole)
|
||||||
thxbob.lib.tech.add_recipe_unlock ("electric-energy-distribution-1", big_pole)
|
thxbob.lib.tech.add_recipe_unlock ("electric-energy-distribution-1", big_pole)
|
||||||
|
|
||||||
-- Adjust localizations
|
-- Adjust localizations
|
||||||
for k, v in ipairs({"electric-pole", "item", "recipe"}) do
|
for k, v in ipairs({"electric-pole", "item", "recipe"}) do
|
||||||
BioInd.show("Changing localization for", v)
|
BioInd.show("Changing localization for", v)
|
||||||
data.raw[v][big_pole].localised_name = {"entity-name.bi-wooden-pole-bigger"}
|
data.raw[v][big_pole].localised_name = {"entity-name.bi-wooden-pole-bigger"}
|
||||||
data.raw[v][big_pole].localised_description = {"entity-description.bi-wooden-pole-bigger"}
|
data.raw[v][big_pole].localised_description = {"entity-description.bi-wooden-pole-bigger"}
|
||||||
end
|
end
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- IR2 disables the "solar-energy" technology, so our Solar boiler, Solar farm, and
|
-- IR2 disables the "solar-energy" technology, so our Solar boiler, Solar farm, and
|
||||||
-- Musk floor will never be unlocked. Move the unlocks to IR2's technologies!
|
-- Musk floor will never be unlocked. Move the unlocks to IR2's technologies!
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-1", "bi-solar-boiler-hidden-panel")
|
thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-1", "bi-solar-boiler-hidden-panel")
|
||||||
thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-2", "bi-bio-solar-farm")
|
thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-2", "bi-bio-solar-farm")
|
||||||
thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-2", "bi-solar-mat")
|
thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-2", "bi-solar-mat")
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Put recipe for Bio stone bricks in the same subgroup as concrete!
|
-- Put recipe for Bio stone bricks in the same subgroup as concrete!
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
data.raw.recipe["bi-stone-brick"].subgroup = "ir2-tiles"
|
data.raw.recipe["bi-stone-brick"].subgroup = "ir2-tiles"
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Replace "crushed stone" with "gravel"!
|
-- Replace "crushed stone" with "gravel"!
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
local i_old = "stone-crushed"
|
local i_old = "stone-crushed"
|
||||||
local i_new = "gravel"
|
local i_new = "gravel"
|
||||||
local replaced, recipe, add
|
local replaced, recipe, add
|
||||||
|
|
||||||
for recipe_name, recipe in pairs(data.raw.recipe) do
|
for recipe_name, recipe in pairs(data.raw.recipe) do
|
||||||
-- Ingredients
|
-- Ingredients
|
||||||
replaced = thxbob.lib.recipe.replace_ingredient(recipe_name, i_old, i_new)
|
replaced = thxbob.lib.recipe.replace_ingredient(recipe_name, i_old, i_new)
|
||||||
BioInd.writeDebug("Replaced ingredient %s with %s in recipe %s: %s", {i_old, i_new, recipe_name, replaced})
|
BioInd.writeDebug("Replaced ingredient %s with %s in recipe %s: %s", {i_old, i_new, recipe_name, replaced})
|
||||||
|
|
||||||
-- Results
|
-- Results
|
||||||
thxbob.lib.result_check(recipe) -- Make sure we have results!
|
thxbob.lib.result_check(recipe) -- Make sure we have results!
|
||||||
for r, result in ipairs(recipe and recipe.results or {}) do
|
for r, result in ipairs(recipe and recipe.results or {}) do
|
||||||
if result.name == i_old then
|
if result.name == i_old then
|
||||||
-- Store the properties of the original result
|
-- Store the properties of the original result
|
||||||
add = {
|
add = {
|
||||||
type = result.type,
|
type = result.type,
|
||||||
name = i_new,
|
name = i_new,
|
||||||
amount = result.amount
|
amount = result.amount
|
||||||
}
|
}
|
||||||
thxbob.lib.recipe.remove_result(recipe_name, i_old)
|
thxbob.lib.recipe.remove_result(recipe_name, i_old)
|
||||||
thxbob.lib.item.add(recipe.results, add)
|
thxbob.lib.item.add(recipe.results, add)
|
||||||
else
|
else
|
||||||
BioInd.show("Skipping", result.name)
|
BioInd.show("Skipping", result.name)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Don't forget to change main_product as well!
|
-- Don't forget to change main_product as well!
|
||||||
if recipe and recipe.main_product and recipe.main_product == i_old then
|
if recipe and recipe.main_product and recipe.main_product == i_old then
|
||||||
recipe.main_product = i_new
|
recipe.main_product = i_new
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Add recipe unlocks
|
-- Add recipe unlocks
|
||||||
local crushing = {
|
local crushing = {
|
||||||
["bi-crushed-stone-1"] = "grinding-1",
|
["bi-crushed-stone-1"] = "grinding-1",
|
||||||
["bi-crushed-stone-2"] = "grinding-2",
|
["bi-crushed-stone-2"] = "grinding-2",
|
||||||
["bi-crushed-stone-3"] = "grinding-2",
|
["bi-crushed-stone-3"] = "grinding-2",
|
||||||
["bi-crushed-stone-4"] = "grinding-3",
|
["bi-crushed-stone-4"] = "grinding-3",
|
||||||
["bi-crushed-stone-5"] = "grinding-3",
|
["bi-crushed-stone-5"] = "grinding-3",
|
||||||
}
|
}
|
||||||
local r
|
local r
|
||||||
for recipe, category in pairs(crushing) do
|
for recipe, category in pairs(crushing) do
|
||||||
r = data.raw.recipe[recipe]
|
r = data.raw.recipe[recipe]
|
||||||
r.category = category
|
r.category = category
|
||||||
r.localised_name = {"recipe-name." .. recipe .. "_IR"}
|
r.localised_name = {"recipe-name." .. recipe .. "_IR"}
|
||||||
if recipe == "bi-crushed-stone-1" then
|
if recipe == "bi-crushed-stone-1" then
|
||||||
r.localised_description = {"recipe-description.bi-crushed-stone-1_IR"}
|
r.localised_description = {"recipe-description.bi-crushed-stone-1_IR"}
|
||||||
else
|
else
|
||||||
r.localised_description = {"recipe-description.bi-crushed-stone_IR"}
|
r.localised_description = {"recipe-description.bi-crushed-stone_IR"}
|
||||||
end
|
end
|
||||||
thxbob.lib.tech.add_recipe_unlock("ir2-" .. category, recipe)
|
thxbob.lib.tech.add_recipe_unlock("ir2-" .. category, recipe)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Our stone crusher should be able to craft the recipes that can be made by
|
-- Our stone crusher should be able to craft the recipes that can be made by
|
||||||
-- IR2's Copper crusher ("grinding-1") and Electric crusher ("grinding-2")!
|
-- IR2's Copper crusher ("grinding-1") and Electric crusher ("grinding-2")!
|
||||||
local crusher = data.raw.furnace["bi-stone-crusher"]
|
local crusher = data.raw.furnace["bi-stone-crusher"]
|
||||||
if crusher then
|
if crusher then
|
||||||
table.insert(crusher.crafting_categories, "grinding-1")
|
table.insert(crusher.crafting_categories, "grinding-1")
|
||||||
table.insert(crusher.crafting_categories, "grinding-2")
|
table.insert(crusher.crafting_categories, "grinding-2")
|
||||||
table.insert(crusher.crafting_categories, "powdering-1")
|
table.insert(crusher.crafting_categories, "powdering-1")
|
||||||
table.insert(crusher.crafting_categories, "powdering-2")
|
table.insert(crusher.crafting_categories, "powdering-2")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
||||||
|
|
@ -1,162 +1,162 @@
|
||||||
if not BI.Settings.BI_Bigger_Wooden_Chests then
|
if not BI.Settings.BI_Bigger_Wooden_Chests then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
|
|
||||||
BioInd.writeDebug("Creating bigger wooden chests!")
|
BioInd.writeDebug("Creating bigger wooden chests!")
|
||||||
|
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
local WOODPATH = BioInd.modRoot .. "/graphics/entities/wood_products/"
|
local WOODPATH = BioInd.modRoot .. "/graphics/entities/wood_products/"
|
||||||
|
|
||||||
local SNDPATH = "__base__/sound/"
|
local SNDPATH = "__base__/sound/"
|
||||||
|
|
||||||
local sounds = {}
|
local sounds = {}
|
||||||
sounds.open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" }
|
sounds.open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" }
|
||||||
sounds.close_sound = { filename = SNDPATH .. "wooden-chest-close.ogg" }
|
sounds.close_sound = { filename = SNDPATH .. "wooden-chest-close.ogg" }
|
||||||
|
|
||||||
sounds.walking_sound = {}
|
sounds.walking_sound = {}
|
||||||
for i = 1, 11 do
|
for i = 1, 11 do
|
||||||
sounds.walking_sound[i] = {
|
sounds.walking_sound[i] = {
|
||||||
filename = SNDPATH .. "walking/concrete-" .. i ..".ogg",
|
filename = SNDPATH .. "walking/concrete-" .. i ..".ogg",
|
||||||
volume = 1.2
|
volume = 1.2
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Rename the vanill wooden chest! --
|
-- Rename the vanill wooden chest! --
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
data.raw.container["wooden-chest"].localised_name = {"entity-name.bi-wooden-chest"}
|
data.raw.container["wooden-chest"].localised_name = {"entity-name.bi-wooden-chest"}
|
||||||
|
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
-- Create the bigger wooden chests! --
|
-- Create the bigger wooden chests! --
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
|
|
||||||
------- Large Wooden Chest
|
------- Large Wooden Chest
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "container",
|
type = "container",
|
||||||
name = "bi-wooden-chest-large",
|
name = "bi-wooden-chest-large",
|
||||||
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
||||||
-- placed on Nauvis)!
|
-- placed on Nauvis)!
|
||||||
se_allow_in_space = true,
|
se_allow_in_space = true,
|
||||||
flags = {"placeable-neutral", "player-creation"},
|
flags = {"placeable-neutral", "player-creation"},
|
||||||
minable = {mining_time = 1, result = "bi-wooden-chest-large"},
|
minable = {mining_time = 1, result = "bi-wooden-chest-large"},
|
||||||
max_health = 200,
|
max_health = 200,
|
||||||
corpse = "small-remnants",
|
corpse = "small-remnants",
|
||||||
collision_box = {{-0.7, -0.7}, {0.7, 0.7}},
|
collision_box = {{-0.7, -0.7}, {0.7, 0.7}},
|
||||||
selection_box = {{-1.0, -1.0}, {1.0, 1.0}},
|
selection_box = {{-1.0, -1.0}, {1.0, 1.0}},
|
||||||
fast_replaceable_group = "container",
|
fast_replaceable_group = "container",
|
||||||
inventory_size = 128, -- 64
|
inventory_size = 128, -- 64
|
||||||
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
|
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
|
||||||
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
|
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
|
||||||
impact_category = "wood",
|
impact_category = "wood",
|
||||||
picture = {
|
picture = {
|
||||||
filename = WOODPATH .. "large_wooden_chest.png",
|
filename = WOODPATH .. "large_wooden_chest.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 184,
|
width = 184,
|
||||||
height = 132,
|
height = 132,
|
||||||
shift = {0.5, 0},
|
shift = {0.5, 0},
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
circuit_wire_connection_point = circuit_connector_definitions["chest"].points,
|
circuit_wire_connection_point = circuit_connector_definitions["chest"].points,
|
||||||
circuit_connector_sprites = circuit_connector_definitions["chest"].sprites,
|
circuit_connector_sprites = circuit_connector_definitions["chest"].sprites,
|
||||||
circuit_wire_max_distance = default_circuit_wire_max_distance
|
circuit_wire_max_distance = default_circuit_wire_max_distance
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
------- Huge Wooden Chest
|
------- Huge Wooden Chest
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "container",
|
type = "container",
|
||||||
name = "bi-wooden-chest-huge",
|
name = "bi-wooden-chest-huge",
|
||||||
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
scale_info_icons = true,
|
scale_info_icons = true,
|
||||||
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
||||||
-- placed on Nauvis)!
|
-- placed on Nauvis)!
|
||||||
se_allow_in_space = true,
|
se_allow_in_space = true,
|
||||||
flags = {"placeable-neutral", "player-creation"},
|
flags = {"placeable-neutral", "player-creation"},
|
||||||
minable = {mining_time = 1.5, result = "bi-wooden-chest-huge"},
|
minable = {mining_time = 1.5, result = "bi-wooden-chest-huge"},
|
||||||
max_health = 350,
|
max_health = 350,
|
||||||
corpse = "small-remnants",
|
corpse = "small-remnants",
|
||||||
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}},
|
||||||
fast_replaceable_group = "container",
|
fast_replaceable_group = "container",
|
||||||
inventory_size = 432, --144
|
inventory_size = 432, --144
|
||||||
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
|
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
|
||||||
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
|
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
|
||||||
impact_category = "wood",
|
impact_category = "wood",
|
||||||
picture = {
|
picture = {
|
||||||
filename = WOODPATH .. "huge_wooden_chest.png",
|
filename = WOODPATH .. "huge_wooden_chest.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 184,
|
width = 184,
|
||||||
height = 132,
|
height = 132,
|
||||||
shift = {0.5, 0},
|
shift = {0.5, 0},
|
||||||
scale = 0.75,
|
scale = 0.75,
|
||||||
},
|
},
|
||||||
circuit_wire_connection_point = circuit_connector_definitions["chest"].points,
|
circuit_wire_connection_point = circuit_connector_definitions["chest"].points,
|
||||||
circuit_connector_sprites = circuit_connector_definitions["chest"].sprites,
|
circuit_connector_sprites = circuit_connector_definitions["chest"].sprites,
|
||||||
circuit_wire_max_distance = default_circuit_wire_max_distance
|
circuit_wire_max_distance = default_circuit_wire_max_distance
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
||||||
------- Giga Wooden Chest
|
------- Giga Wooden Chest
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "container",
|
type = "container",
|
||||||
name = "bi-wooden-chest-giga",
|
name = "bi-wooden-chest-giga",
|
||||||
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
scale_info_icons = true,
|
scale_info_icons = true,
|
||||||
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
-- This is necessary for "Space Exploration" (if not true, the entity can only be
|
||||||
-- placed on Nauvis)!
|
-- placed on Nauvis)!
|
||||||
se_allow_in_space = true,
|
se_allow_in_space = true,
|
||||||
flags = {"placeable-neutral", "player-creation"},
|
flags = {"placeable-neutral", "player-creation"},
|
||||||
minable = {mining_time = 3.5, result = "bi-wooden-chest-giga"},
|
minable = {mining_time = 3.5, result = "bi-wooden-chest-giga"},
|
||||||
max_health = 350,
|
max_health = 350,
|
||||||
corpse = "big-remnants",
|
corpse = "big-remnants",
|
||||||
collision_box = {{-2.8, -2.8}, {2.8, 2.8}},
|
collision_box = {{-2.8, -2.8}, {2.8, 2.8}},
|
||||||
selection_box = {{-3, -3}, {3, 3}},
|
selection_box = {{-3, -3}, {3, 3}},
|
||||||
fast_replaceable_group = "container",
|
fast_replaceable_group = "container",
|
||||||
inventory_size = 1728, --576
|
inventory_size = 1728, --576
|
||||||
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
|
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
|
||||||
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
|
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
|
||||||
impact_category = "wood",
|
impact_category = "wood",
|
||||||
picture = {
|
picture = {
|
||||||
filename = WOODPATH .. "giga_wooden_chest.png",
|
filename = WOODPATH .. "giga_wooden_chest.png",
|
||||||
priority = "extra-high",
|
priority = "extra-high",
|
||||||
width = 501,
|
width = 501,
|
||||||
height = 366,
|
height = 366,
|
||||||
shift = {0.88, -0.170},
|
shift = {0.88, -0.170},
|
||||||
scale = 0.5,
|
scale = 0.5,
|
||||||
},
|
},
|
||||||
circuit_wire_connection_point = circuit_connector_definitions["chest"].points,
|
circuit_wire_connection_point = circuit_connector_definitions["chest"].points,
|
||||||
circuit_connector_sprites = circuit_connector_definitions["chest"].sprites,
|
circuit_connector_sprites = circuit_connector_definitions["chest"].sprites,
|
||||||
circuit_wire_max_distance = default_circuit_wire_max_distance
|
circuit_wire_max_distance = default_circuit_wire_max_distance
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,77 +1,77 @@
|
||||||
if not BI.Settings.BI_Bigger_Wooden_Chests then
|
if not BI.Settings.BI_Bigger_Wooden_Chests then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
|
|
||||||
BioInd.writeDebug("Creating items for bigger wooden chests!")
|
BioInd.writeDebug("Creating items for bigger wooden chests!")
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
--- Large wooden chest 2 x 2
|
--- Large wooden chest 2 x 2
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-wooden-chest-large",
|
name = "bi-wooden-chest-large",
|
||||||
localised_name = {"entity-name.bi-wooden-chest-large"},
|
localised_name = {"entity-name.bi-wooden-chest-large"},
|
||||||
localised_description = {"entity-description.bi-wooden-chest-large"},
|
localised_description = {"entity-description.bi-wooden-chest-large"},
|
||||||
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
fuel_category = "chemical",
|
fuel_category = "chemical",
|
||||||
fuel_value = "32MJ",
|
fuel_value = "32MJ",
|
||||||
subgroup = "storage",
|
subgroup = "storage",
|
||||||
order = "a[items]-aa[wooden-chest]",
|
order = "a[items]-aa[wooden-chest]",
|
||||||
place_result = "bi-wooden-chest-large",
|
place_result = "bi-wooden-chest-large",
|
||||||
stack_size = 48
|
stack_size = 48
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Huge wooden chest 3 x 3
|
--- Huge wooden chest 3 x 3
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-wooden-chest-huge",
|
name = "bi-wooden-chest-huge",
|
||||||
localised_name = {"entity-name.bi-wooden-chest-huge"},
|
localised_name = {"entity-name.bi-wooden-chest-huge"},
|
||||||
localised_description = {"entity-description.bi-wooden-chest-huge"},
|
localised_description = {"entity-description.bi-wooden-chest-huge"},
|
||||||
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
fuel_category = "chemical",
|
fuel_category = "chemical",
|
||||||
fuel_value = "200MJ",
|
fuel_value = "200MJ",
|
||||||
subgroup = "storage",
|
subgroup = "storage",
|
||||||
order = "a[items]-ab[wooden-chest]",
|
order = "a[items]-ab[wooden-chest]",
|
||||||
place_result = "bi-wooden-chest-huge",
|
place_result = "bi-wooden-chest-huge",
|
||||||
stack_size = 32
|
stack_size = 32
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Giga wooden chest 6 x 6
|
--- Giga wooden chest 6 x 6
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-wooden-chest-giga",
|
name = "bi-wooden-chest-giga",
|
||||||
localised_name = {"entity-name.bi-wooden-chest-giga"},
|
localised_name = {"entity-name.bi-wooden-chest-giga"},
|
||||||
localised_description = {"entity-description.bi-wooden-chest-giga"},
|
localised_description = {"entity-description.bi-wooden-chest-giga"},
|
||||||
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
fuel_category = "chemical",
|
fuel_category = "chemical",
|
||||||
fuel_value = "400MJ",
|
fuel_value = "400MJ",
|
||||||
subgroup = "storage",
|
subgroup = "storage",
|
||||||
order = "a[items]-ac[wooden-chest]",
|
order = "a[items]-ac[wooden-chest]",
|
||||||
place_result = "bi-wooden-chest-giga",
|
place_result = "bi-wooden-chest-giga",
|
||||||
stack_size = 16
|
stack_size = 16
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
||||||
|
|
@ -1,103 +1,103 @@
|
||||||
if not BI.Settings.BI_Bigger_Wooden_Chests then
|
if not BI.Settings.BI_Bigger_Wooden_Chests then
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
|
|
||||||
BioInd.writeDebug("Creating recipes for bigger wooden chests!")
|
BioInd.writeDebug("Creating recipes for bigger wooden chests!")
|
||||||
data:extend({
|
data:extend({
|
||||||
--- Large Wooden Chest
|
--- Large Wooden Chest
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-wooden-chest-large",
|
name = "bi-wooden-chest-large",
|
||||||
localised_name = {"entity-name.bi-wooden-chest-large"},
|
localised_name = {"entity-name.bi-wooden-chest-large"},
|
||||||
localised_description = {"entity-description.bi-wooden-chest-large"},
|
localised_description = {"entity-description.bi-wooden-chest-large"},
|
||||||
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
icon = ICONPATH .. "large_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
energy_required = 2,
|
energy_required = 2,
|
||||||
enabled = false,
|
enabled = false,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="copper-plate", amount=16},
|
{type="item", name="copper-plate", amount=16},
|
||||||
{type="item", name="resin", amount=24},
|
{type="item", name="resin", amount=24},
|
||||||
{type="item", name="wooden-chest", amount=8}
|
{type="item", name="wooden-chest", amount=8}
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-wooden-chest-large", amount=1}},
|
results = {{type="item", name="bi-wooden-chest-large", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
requester_paste_multiplier = 4,
|
requester_paste_multiplier = 4,
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
subgroup = "storage",
|
subgroup = "storage",
|
||||||
order = "a[items]-aa[wooden-chest]",
|
order = "a[items]-aa[wooden-chest]",
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Huge Wooden Chest
|
--- Huge Wooden Chest
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-wooden-chest-huge",
|
name = "bi-wooden-chest-huge",
|
||||||
localised_name = {"entity-name.bi-wooden-chest-huge"},
|
localised_name = {"entity-name.bi-wooden-chest-huge"},
|
||||||
localised_description = {"entity-description.bi-wooden-chest-huge"},
|
localised_description = {"entity-description.bi-wooden-chest-huge"},
|
||||||
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
icon = ICONPATH .. "huge_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
energy_required = 2,
|
energy_required = 2,
|
||||||
enabled = false,
|
enabled = false,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="iron-stick", amount=32},
|
{type="item", name="iron-stick", amount=32},
|
||||||
{type="item", name="stone-brick", amount=32},
|
{type="item", name="stone-brick", amount=32},
|
||||||
{type="item", name="bi-wooden-chest-large", amount=16}
|
{type="item", name="bi-wooden-chest-large", amount=16}
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-wooden-chest-huge", amount=1}},
|
results = {{type="item", name="bi-wooden-chest-huge", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
requester_paste_multiplier = 4,
|
requester_paste_multiplier = 4,
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
subgroup = "storage",
|
subgroup = "storage",
|
||||||
order = "a[items]-ab[wooden-chest]",
|
order = "a[items]-ab[wooden-chest]",
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Giga Wooden Chest
|
--- Giga Wooden Chest
|
||||||
{
|
{
|
||||||
type = "recipe",
|
type = "recipe",
|
||||||
name = "bi-wooden-chest-giga",
|
name = "bi-wooden-chest-giga",
|
||||||
localised_name = {"entity-name.bi-wooden-chest-giga"},
|
localised_name = {"entity-name.bi-wooden-chest-giga"},
|
||||||
localised_description = {"entity-description.bi-wooden-chest-giga"},
|
localised_description = {"entity-description.bi-wooden-chest-giga"},
|
||||||
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
icon = ICONPATH .. "giga_wooden_chest_icon.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
energy_required = 4,
|
energy_required = 4,
|
||||||
enabled = false,
|
enabled = false,
|
||||||
ingredients = {
|
ingredients = {
|
||||||
{type="item", name="steel-plate", amount=32},
|
{type="item", name="steel-plate", amount=32},
|
||||||
{type="item", name="concrete", amount=32},
|
{type="item", name="concrete", amount=32},
|
||||||
{type="item", name="bi-wooden-chest-huge", amount=16}
|
{type="item", name="bi-wooden-chest-huge", amount=16}
|
||||||
},
|
},
|
||||||
results = {{type="item", name="bi-wooden-chest-giga", amount=1}},
|
results = {{type="item", name="bi-wooden-chest-giga", amount=1}},
|
||||||
main_product = "",
|
main_product = "",
|
||||||
requester_paste_multiplier = 4,
|
requester_paste_multiplier = 4,
|
||||||
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
|
||||||
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
always_show_made_in = false, -- Added for 0.18.34/1.1.4
|
||||||
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
allow_decomposition = true, -- Added for 0.18.34/1.1.4
|
||||||
subgroup = "storage",
|
subgroup = "storage",
|
||||||
order = "a[items]-ac[wooden-chest]",
|
order = "a[items]-ac[wooden-chest]",
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
||||||
File diff suppressed because it is too large
Load diff
|
|
@ -1,116 +1,116 @@
|
||||||
local BioInd = require('common')('Bio_Industries_2')
|
local BioInd = require('common')('Bio_Industries_2')
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
data:extend({
|
data:extend({
|
||||||
|
|
||||||
--- Big Wooden Electric Pole
|
--- Big Wooden Electric Pole
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-wooden-pole-big",
|
name = "bi-wooden-pole-big",
|
||||||
localised_name = {"entity-name.bi-wooden-pole-big"},
|
localised_name = {"entity-name.bi-wooden-pole-big"},
|
||||||
localised_description = {"entity-description.bi-wooden-pole-big"},
|
localised_description = {"entity-description.bi-wooden-pole-big"},
|
||||||
icon = ICONPATH .. "big-wooden-pole.png",
|
icon = ICONPATH .. "big-wooden-pole.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "big-wooden-pole.png",
|
icon = ICONPATH .. "big-wooden-pole.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "energy-pipe-distribution",
|
subgroup = "energy-pipe-distribution",
|
||||||
order = "a[energy]-b[small-electric-pole]",
|
order = "a[energy]-b[small-electric-pole]",
|
||||||
place_result = "bi-wooden-pole-big",
|
place_result = "bi-wooden-pole-big",
|
||||||
fuel_value = "14MJ",
|
fuel_value = "14MJ",
|
||||||
fuel_category = "chemical",
|
fuel_category = "chemical",
|
||||||
stack_size = 50
|
stack_size = 50
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Huge Wooden Pole
|
--- Huge Wooden Pole
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-wooden-pole-huge",
|
name = "bi-wooden-pole-huge",
|
||||||
localised_name = {"entity-name.bi-wooden-pole-huge"},
|
localised_name = {"entity-name.bi-wooden-pole-huge"},
|
||||||
localised_description = {"entity-description.bi-wooden-pole-huge"},
|
localised_description = {"entity-description.bi-wooden-pole-huge"},
|
||||||
icon = ICONPATH .. "huge-wooden-pole.png",
|
icon = ICONPATH .. "huge-wooden-pole.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "huge-wooden-pole.png",
|
icon = ICONPATH .. "huge-wooden-pole.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "energy-pipe-distribution",
|
subgroup = "energy-pipe-distribution",
|
||||||
order = "a[energy]-d[big-electric-pole]",
|
order = "a[energy]-d[big-electric-pole]",
|
||||||
place_result = "bi-wooden-pole-huge",
|
place_result = "bi-wooden-pole-huge",
|
||||||
fuel_value = "90MJ",
|
fuel_value = "90MJ",
|
||||||
fuel_category = "chemical",
|
fuel_category = "chemical",
|
||||||
stack_size = 50
|
stack_size = 50
|
||||||
},
|
},
|
||||||
|
|
||||||
-- Wooden Fence
|
-- Wooden Fence
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-wooden-fence",
|
name = "bi-wooden-fence",
|
||||||
localised_name = {"entity-name.bi-wooden-fence"},
|
localised_name = {"entity-name.bi-wooden-fence"},
|
||||||
localised_description = {"entity-description.bi-wooden-fence"},
|
localised_description = {"entity-description.bi-wooden-fence"},
|
||||||
icon = ICONPATH .. "wooden-fence.png",
|
icon = ICONPATH .. "wooden-fence.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "wooden-fence.png",
|
icon = ICONPATH .. "wooden-fence.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "defensive-structure",
|
subgroup = "defensive-structure",
|
||||||
order = "a-a[stone-wall]-a[wooden-fence]",
|
order = "a-a[stone-wall]-a[wooden-fence]",
|
||||||
place_result = "bi-wooden-fence",
|
place_result = "bi-wooden-fence",
|
||||||
fuel_value = "4MJ",
|
fuel_value = "4MJ",
|
||||||
fuel_category = "chemical",
|
fuel_category = "chemical",
|
||||||
stack_size = 50
|
stack_size = 50
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Wood Pipe
|
--- Wood Pipe
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-wood-pipe",
|
name = "bi-wood-pipe",
|
||||||
localised_name = {"entity-name.bi-wood-pipe"},
|
localised_name = {"entity-name.bi-wood-pipe"},
|
||||||
localised_description = {"entity-description.bi-wood-pipe"},
|
localised_description = {"entity-description.bi-wood-pipe"},
|
||||||
icon = ICONPATH .. "wood_pipe.png",
|
icon = ICONPATH .. "wood_pipe.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "wood_pipe.png",
|
icon = ICONPATH .. "wood_pipe.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "energy-pipe-distribution",
|
subgroup = "energy-pipe-distribution",
|
||||||
order = "a[pipe]-1a[pipe]",
|
order = "a[pipe]-1a[pipe]",
|
||||||
place_result = "bi-wood-pipe",
|
place_result = "bi-wood-pipe",
|
||||||
fuel_value = "4MJ",
|
fuel_value = "4MJ",
|
||||||
fuel_category = "chemical",
|
fuel_category = "chemical",
|
||||||
stack_size = 100
|
stack_size = 100
|
||||||
},
|
},
|
||||||
|
|
||||||
--- Wood Pipe to Ground
|
--- Wood Pipe to Ground
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "bi-wood-pipe-to-ground",
|
name = "bi-wood-pipe-to-ground",
|
||||||
localised_name = {"entity-name.bi-wood-pipe-to-ground"},
|
localised_name = {"entity-name.bi-wood-pipe-to-ground"},
|
||||||
localised_description = {"entity-description.bi-wood-pipe-to-ground"},
|
localised_description = {"entity-description.bi-wood-pipe-to-ground"},
|
||||||
icon = ICONPATH .. "pipe-to-ground-wood.png",
|
icon = ICONPATH .. "pipe-to-ground-wood.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
icons = {
|
icons = {
|
||||||
{
|
{
|
||||||
icon = ICONPATH .. "pipe-to-ground-wood.png",
|
icon = ICONPATH .. "pipe-to-ground-wood.png",
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
subgroup = "energy-pipe-distribution",
|
subgroup = "energy-pipe-distribution",
|
||||||
order = "a[pipe]-1b[pipe-to-ground]",
|
order = "a[pipe]-1b[pipe-to-ground]",
|
||||||
place_result = "bi-wood-pipe-to-ground",
|
place_result = "bi-wood-pipe-to-ground",
|
||||||
fuel_value = "20MJ",
|
fuel_value = "20MJ",
|
||||||
fuel_category = "chemical",
|
fuel_category = "chemical",
|
||||||
stack_size = 50
|
stack_size = 50
|
||||||
},
|
},
|
||||||
})
|
})
|
||||||
|
|
|
||||||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue