This commit is contained in:
Simon Brodtmann 2025-07-05 22:48:54 +02:00
parent 3808b00279
commit 56ce101987
6 changed files with 55 additions and 1295 deletions

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Feeling adventurous? Then check out the new Bio Cannon! Due to recent changes
in Factorio, it doesn't need any control scripting and should therefore be more
UPS friendly. As a bonus, you'll see the range when you hover the cursor over
the bio cannon -- just as with any vanilla turret. It also has a longer range
(120 instead of 90).
PLEASE NOTE: Factorio >=0.18.33 is required for this! Otherwise, it may happen
that you waste your expensive ammo on a single biter/spitter.
control_bio_cannon.lua.18.33
control.lua.18.33
data-final-fixes.lua.18.33
prototypes/Bio_Cannon/entity.lua.18.33
prototypes/Bio_Cannon/item-group.lua.18.33
prototypes/Bio_Cannon/item.lua.18.33
prototypes/Bio_Cannon/recipe.lua.18.33
They make the old, combined entity for the Bio Cannon redundant, but as
attack_target_mask can't be used to limit what entities will be attacked
in earlier versions of Factorio, these files aren't officially active yet.
If you want to try out the new Bio Cannon, replace each of these files:
control_bio_cannon.lua
control.lua
data-final-fixes.lua
prototypes/Bio_Cannon/entity.lua
prototypes/Bio_Cannon/item-group.lua
prototypes/Bio_Cannon/item.lua
prototypes/Bio_Cannon/recipe.lua
with its counterpart listed above! I've already made a backup of the original
files, so if it doesn't work, just replace the new files with the *.bak version!
Does the new Bio Cannon work as expected? Is the new range OK? (Please keep in
mind that this is the "prototype artillery": It should be weaker than the
vanilla artillery turrets, so extending the range even more probably is not a
good idea.) Your feedback is very appreciated and will hopefully help to get
the new Bio Cannon bug-free in time for Factorio 1.0!

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prototypes/Bio_Cannon/recipe.lua
prototypes/Bio_Cannon/projectiles-recipe.lua
prototypes/Bio_Farm/recipe.lua
prototypes/Bio_Farm/compatible_recipes.lua
prototypes/Bio_Farm/technology.lua
prototypes/Bio_Fuel/recipe.lua
prototypes/Bio_Garden/recipe.lua
prototypes/Bio_Solar_Farm/recipe.lua
prototypes/Bio_Turret/recipe.lua
prototypes/Wood_Products/recipe.lua
data-updates.lua:
- Moved disassemble recipes and recipe tweaks to this file
- Moved require("prototypes.Wood_Products.rail_updates") to this file
data-final-fixes.lua:
- Removed disassemble recipes and recipe tweaks!
- Removed require("prototypes.Wood_Products.rail_updates") s
prototypes/Bio_Solar_Farm/entities.lua:
- Increased supply_area_distance from 50 to 50.5 to fix that half tiles would be covered at the edge of the radius visualisation

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-------------------------------------------------------------------------------
------------------------------------- Credits ---------------------------------
-------------------------------------------------------------------------------
L0771 - For his help given to me to start this MOD.
AlyxDeLunar - For his MOD Dynamic Expansion that I've used in my MOD.
Albatrosv13 - For his MOD Alien Temple that I've used in my MOD.
FreeER - For his MOD Mind Control that I've used in my MOD.
Darkshadow1809 - For his Evolution MOD .
Rsending91, DOSorDIE and SpeedyBrain - Item/Corpse Collector Mod.
Orzelek - RSO, Coding help and answering questions!
Veden - He added some amazing code to my mod and has an amazing AI behavior mod: Rampant. Must have!
ThaPear, Semvoz, Billw, Adil, Rseding91, Chlue - Coding help!
Supercheese - Swarm Mod.
Afforess - Misanthrope Mod.
Darkfrei - Help with the solar-mat & tree stuff. Graphics and so much more!
d3x0r - Wooden Rail Bridge images and rail work in general
drs9999 - Tree Farm Mod
S_R_G - Graphics
Steinio - Use of his "steinios unlasting oil" mod.
DellAquila - Use of his "FiniteWater" mod
Eradicator - Lot of help on the forums
Veni - A lot of help with the Bio-Fuel section
SpeedDaemon - Greenhouse Mod
Simdezimon - Wood Floors
Klonan - Big Wooden Pole and Wooden Fence
LukeM212 & JJtJJ - Tree Mods
DySoch - DyTech, showing me what was possible
Bobingabout - Bob's Mods - Learned a lot from looking at your amazing work and am using a lot of your great code!
YuokiTani - Art!! Amazing work!
And everyone else who give feedback/suggestions/help on the forums!
Sorry if I missed anyone! PM me!!

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"version": "2.0.0", "version": "2.0.0",
"factorio_version": "2.0", "factorio_version": "2.0",
"title": "Bio Industries", "title": "Bio Industries",
"author": "TheSAguy - Had a few Ideas, Pi-C (Programming Genius), Snouz (Graphics Wizard)", "author": "cackling fiend",
"contact": "vvwmisc@hotmail.com", "homepage": "https://discord.gg/5bevXf5W",
"homepage": "https://forums.factorio.com/viewtopic.php?f=93&t=17548",
"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",

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# Bio_Industries_2 [![Discord](https://img.shields.io/badge/Discord-%235865F2.svg?style=for-the-badge&logo=discord&logoColor=white)](https://discord.gg/ufvFUJtVwk)[![Forgejo](https://img.shields.io/badge/source%20code-%23f4f4f5?style=for-the-badge&logo=forgejo&logoColor=%23c2410c)](https://git.cacklingfiend.info/cacklingfiend/Bio_Industries_2)
_________________
## Bio Industries
**Disclaimer:** This is a fork of Bio Industries to bring it to Factorio 2.x. The main reason for the fork is the preparation for [ATOM](https://mods.factorio.com/mod/all-the-overhaul-modpack). Space Age is currently not supported. Rails have been removed from the mod because of changed graphics requirements. If you want to contribute, feel free to contact me.
Bio Industries provides you with some very useful buildings and products.
Buildings:
- Bio-Boiler: Outputs the same amount of energy as 2 normal boilers while consuming twice as much fuel -- but with way less pollution!
- Bio-Farm: Produce wood in a greenhouse.
- Bio-Garden: A building that helps reduces the pollution you create.
- Bio-Solar-Farm: A high yield solar plant. Condense those hundreds of smaller solar panels into single unit.
- Bio-Accumulator A very large Accumulator. Condense those hundreds of smaller accumulators into single unit.
- Solar Floor/Mat A solar mat/floor that lets you move fast and produces electricity.
- Bio-Cannon: A massive artillery unit that only fires on spawners. It has a range of 85.
- Cookery: Turn all that wood youre going to produce into Coal!
- Stone Crusher: Crush stone.
- Bio-Reactor: Produce Bio Fuels and Plastics.
- Terraformer: Change terrain and/or plant trees
Products:
- Seedling: Plant trees! (You can plant Seedlings and they will grow into trees.) The terrain you plant the seedlings on affects how fast they will grow, or if they will grow at all. Use fertilizer to improve the terrain!
- Fertilizer: Use fertilizer to change terrain to grass. Trees grow better in grasslands that deserts. Also used in recipes to grow wood faster in the Bio Farm.
- Wooden Fence: Early Defense.
- Big Wooden Pole: Early Large Electric Pole.
- Wood Floors: Early Wooden Floors.
Other Items:
- Ash, Charcoal, Coke-Coal, Cursed Stone, Wood Pulp.
- Plastic & Bio-Fuel
Game Tweaks:
- Making some Vanilla recipe's more realistic.
- Stone Wall: adds Iron Sticks (Rebarb) to recipe
- Concrete: Uses Iron Sticks (Rebarb) and not Iron-Ore
- Rail: Uses Crushed Stone and not Stone
- Trees Give Random 1 - 6 Raw Wood
- Tree Collision box made smaller
- Loot Pickup Distance x2
- Slightly faster running.
Disassemble Recipes:
- Burner-mining-drill
- Steel-furnace
- Stone furnace
- Burner inserter
- Long handed inserter
For credits, old versions and discussions, see the original mod page: https://mods.factorio.com/mod/Bio_Industries