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Bio_Industries_2/data.lua
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137
Bio_Industries_2/data.lua
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local BioInd = require('common')('Bio_Industries')
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if not BI then BI = {} end
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if not BI.Settings then BI.Settings = {} end
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--~ if not BI_Config then BI_Config = {} end
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--~ if not BI_Config.mod then BI_Config.mod = {} end
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if not BI_Functions then BI_Functions = {} end
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if not BI_Functions.lib then BI_Functions.lib = {} end
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if not thxbob then thxbob = {} end
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if not thxbob.lib then thxbob.lib = {} end
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for var, name in pairs({
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Bio_Cannon = "BI_Bio_Cannon",
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BI_Bio_Fuel = "BI_Bio_Fuel",
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BI_Easy_Bio_Gardens = "BI_Easy_Bio_Gardens",
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BI_Bigger_Wooden_Chests = "BI_Bigger_Wooden_Chests",
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BI_Game_Tweaks_Stack_Size = "BI_Game_Tweaks_Stack_Size",
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BI_Game_Tweaks_Recipe = "BI_Game_Tweaks_Recipe",
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BI_Game_Tweaks_Tree = "BI_Game_Tweaks_Tree",
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BI_Game_Tweaks_Small_Tree_Collisionbox = "BI_Game_Tweaks_Small_Tree_Collisionbox",
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BI_Game_Tweaks_Player = "BI_Game_Tweaks_Player",
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BI_Game_Tweaks_Disassemble = "BI_Game_Tweaks_Disassemble",
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BI_Game_Tweaks_Bot = "BI_Game_Tweaks_Bot",
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BI_Solar_Additions = "BI_Solar_Additions"
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}) do
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BI.Settings[var] = BioInd.get_startup_setting(name)
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end
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--~ BioInd.show("BI.Settings.BI_Easy_Bio_Gardens", BI.Settings.BI_Easy_Bio_Gardens)
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--~ BioInd.show("BI.Settings.BI_Game_Tweaks_Disassemble", BI.Settings.BI_Game_Tweaks_Disassemble)
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--- Help Files
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require ("libs.item-functions") -- From Bob's Libary
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require ("libs.recipe-functions") -- From Bob's Libary
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require ("libs.technology-functions") -- From Bob's Libary
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require ("libs.functions") -- From Bob's Libary
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require ("libs.category-functions") -- From Bob's Libary
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require ("libs.bi_functions") -- Functions
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require ("prototypes.category")
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--~ -- Create the hidden entities
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--~ require("prototypes.compound_entities.hidden_entities")
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--~ BioInd.show("BioInd.compound_entities", BioInd.compound_entities)
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--~ error("Break!")
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--- Bio Farm
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require ("prototypes.Bio_Farm.entities")
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require ("prototypes.Bio_Farm.item")
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require ("prototypes.Bio_Farm.recipe")
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require ("prototypes.Bio_Farm.liquids")
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require ("prototypes.Bio_Farm.recipe-categories")
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require ("prototypes.Bio_Farm.pipeConnectors")
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require ("prototypes.Bio_Farm.technology")
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require ("prototypes.Bio_Farm.tree_entities")
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-- Bio Garden
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require ("prototypes.Bio_Garden.entities")
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require ("prototypes.Bio_Garden.item")
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require ("prototypes.Bio_Garden.recipe")
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require ("prototypes.Bio_Garden.recipe-categories")
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--- Bio Solar Farm
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require ("prototypes.Bio_Solar_Farm.entities")
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require ("prototypes.Bio_Solar_Farm.item")
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require ("prototypes.Bio_Solar_Farm.recipe")
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--- Wood Products
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require ("prototypes.Wood_Products.entities")
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require ("prototypes.Wood_Products.item")
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require ("prototypes.Wood_Products.recipe")
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require ("prototypes.Wood_Products.containers-entities")
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require ("prototypes.Wood_Products.containers-item")
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require ("prototypes.Wood_Products.containers-recipe")
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if not mods["Natural_Evolution_Buildings"] then
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--- Dart Turret (Bio turret)
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require ("prototypes.Bio_Turret.item-group")
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require ("prototypes.Bio_Turret.damage-type")
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require ("prototypes.Bio_Turret.item")
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require ("prototypes.Bio_Turret.recipe")
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require ("prototypes.Bio_Turret.entity")
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--- Bio Cannon
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-- Items Groups
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require ("prototypes.Bio_Cannon.item-group")
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-- Cannon
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require ("prototypes.Bio_Cannon.item")
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require ("prototypes.Bio_Cannon.recipe")
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require ("prototypes.Bio_Cannon.entity")
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require ("prototypes.Bio_Cannon.technology")
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-- Projectiles
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require ("prototypes.Bio_Cannon.projectiles-item")
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require ("prototypes.Bio_Cannon.projectiles-recipe")
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require ("prototypes.Bio_Cannon.projectiles-entity")
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end
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---- Add Bio Fuel & Plastic, etc.
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require("prototypes.Bio_Fuel.item")
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require("prototypes.Bio_Fuel.recipe")
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require("prototypes.Bio_Fuel.entities")
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require("prototypes.Bio_Fuel.technology")
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-- Create the hidden entities (Moved here so we can be sure the base
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-- entities already exist and their properties can be read.)
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require("prototypes.compound_entities.hidden_entities")
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------------------------------------------------------------------------------------
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-- Alien Biomes will degrade tiles to "landfill" if more than 255 tiles are defined
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-- in the game. We can register the musk-floor tiles with Alien Biomes so it will
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-- try to prioritize the tiles if they exist.
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alien_biomes_priority_tiles = alien_biomes_priority_tiles or {}
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table.insert(alien_biomes_priority_tiles, "bi-solar-mat")
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--~ for i, item in pairs(data.raw.item) do
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--~ BioInd.show("Item", i)
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--~ end
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------------------------------------------------------------------------------------
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-- Add icons to our prototypes
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BioInd.BI_add_icons()
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