Bio_Industries_2/Bio_Industries_2/data-final-fixes.lua
2025-07-05 19:09:24 +02:00

511 lines
18 KiB
Lua

local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = "__Bio_Industries_2__/graphics/icons/"
-- If OwnlyMe's or Tral'a "Robot Tree Farm" mods are active, they will create variatons
-- of our variations of tree prototypes. Remove them!
local ignore_trees = BioInd.get_tree_ignore_list()
local removed = 0
for name, _ in pairs(ignore_trees or {}) do
if name:match("rtf%-bio%-tree%-.+%-%d-%d+") then
data.raw.tree[name] = nil
ignore_trees[name] = nil
removed = removed + 1
BioInd.show("Removed tree prototype", name)
end
end
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
---- Game Tweaks ---- Tree
if BI.Settings.BI_Game_Tweaks_Tree then
local new_results = {
{
type = "item",
name = "wood",
amount_min = 1,
amount_max = 6
}
}
for tree_name, tree in pairs(data.raw["tree"] or {}) do
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.results: %s", {tree.name, (tree.minable and tree.minable.results or "nil")}, "line")
--CHECK FOR SINGLE RESULTS
-- mining.result may be set although mining.results exists (mining.result
-- will be ignored in that case; happens, for example with IR2's rubber
-- trees). In this case, overwriting mining.results with the data from
-- mining.result could break other mods (e.g. IR2's rubber trees should
-- yield "rubber-wood" instead of "wood").
if tree.minable.result and not tree.minable.results then
BioInd.writeDebug("Tree has minable.result")
--CHECK FOR VANILLA TREES WOOD x 4
if tree.minable.result == "wood" and tree.minable.count == 4 then
BioInd.writeDebug("Changing wood yield of %s to random value.", {tree.name})
tree.minable.mining_particle = "wooden-particle"
tree.minable.mining_time = 1.5
--~ tree.minable.results = {
--~ {
--~ type = "item",
--~ name = "wood",
--~ amount_min = 1,
--~ amount_max = 6
--~ }
--~ }
tree.minable.results = new_results
-- CONVERT RESULT TO RESULTS
else
BioInd.writeDebug("Converting tree.minable.result to tree.minable.results!")
tree.minable.mining_particle = "wooden-particle"
tree.minable.results = {
{
type = "item",
name = tree.minable.result,
amount = tree.minable.count,
}
}
end
--CHECK FOR RESULTS TABLE
elseif tree.minable.results then
BioInd.writeDebug("Checking minable.results!")
for r, result in pairs(tree.minable.results) do
--CHECK FOR RESULT WOOD x 4
if result.name == "wood" and result.amount == 4 then
BioInd.writeDebug("Changing result %s: %s", {r, result}, "line")
result.amount = nil
result.amount_min = 1
result.amount_max = 6
end
end
tree.minable.result = nil
tree.minable.count = nil
-- NEITHER RESULT NOR RESULTS EXIST -- CREATE RESULTS!
else
BioInd.writeDebug("Creating minable.results!")
tree.minable.results = new_results
end
BioInd.writeDebug("New minable.results: %s",
{tree.minable and tree.minable.results or "nil"}, "line")
else
BioInd.writeDebug("Won't change results of %s!", {tree.name})
end
--~ BioInd.show("tree.minable", tree.minable)
end
end
---- Game Tweaks ---- Player (Changed for 0.18.34/1.1.4!)
if BI.Settings.BI_Game_Tweaks_Player then
-- There may be more than one character in the game! Here's a list of
-- the character prototype names or patterns matching character prototype
-- names we want to ignore.
local blacklist = {
------------------------------------------------------------------------------------
-- Known dummies --
------------------------------------------------------------------------------------
-- Autodrive
"autodrive-passenger",
-- AAI Programmable Vehicles
"^.+%-_%-driver$",
-- Minime
"minime_character_dummy",
-- Water Turret (currently the dummies are not characters -- but things may change!)
"^WT%-.+%-dummy$",
------------------------------------------------------------------------------------
-- Other characters --
------------------------------------------------------------------------------------
-- Bob's Classes and Multiple characters mod
"^.*bob%-character%-.+$",
}
local whitelist = {
-- Default character
"^character$",
-- Characters compatible with Minime
"^.*skin.*$",
}
local tweaks = {
loot_pickup_distance = 5, -- default 2
build_distance = 20, -- Vanilla 6
drop_item_distance = 20, -- Vanilla 6
reach_distance = 20, -- Vanilla 6
item_pickup_distance = 6, -- Vanilla 1
reach_resource_distance = 6, -- Vanilla 2.7
}
local found, ignore
for char_name, character in pairs(data.raw.character) do
BioInd.show("Checking character", char_name)
found = false
for w, w_pattern in ipairs(whitelist) do
--~ BioInd.show("w_pattern", w_pattern)
if char_name == w_pattern or char_name:match(w_pattern) then
ignore = false
BioInd.show("Found whitelisted character name", char_name)
for b, b_pattern in ipairs(blacklist) do
--~ BioInd.show("b_pattern", b_pattern)
if char_name == b_pattern or char_name:match(b_pattern) then
BioInd.writeDebug("%s is on the ignore list!", char_name)
-- Mark character as found
ignore = true
break
end
end
if not ignore then
found = true
break
end
end
if found then
break
end
end
-- Apply tweaks
if found then
for tweak_name, tweak in pairs(tweaks) do
if character[tweak_name] < tweak then
BioInd.writeDebug("Changing %s from %s to %s", {tweak_name, character[tweak_name], tweak})
character[tweak_name] = tweak
end
end
end
end
end
-- Moved to data-updates.lua for 0.18.34/1.1.4!
--~ ---- Game Tweaks ---- Disassemble Recipes
--~ require("prototypes.Bio_Tweaks.recipe")
--~ if BI.Settings.BI_Game_Tweaks_Disassemble then
--~ for recipe, tech in pairs({
--~ ["bi-burner-mining-drill-disassemble"] = "automation-2",
--~ ["bi-burner-inserter-disassemble"] = "automation-2",
--~ ["bi-long-handed-inserter-disassemble"] = "automation-2",
--~ ["bi-stone-furnace-disassemble"] = "automation-2",
--~ ["bi-steel-furnace-disassemble"] = "advanced-material-processing",
--~ }) do
--~ thxbob.lib.tech.add_recipe_unlock(tech, recipe)
--~ end
--~ end
---- Game Tweaks ---- Production science pack recipe
if data.raw.recipe["bi-production-science-pack"] then
BI_Functions.lib.allow_productivity("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.")
end
---- Game Tweaks ---- Bots
if BI.Settings.BI_Game_Tweaks_Bot then
-- Logistic & Construction bots can't catch fire or be mined
local function immunify(bot)
-- Changed for 0.18.34/1.1.4!
--~ if not bot.flags then
--~ bot.flags = {}
--~ end
--~ if not bot.resistances then
--~ bot.resistances = {}
--~ end
local can_insert = true
bot.flags = bot.flags or {}
bot.resistances = bot.resistances or {}
for f, flag in pairs(bot.flags) do
if flag == "not-flammable" then
can_insert = false
break
end
end
if can_insert then
table.insert(bot.flags, "not-flammable")
BioInd.writeDebug("Added flag \"not-flammable\" to %s", {bot.name})
end
can_insert = true
for r, resistance in pairs(bot.resistances) do
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})
bot.resistances[r] = {type = "fire", percent = 100}
can_insert = false
break
end
end
if can_insert then
table.insert(bot.resistances, {type = "fire", percent = 100})
BioInd.writeDebug("Added resistance against \"fire\" to %s", {bot.name})
end
bot.minable = nil
BioInd.writeDebug("Made %s unminable", {bot.name})
end
--catches modded bots too
for _, bot in pairs(data.raw['construction-robot']) do
immunify(bot)
end
for _, bot in pairs(data.raw['logistic-robot']) do
immunify(bot)
end
end
---- Game Tweaks stack size ----
if BI.Settings.BI_Game_Tweaks_Stack_Size then
-- Changed for 0.18.34/1.1.4
local tweaks = {
["wood"] = {value = 400, se_limit = 200},
["stone"] = {value = 400, se_limit = 50},
["stone-crushed"] = {value = 800, se_limit = 200},
["concrete"] = {value = 400, se_limit = 200},
["slag"] = {value = 800, se_limit = 200},
}
local item
local five_dim = BioInd.get_startup_setting("5d-change-stack")
for tweak_name, tweak in pairs(tweaks) do
item = data.raw.item[tweak_name]
if item then
-- 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
BioInd.writeDebug("Changing stacksize of %s from %s to %s",
{item.name, item.stack_size, tweak.value})
item.stack_size = tweak.value
end
if mods["space-exploration"] then
item.stack_size = math.min(tweak.se_limit, item.stack_size)
BioInd.show("Adjusted stack_size on account of SE", item.stack_size )
end
end
end
end
--- Update fuel_emissions_multiplier values
if BI.Settings.BI_Game_Tweaks_Emissions_Multiplier then
for item, factor in pairs({
["pellet-coke"] = 0.80,
["enriched-fuel"] = 0.90,
["solid-fuel"] = 1.00,
["solid-carbon"] = 1.05,
["carbon"] = 1.05,
["wood-bricks"] = 1.20,
["rocket-fuel"] = 1.20,
["bi-seed"] = 1.30,
["seedling"] = 1.30,
["bi-wooden-pole-big"] = 1.30,
["bi-wooden-pole-huge"] = 1.30,
["bi-wooden-fence"] = 1.30,
["bi-wood-pipe"] = 1.30,
["bi-wood-pipe-to-ground"] = 1.30,
["bi-wooden-chest-large"] = 1.30,
["bi-wooden-chest-huge"] = 1.30,
["bi-wooden-chest-giga"] = 1.30,
["bi-ash"] = 1.30,
["ash"] = 1.30,
["wood-charcoal"] = 1.25,
["cellulose-fiber"] = 1.40,
["bi-woodpulp"] = 1.40,
["solid-coke"] = 1.40,
["wood-pellets"] = 1.40,
["coal-crushed"] = 1.50,
["wood"] = 1.60,
["coal"] = 2.00,
-- Removed in 0.17.48/0.18.16
--~ ["thorium-fuel-cell"] = 5.00,
}) do
BI_Functions.lib.fuel_emissions_multiplier_update(item, factor)
end
end
-- Make vanilla and Bio boilers exchangeable
if BI.Settings.BI_Bio_Fuel then
local boiler = data.raw["boiler"]["boiler"]
local boiler_group = boiler.fast_replaceable_group or "boiler"
boiler.fast_replaceable_group = boiler_group
data.raw["boiler"]["bi-bio-boiler"].fast_replaceable_group = boiler_group
end
if mods["Krastorio2"] then
-- 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
-- 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
-- be necessary to increase the input of ash and fertilizer in these recipes as they already
-- require more wood/wood pulp.
local update = {
"wood", "bi-woodpulp",
"bi-seed", "seedling", "water",
}
for _, recipe in pairs(data.raw.recipe) do
BioInd.writeDebug("Recipe has \"mod\" property: %s", {recipe.mod and true or false})
if recipe.mod == "Bio_Industries_2" then
krastorio.recipes.multiplyIngredients(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 results for %s: %s", {recipe and recipe.name or "nil", recipe and recipe.results or "nil"})
end
end
end
-- Make sure fertilizers have the "place_as_tile" property!
local AlienBiomes = data.raw.tile["vegetation-green-grass-3"] and
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
-- been overwritten by some other mod, so we restore icons and localization and add
-- place_as_tile again!
local fertilizer = data.raw.item["fertilizer"]
if not fertilizer.place_as_tile then
fertilizer.place_as_tile = {
result = AlienBiomes and "vegetation-green-grass-3" or "grass-3",
condition_size = 1,
condition = { layers = { water_tile = true }}
}
fertilizer.icon = ICONPATH .. "fertilizer_64.png"
fertilizer.icon_size = 64
fertilizer.icons = {
{
icon = ICONPATH .. "fertilizer_64.png",
icon_size = 64,
}
}
fertilizer.localised_name = {"BI-item-name.fertilizer"}
fertilizer.localised_description = {"BI-item-description.fertilizer"}
end
data.raw.item["bi-adv-fertilizer"].place_as_tile = {
result = AlienBiomes and "vegetation-green-grass-1" or "grass-1",
condition_size = 1,
condition = { layers = { water_tile = true }}
}
if mods["pycoalprocessing"] and BI.Settings.BI_Bio_Fuel then
-- 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.add_result("bi-basic-gas-processing", {
type = "item",
name = "ash",
amount = 15
})
end
-- Moved to data-updates.lua for 0.18.34/1.1.4!
--~ -- "Transport drones" ruins rails by removing object-layer from the collision mask. That
--~ -- causes problems for our "Wooden rail bridges" as they will also pass through cliffs.
--~ -- Fix the collision masks for rail bridges if "Transport drones" is active!
--~ if mods["Transport_Drones"] then
--~ for _, type in pairs({"straight-rail", "curved-rail"}) do
--~ data.raw[type]["bi-" .. type .. "-wood-bridge"].collision_mask = BioInd.RAIL_BRIDGE_MASK
--~ end
--~ end
--~ require("prototypes.Wood_Products.rail_updates")
--- If Space Exploration Mod is installed.
if mods["space-exploration"] then
-- Space Exploration Mod likes Stack Sizes to be 200 max.
-- Changed in 1.1.11
local tweaks = {
["bi-solar-mat"] = 400,
["bi-seed"] = 800,
["seedling"] = 400,
["bi-woodpulp"] = 800,
["bi-ash"] = 400,
["wood-charcoal"] = 400,
["pellet-coke"] = 400,
["stone-crushed"] = 400,
}
local item
for tweak_name, tweak in pairs(tweaks) do
item = data.raw.item[tweak_name]
if item and item.stack_size then
item.stack_size = 200
end
end
if not mods["Natural_Evolution_Buildings"] then
local ammo_tweaks = {
["bi-dart-magazine-basic"] = 400,
["bi-dart-magazine-standard"] = 400,
["bi-dart-magazine-enhanced"] = 400,
["bi-dart-magazine-poison"] = 400,
}
local item
for tweak_name, tweak in pairs(ammo_tweaks) do
item = data.raw.ammo[tweak_name]
item.stack_size = 200
end
end
end
if BI.Settings.Bio_Cannon then
local default_target_masks = data.raw["utility-constants"].default.default_trigger_target_mask_by_type
default_target_masks["unit-spawner"] = default_target_masks["unit-spawner"] or {"common"} -- everything should have "common", unless there is specific reason not to
table.insert(default_target_masks["unit-spawner"], "Bio_Cannon_Ammo")
for w, worm in pairs(data.raw.turret) do
worm.trigger_target_mask = worm.trigger_target_mask or default_target_masks["turret"] or {"common"}
table.insert(worm.trigger_target_mask, "Bio_Cannon_Ammo")
end
end
------------------------------------------------------------------------------------
-- Add icons to our prototypes
BioInd.BI_add_icons()
---TESTING!
--~ for k,v in pairs(data.raw["curved-rail"]) do
--~ log(v.name)
--~ end
--~ for k,v in pairs(data.raw["straight-rail"]) do
--~ log(v.name)
--~ end
--~ for k,v in pairs(data.raw["rail-planner"]) do
--~ log(v.name)
--~ end
--~ BioInd.writeDebug("Testing at end of data-final-fixes.lua!")
--~ for rail_name, rail in pairs(data.raw["straight-rail"]) do
--~ BioInd.show("rail_name", rail_name)
--~ BioInd.show("flags", rail.flags)
--~ BioInd.show("fast_replaceable_group", rail.fast_replaceable_group)
--~ BioInd.show("next_upgrade", rail.next_upgrade)
--~ BioInd.show("bounding_box", rail.bounding_box)
--~ BioInd.show("collision_mask", rail.collision_mask)
--~ end
--~ for r, recipe in pairs(data.raw.recipe) do
--~ if r:match("^.*boiler.*$") then
--~ BioInd.writeDebug("recipe: %s\torder: %s\tsubgroup: %s", {r, recipe.order or "", recipe.subgroup or "" })
--~ end
--~ end
for k, v in pairs(data.raw) do
for t, p in pairs(v) do
if p.se_allow_in_space then
BioInd.writeDebug("%s (%s) can be built in space!", {p.name, t})
end
end
end