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3 commits

Author SHA1 Message Date
Simon Brodtmann
447c47f0f3 Fix runtime scripts 2025-07-05 22:25:02 +02:00
Simon Brodtmann
c1a4429c80 Remove migrations 2025-07-05 22:24:55 +02:00
Simon Brodtmann
8b38b58c87 Replace stdlib 2025-07-05 22:13:43 +02:00
32 changed files with 196 additions and 2063 deletions

View file

@ -119,7 +119,7 @@ return function(mod_name)
--~ log("Entered function get_tree_ignore_list!")
local ignore = {}
local trees = game and
game.get_filtered_entity_prototypes({{filter = "type", type = "tree"}}) or
prototypes.get_entity_filtered({{filter = "type", type = "tree"}}) or
data.raw.tree
for tree_name, tree in pairs(trees) do
--~ log("tree_name: " .. tree_name)
@ -281,7 +281,7 @@ return function(mod_name)
local ret = false
if game then
local AB = game.item_prototypes["fertilizer"].place_as_tile_result.result.name
local AB = prototypes.item["fertilizer"].place_as_tile_result.result.name
-- In data stage, place_as_tile is only changed to Alien Biomes tiles if
-- both "vegetation-green-grass-1" and "vegetation-green-grass-3" exist. Therefore,
-- we only need to check for one tile in the control stage.
@ -316,7 +316,7 @@ return function(mod_name)
common.show("base_name", c_name)
common.show("data", c_data)
-- Is the base entity in the game?
if c_data.base and c_data.base.name and game.entity_prototypes[c_data.base.name] then
if c_data.base and c_data.base.name and prototypes.entity[c_data.base.name] then
-- Make a copy of the compound-entity data
common.writeDebug("%s exists -- copying data", {c_name})
ret[c_name] = util.table.deepcopy(c_data)
@ -326,7 +326,7 @@ common.show("data", c_data)
--~ h_type = common.HE_map[h_key]
common.writeDebug("h_key: %s\th_data: %s", {h_key, h_data})
-- Remove hidden entity if it doesn't exist
if not game.entity_prototypes[h_data.name] then
if not prototypes.entity[h_data.name] then
common.writeDebug("Removing %s (%s) from list of hidden entities!", {h_data.name, h_key})
ret[c_name].hidden[h_key] = nil
end
@ -338,7 +338,7 @@ common.writeDebug("h_key: %s\th_data: %s", {h_key, h_data})
if tab then
-- Remove main table from global
common.writeDebug("Removing %s (%s obsolete entries)", {tab, #tab})
global[tab] = nil
storage[tab] = nil
end
-- If this compound entity requires additional tables in global, initialize
@ -346,8 +346,8 @@ common.writeDebug("h_key: %s\th_data: %s", {h_key, h_data})
local related_tables = c_data.add_global_tables
if related_tables then
for t, tab in ipairs(related_tables or {}) do
common.writeDebug("Removing global[%s] (%s values)", {tab, table_size(global[tab])})
global[tab] = nil
common.writeDebug("Removing storage[%s] (%s values)", {tab, table_size(storage[tab])})
storage[tab] = nil
end
end
@ -355,9 +355,9 @@ common.writeDebug("h_key: %s\th_data: %s", {h_key, h_data})
local related_vars = c_data.add_global_values
if related_vars then
for var_name, value in pairs(related_vars or {}) do
common.writeDebug("Removing global[%s] (was: %s)",
{var_name, var_name and global[var_name] or "nil"})
global[var_name] = nil
common.writeDebug("Removing storage[%s] (was: %s)",
{var_name, var_name and storage[var_name] or "nil"})
storage[var_name] = nil
end
end
end
@ -370,18 +370,18 @@ common.writeDebug("h_key: %s\th_data: %s", {h_key, h_data})
common.add_optional_data = function(base)
local f_name = "add_optional_data"
common.writeDebug("Entered function %s(%s)", {f_name, common.print_name_id(base)})
if not (base and base.valid and global.compound_entities[base.name]) then
if not (base and base.valid and storage.compound_entities[base.name]) then
common.arg_err(base, "base of a compound entity")
end
-- Add optional values to global table
local data = global.compound_entities[base.name]
local data = storage.compound_entities[base.name]
common.show("data", data)
local tab = data.tab
common.show("tab", tab)
common.show("global[tab]", global[tab] or "nil")
common.show("storage[tab]", storage[tab] or "nil")
local entry = global[tab][base.unit_number]
local entry = storage[tab][base.unit_number]
for k, v in pairs(data.optional or {}) do
if entry[k] then
@ -399,15 +399,15 @@ common.show("global[tab]", global[tab] or "nil")
common.clean_global_compounds_table = function(entity_name)
local f_name = "clean_table"
common.writeDebug("Entered function %s(%s)", {f_name, entity_name or "nil"})
common.writeDebug("Entries in common.compound_entities[%s]: %s", {entity_name, table_size(global.compound_entities[entity_name])})
common.writeDebug("Entries in common.compound_entities[%s]: %s", {entity_name, table_size(storage.compound_entities[entity_name])})
--~ local entity_table = global[common.compound_entities[entity_name].tab]
--~ local entity_table = storage[common.compound_entities[entity_name].tab]
--~ local hidden_entities = common.compound_entities[entity_name].hidden
local entity_table = global.compound_entities[entity_name]
local entity_table = storage.compound_entities[entity_name]
common.show("entity_table", entity_table and entity_table.tab)
entity_table = entity_table and entity_table.tab and global[entity_table.tab]
entity_table = entity_table and entity_table.tab and storage[entity_table.tab]
common.writeDebug("entity_table: %s", {entity_table}, "line")
local hidden_entities = global.compound_entities[entity_name].hidden
local hidden_entities = storage.compound_entities[entity_name].hidden
common.show("hidden_entities", hidden_entities)
local removed = 0
-- Scan the whole table
@ -438,11 +438,11 @@ common.show("Pruned list size", table_size(entity_table))
common.restore_missing_entities = function(entity_name)
local f_name = "restore_missing_entities"
common.writeDebug("Entered function %s(%s)", {f_name, entity_name or "nil"})
--~ common.writeDebug("global.compound_entities[%s]: %s", {entity_name, global.compound_entities[entity_name]})
common.writeDebug("global.compound_entities[%s]: %s entries", {entity_name, table_size(global.compound_entities[entity_name])})
--~ common.writeDebug("storage.compound_entities[%s]: %s", {entity_name, storage.compound_entities[entity_name]})
common.writeDebug("storage.compound_entities[%s]: %s entries", {entity_name, table_size(storage.compound_entities[entity_name])})
local check = global.compound_entities[entity_name]
local entity_table = check and global[check.tab] or {}
local check = storage.compound_entities[entity_name]
local entity_table = check and storage[check.tab] or {}
local hidden_entities = check and check.hidden or {}
local checked = 0
@ -485,12 +485,12 @@ common.writeDebug("Restored %s entities", {restored})
local cnt = 0
local h_cnt = 0
local data = global.compound_entities[compound_name]
local data = storage.compound_entities[compound_name]
if not data then
common.arg_err(compound_name, "name of a compound entity")
end
local g_tab = global[data.tab]
local g_tab = storage[data.tab]
local found, h_found ,created
-- Scan all surfaces
@ -553,7 +553,7 @@ common.writeDebug("Restored %s entities", {restored})
common.writeDebug("Entered function %s()", {f_name})
local cnt = 0
for compound_entity, c in pairs(global.compound_entities) do
for compound_entity, c in pairs(storage.compound_entities) do
cnt = cnt + common.register_in_compound_entity_tab(compound_entity)
end
--~ common.writeDebug("Registered %s compound entities", {cnt})
@ -647,7 +647,7 @@ common.show("new", {x = base_pos.x + offset.x, y = base_pos.y + offset.y})
for key, tab in pairs(hidden_entities) do
common.writeDebug("key: %s\tname: %s", {key, tab})
--~ data = common.compound_entities[base_entity.name].hidden[key]
data = global.compound_entities[base_entity.name].hidden[key]
data = storage.compound_entities[base_entity.name].hidden[key]
--~ common.show("common.compound_entities[base_entity.name].hidden",
--~ common.compound_entities[base_entity.name].hidden)
common.show("data", data)
@ -671,7 +671,7 @@ common.show("data", data)
end
-- Add optional values to global table
--~ local optional = global.compound_entities[base_entity.name].optional
--~ local optional = storage.compound_entities[base_entity.name].optional
--~ for k, v in pairs(optional or {}) do
--~ g_table[base_entity.unit_number][k] = v
--~ end
@ -688,7 +688,7 @@ common.show("data", data)
if common.get_startup_setting("BI_Easy_Bio_Gardens") then
common.writeDebug("\"Easy gardens\": Compiling list of poles they can connect to!" )
ret = {}
local poles = game.get_filtered_entity_prototypes({
local poles = prototypes.get_entity_filtered({
{filter = "type", type = "electric-pole"},
{filter = "name", name = {
-- Poles named here will be ignored!
@ -713,23 +713,23 @@ common.writeDebug("\"Easy gardens\": Not active -- nothing to do!" )
-- added to the table yet if the pole has just been built. In this
-- case, we pass on the new pole explicitly!)
common.connect_garden_pole = function(base, new_pole)
local compound_entity = global.compound_entities["bi-bio-garden"]
local compound_entity = storage.compound_entities["bi-bio-garden"]
--~ local pole_type = "electric-pole"
--~ local pole = global[compound_entity.tab][base.unit_number] and
--~ global[compound_entity.tab][base.unit_number][pole_type] or
--~ local pole = storage[compound_entity.tab][base.unit_number] and
--~ storage[compound_entity.tab][base.unit_number][pole_type] or
--~ new_pole
local pole = global[compound_entity.tab][base.unit_number] and
global[compound_entity.tab][base.unit_number].pole or
local pole = storage[compound_entity.tab][base.unit_number] and
storage[compound_entity.tab][base.unit_number].pole or
new_pole
--~ if pole and pole.valid then
--~ local wire_reach = game.entity_prototypes[compound_entity.hidden[pole_type]] and
--~ game.entity_prototypes[compound_entity.hidden[pole_type]].max_wire_distance
--~ local wire_reach = prototypes.entity[compound_entity.hidden[pole_type]] and
--~ prototypes.entity[compound_entity.hidden[pole_type]].max_wire_distance
if pole and pole.valid and compound_entity.hidden and
compound_entity.hidden.pole and
compound_entity.hidden.pole.name then
local wire_reach = game.entity_prototypes[compound_entity.hidden.pole.name] and
game.entity_prototypes[compound_entity.hidden.pole.name].max_wire_distance
local wire_reach = prototypes.entity[compound_entity.hidden.pole.name] and
prototypes.entity[compound_entity.hidden.pole.name].max_wire_distance
if not wire_reach then
error("Prototype for hidden pole of Bio gardens doesn't exist!")
end
@ -758,14 +758,14 @@ common.writeDebug("Connected pole %g to %s %g: %s",
--~ -- Connect hidden poles to other poles that may be in reach.
--~ common.garden_pole_connectors = common.garden_pole_connectors and next() or
--~ common.get_garden_pole_connectors()
--~ common.show("Poles hidden bio-garden poles may connect to", global.mod_settings.garden_pole_connectors)
--~ common.show("Poles hidden bio-garden poles may connect to", storage.mod_settings.garden_pole_connectors)
-- Look for other poles around this one
neighbours = pole.surface.find_entities_filtered({
position = pole.position,
radius = wire_reach,
type = "electric-pole",
name = global.mod_settings.garden_pole_connectors,
name = storage.mod_settings.garden_pole_connectors,
})
common.writeDebug("Pole %g has %s neighbours", {pole.unit_number, #neighbours})
for n, neighbour in pairs(neighbours or{}) do
@ -785,7 +785,7 @@ common.writeDebug("Connected pole %g to neighbour %s (%g): %s",
common.connect_power_rail = function(base, new_pole)
--~ local pole_type = "electric-pole"
local pole = global.bi_power_rail_table[base.unit_number].pole or new_pole
local pole = storage.bi_power_rail_table[base.unit_number].pole or new_pole
if pole and pole.valid then
-- Remove all copper wires from new pole
pole.disconnect_neighbour()
@ -806,7 +806,7 @@ common.writeDebug("Rail %s of %s (%s): %s (%s)", {direction, base.name, base.uni
-- Only make a connection if found rail is a powered rail
-- (We'll know it's the right type if we find it in our table!)
neighbour = neighbour and neighbour.valid and global.bi_power_rail_table[neighbour.unit_number]
neighbour = neighbour and neighbour.valid and storage.bi_power_rail_table[neighbour.unit_number]
if neighbour and neighbour.pole and neighbour.pole.valid then
pole.connect_neighbour(neighbour.pole)
common.writeDebug("Connected poles!")

View file

@ -14,8 +14,8 @@ end
-- let's just declare the variable here and fill it later.
local AlienBiomes
--~ local Event = require('__stdlib__/stdlib/event/event').set_protected_mode(true)
local Event = require('__stdlib__/stdlib/event/event').set_protected_mode(false)
--~ local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(true)
local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
require ("util")
require ("libs/util_ext")
require ("control_tree")
@ -48,7 +48,7 @@ end
local function get_bi_trees()
local list = {}
local trees = game.get_filtered_entity_prototypes({{filter = "type", type = "tree"}})
local trees = prototypes.get_entity_filtered({{filter = "type", type = "tree"}})
for tree_name, tree in pairs(trees) do
if tree_name:match("^bio%-tree%-.+%-%d$") then
BioInd.show("Found matching tree", tree_name)
@ -70,7 +70,7 @@ local tile_patterns = {
local function get_fixed_tiles()
local list = {}
for tile_name, tile in pairs(game.tile_prototypes) do
for tile_name, tile in pairs(prototypes.tile) do
for p, pattern in ipairs(tile_patterns) do
if tile_name:match(pattern) then
BioInd.show("Found matching tile", tile_name)
@ -89,7 +89,7 @@ end
local function get_arboretum_recipes()
local list = {}
local recipes = game.recipe_prototypes
local recipes = prototypes.recipe
local name
for i = 1, 5 do
@ -119,40 +119,40 @@ BioInd.writeDebug("Entered init!")
game.check_prototype_translations()
end
global = global or {}
storage = storage or {}
--------------------------------------------------------------------
-- Settings
--------------------------------------------------------------------
-- Global table for storing the last state of certain mod settings
global.mod_settings = global.mod_settings or {}
storage.mod_settings = storage.mod_settings or {}
if BioInd.get_startup_setting("BI_Easy_Bio_Gardens") then
global.mod_settings.garden_pole_connectors = BioInd.get_garden_pole_connectors()
storage.mod_settings.garden_pole_connectors = BioInd.get_garden_pole_connectors()
else
global.mod_settings.garden_pole_connectors = nil
storage.mod_settings.garden_pole_connectors = nil
end
-- Global table for storing the data of compound entities. They may change between
-- saves (e.g. Bio gardens only need hidden poles when the "Easy gardens" setting
-- is active).
--~ global.compound_entities = global.compound_entities or BioInd.compound_entities
global.compound_entities = BioInd.rebuild_compound_entity_list()
--~ storage.compound_entities = storage.compound_entities or BioInd.compound_entities
storage.compound_entities = BioInd.rebuild_compound_entity_list()
--------------------------------------------------------------------
-- Tree stuff!
--------------------------------------------------------------------
global.bi = global.bi or {}
global.bi.tree_growing = global.bi.tree_growing or {}
storage.bi = storage.bi or {}
storage.bi.tree_growing = storage.bi.tree_growing or {}
for i = 1, 4 do
global.bi["tree_growing_stage_" .. i] = global.bi["tree_growing_stage_" .. i] or {}
storage.bi["tree_growing_stage_" .. i] = storage.bi["tree_growing_stage_" .. i] or {}
end
-- List of tree prototypes created by BI
global.bi.trees = get_bi_trees()
storage.bi.trees = get_bi_trees()
-- List of tile prototypes that can't be fertilized
global.bi.barren_tiles = get_fixed_tiles()
storage.bi.barren_tiles = get_fixed_tiles()
--------------------------------------------------------------------
-- Compound entities
@ -160,7 +160,7 @@ BioInd.writeDebug("Entered init!")
-- Check what global tables we need for compound entities
local compound_entity_tables = {}
--~ for compound, compound_data in pairs(BioInd.compound_entities) do
for compound, compound_data in pairs(global.compound_entities) do
for compound, compound_data in pairs(storage.compound_entities) do
-- BioInd.compound_entities contains entries that point to the same table
-- (e.g. straight/curved rails, or overlay entities), so we just overwrite
-- them to remove duplicates
@ -172,37 +172,37 @@ BioInd.show("Need to check these tables in global", compound_entity_tables)
local result
for compound_tab, compound_name in pairs(compound_entity_tables) do
-- Init table
global[compound_tab] = global[compound_tab] or {}
BioInd.writeDebug("Initialized global[%s] (%s entities stored)",
{compound_name, table_size(global[compound_tab])})
storage[compound_tab] = storage[compound_tab] or {}
BioInd.writeDebug("Initialized storage[%s] (%s entities stored)",
{compound_name, table_size(storage[compound_tab])})
-- If this compound entity requires additional tables in global, initialize
-- them now!
local related_tables = global.compound_entities[compound_name].add_global_tables
local related_tables = storage.compound_entities[compound_name].add_global_tables
if related_tables then
for t, tab in ipairs(related_tables or {}) do
global[tab] = global[tab] or {}
BioInd.writeDebug("Initialized global[%s] (%s values)", {tab, table_size(global[tab])})
storage[tab] = storage[tab] or {}
BioInd.writeDebug("Initialized storage[%s] (%s values)", {tab, table_size(storage[tab])})
end
end
-- If this compound entity requires additional values in global, initialize
-- them now!
local related_vars = global.compound_entities[compound_name].add_global_values
local related_vars = storage.compound_entities[compound_name].add_global_values
if related_vars then
for var_name, value in pairs(related_vars or {}) do
global[var_name] = global[var_name] or value
BioInd.writeDebug("Set global[%s] to %s", {var_name, global[var_name]})
storage[var_name] = storage[var_name] or value
BioInd.writeDebug("Set storage[%s] to %s", {var_name, storage[var_name]})
end
end
-- Clean up global tables (We can skip this for empty tables!)
if next(global[compound_tab]) then
if next(storage[compound_tab]) then
-- Remove invalid entities
result = BioInd.clean_global_compounds_table(compound_name)
BioInd.writeDebug("Removed %s invalid entries from global[%s]!",
BioInd.writeDebug("Removed %s invalid entries from storage[%s]!",
{result, compound_tab})
-- Restore missing hidden entities
result = BioInd.restore_missing_entities(compound_name)
BioInd.writeDebug("Checked %s compound entities and restored %s missing hidden entries for global[\"%s\"]!",
BioInd.writeDebug("Checked %s compound entities and restored %s missing hidden entries for storage[\"%s\"]!",
{result.checked, result.restored, compound_tab})
end
end
@ -215,9 +215,9 @@ BioInd.show("Need to check these tables in global", compound_entity_tables)
--------------------------------------------------------------------
-- Musk floor
--------------------------------------------------------------------
global.bi_musk_floor_table = global.bi_musk_floor_table or {}
global.bi_musk_floor_table.tiles = global.bi_musk_floor_table.tiles or {}
global.bi_musk_floor_table.forces = global.bi_musk_floor_table.forces or {}
storage.bi_musk_floor_table = storage.bi_musk_floor_table or {}
storage.bi_musk_floor_table.tiles = storage.bi_musk_floor_table.tiles or {}
storage.bi_musk_floor_table.forces = storage.bi_musk_floor_table.forces or {}
@ -225,17 +225,17 @@ BioInd.show("Need to check these tables in global", compound_entity_tables)
-- Arboretum
--------------------------------------------------------------------
-- Global table for arboretum radars
global.bi_arboretum_radar_table = global.bi_arboretum_radar_table or {}
storage.bi_arboretum_radar_table = storage.bi_arboretum_radar_table or {}
-- Global table of ingredients for terraformer recipes
global.bi_arboretum_recipe_table = get_arboretum_recipes()
storage.bi_arboretum_recipe_table = get_arboretum_recipes()
--------------------------------------------------------------------
-- Compatibility with other mods
--------------------------------------------------------------------
global.compatible = global.compatible or {}
global.compatible.AlienBiomes = BioInd.AB_tiles()
storage.compatible = storage.compatible or {}
storage.compatible.AlienBiomes = BioInd.AB_tiles()
-- enable researched recipes
@ -279,11 +279,11 @@ BioInd.writeDebug("On Configuration changed: %s", {ConfigurationChangedData})
-- need to make sure that the lists of growing trees don't contain removed tree
-- prototypes! (This fix is needed when "Alien Biomes" has been removed; it should
-- work with all other mods that create trees as well.)
local trees = global.bi.trees
local trees = storage.bi.trees
local tab
-- Growing stages
for i = 1, 4 do
tab = global.bi["tree_growing_stage_" .. i]
tab = storage.bi["tree_growing_stage_" .. i]
BioInd.writeDebug("Number of trees in growing stage %s: %s", {i, table_size(tab)})
--~ for t, tree in pairs(tab) do
--~ if not trees[tree.tree_name] then
@ -352,7 +352,7 @@ Event.register(defines.events.on_trigger_created_entity, function(event)
--~ seed_planted_trigger(event)
BioInd.writeDebug("Seed Bomb Activated - Standard")
local currTile = surface.get_tile(position).name
if global.bi.barren_tiles[currTile] then
if storage.bi.barren_tiles[currTile] then
BioInd.writeDebug("Can't fertilize %s!", {currTile})
else
BioInd.writeDebug("Using fertilizer!")
@ -369,7 +369,7 @@ Event.register(defines.events.on_trigger_created_entity, function(event)
--~ seed_planted_trigger(event)
BioInd.writeDebug("Seed Bomb Activated - Advanced")
local currTile = surface.get_tile(position).name
if global.bi.barren_tiles[currTile] then
if storage.bi.barren_tiles[currTile] then
BioInd.writeDebug("Can't fertilize %s!", {currTile})
else
BioInd.writeDebug("Using fertilizer!")
@ -406,7 +406,7 @@ local function On_Built(event)
BioInd.show("Built entity", BioInd.print_name_id(entity))
local base_entry = global.compound_entities[entity.name]
local base_entry = storage.compound_entities[entity.name]
local base = base_entry and entity
-- We've found a compound entity!
@ -448,7 +448,7 @@ BioInd.show("base_entry.optional", base_entry.optional)
BioInd.writeDebug("Second pass -- creating hidden entities!")
BioInd.show("base_entry", base_entry)
BioInd.writeDebug("global[%s]: %s", {base_entry.tab, global[base_entry.tab]})
BioInd.writeDebug("storage[%s]: %s", {base_entry.tab, storage[base_entry.tab]})
BioInd.show("base.name", base.name)
BioInd.show("base.unit_number", base.unit_number)
BioInd.show("hidden_entities", hidden_entities)
@ -456,9 +456,9 @@ BioInd.show("hidden_entities", hidden_entities)
-- We must call create_entities even if there are no hidden entities (e.g. if
-- the "Easy Gardens" setting is disabled and no hidden poles are required)
-- because the compound entity gets registered there!
BioInd.create_entities(global[base_entry.tab], base, hidden_entities)
BioInd.create_entities(storage[base_entry.tab], base, hidden_entities)
BioInd.writeDebug("Stored %s in table: %s",
{BioInd.print_name_id(base), global[base_entry.tab][base.unit_number]})
{BioInd.print_name_id(base), storage[base_entry.tab][base.unit_number]})
end
-- The built entity isn't one of our compound entities.
@ -480,9 +480,9 @@ BioInd.show("Base entity", BioInd.print_name_id(base))
-- Arboretum radar -- we need to add it to the table!
if entity.type == "radar" and
entity.name == entities["bi-arboretum-area"].hidden[h_key].name and base then
global.bi_arboretum_radar_table[entity.unit_number] = base.unit_number
storage.bi_arboretum_radar_table[entity.unit_number] = base.unit_number
entity.backer_name = ""
BioInd.writeDebug("Added %s to global.bi_arboretum_radar_table", {BioInd.print_name_id(entity)})
BioInd.writeDebug("Added %s to storage.bi_arboretum_radar_table", {BioInd.print_name_id(entity)})
-- Electric poles -- we need to take care that they don't hook up to hidden poles!
elseif entity.type == "electric-pole" then
@ -562,15 +562,15 @@ BioInd.writeDebug("Entered function On_Pre_Remove(%s)", {event})
end
--~ local compound_entity = BioInd.compound_entities[entity.name]
local compound_entity = global.compound_entities[entity.name]
local base_entry = compound_entity and global[compound_entity.tab][entity.unit_number]
local compound_entity = storage.compound_entities[entity.name]
local base_entry = compound_entity and storage[compound_entity.tab][entity.unit_number]
BioInd.show("entity.name", entity.name)
BioInd.show("entity.unit_number", entity.unit_number)
BioInd.show("compound_entity", compound_entity)
BioInd.show("base_entry", base_entry)
BioInd.show("compound_entity.tab", compound_entity and compound_entity.tab or "nil")
BioInd.writeDebug("global[%s]: %s", {compound_entity and compound_entity.tab or "nil", compound_entity and global[compound_entity.tab] or "nil"})
BioInd.writeDebug("storage[%s]: %s", {compound_entity and compound_entity.tab or "nil", compound_entity and storage[compound_entity.tab] or "nil"})
-- Found a compound entity from our list!
if base_entry then
@ -579,8 +579,8 @@ BioInd.writeDebug("Found compound entity %s",
-- Arboretum: Need to separately remove the entry from the radar table
if entity.name == "bi-arboretum" and base_entry.radar and base_entry.radar.valid then
global.bi_arboretum_radar_table[base_entry.radar.unit_number] = nil
BioInd.show("Removed arboretum radar! Table", global.bi_arboretum_radar_table)
storage.bi_arboretum_radar_table[base_entry.radar.unit_number] = nil
BioInd.show("Removed arboretum radar! Table", storage.bi_arboretum_radar_table)
end
-- Power rails: Connections must be explicitely removed, otherwise the poles
@ -603,7 +603,7 @@ BioInd.writeDebug("Removing hidden entity %s", {BioInd.print_name_id(base_entry[
BioInd.remove_entity(base_entry[hidden])
base_entry[hidden] = nil
end
global[compound_entity.tab][entity.unit_number] = nil
storage[compound_entity.tab][entity.unit_number] = nil
-- Rail-to-power: Connections must be explicitely removed, otherwise the poles
-- from the different rail tracks hooked up to this connector will automatically
@ -616,16 +616,16 @@ BioInd.writeDebug("Removing hidden entity %s", {BioInd.print_name_id(base_entry[
-- Removed seedling
elseif entity.name == "seedling" then
BioInd.writeDebug("Seedling has been removed")
remove_plants(entity.position, global.bi.tree_growing)
remove_plants(entity.position, storage.bi.tree_growing)
-- Removed tree
elseif entity.type == "tree" and global.bi.trees[entity.name] then
elseif entity.type == "tree" and storage.bi.trees[entity.name] then
BioInd.show("Removed tree", entity.name)
local tree_stage = entity.name:match('^.+%-(%d)$')
BioInd.writeDebug("Removed tree %s (grow stage: %s)", {entity.name, tree_stage or nil})
if tree_stage then
remove_plants(entity.position, global.bi["tree_growing_stage_" .. tree_stage])
remove_plants(entity.position, storage.bi["tree_growing_stage_" .. tree_stage])
else
error(string.format("Tree %s does not have a valid tree_stage: %s", entity.name, tree_stage or "nil"))
end
@ -649,11 +649,11 @@ local function On_Damage(event)
-- Base was damaged: Find the radar associated with it!
if entity.name == arb then
associated = global.bi_arboretum_table[entity.unit_number].radar
associated = storage.bi_arboretum_table[entity.unit_number].radar
-- Radar was damaged: Find the base entity!
elseif entity.name == global.compound_entities[arb].hidden.radar.name then
local base_id = global.bi_arboretum_radar_table[entity.unit_number]
associated = global.bi_arboretum_table[base_id].base
elseif entity.name == storage.compound_entities[arb].hidden.radar.name then
local base_id = storage.bi_arboretum_radar_table[entity.unit_number]
associated = storage.bi_arboretum_table[base_id].base
end
if associated and associated.valid then
@ -679,10 +679,10 @@ BioInd.writeDebug("Entered function %s(%s)", {f_name, event})
if
-- Table checks
global.compound_entities[entity.name] or
global.bi.trees[entity.name] or
storage.compound_entities[entity.name] or
storage.bi.trees[entity.name] or
-- Entity checks
entity.name == global.compound_entities["bi-arboretum"].hidden.radar.name or
entity.name == storage.compound_entities["bi-arboretum"].hidden.radar.name or
entity.name == "bi-power-to-rail-pole" or
entity.name == "seedling" then
@ -704,9 +704,9 @@ local function On_Sector_Scanned(event)
BioInd.writeDebug("Entered function %s(%s)", {f_name, event})
---- Each time a Arboretum-Radar scans a sector ----
local arboretum = global.bi_arboretum_radar_table[event.radar.unit_number]
local arboretum = storage.bi_arboretum_radar_table[event.radar.unit_number]
if arboretum then
Get_Arboretum_Recipe(global.bi_arboretum_table[arboretum], event)
Get_Arboretum_Recipe(storage.bi_arboretum_table[arboretum], event)
end
end
@ -740,21 +740,21 @@ BioInd.show("Removing", o.name)
end
-- Remove tile from global tables
local force_name = global.bi_musk_floor_table.tiles and
global.bi_musk_floor_table.tiles[x] and
global.bi_musk_floor_table.tiles[x][y]
local force_name = storage.bi_musk_floor_table.tiles and
storage.bi_musk_floor_table.tiles[x] and
storage.bi_musk_floor_table.tiles[x][y]
if force_name then
BioInd.writeDebug("Removing Musk floor tile from tables!")
global.bi_musk_floor_table.tiles[x][y] = nil
if not next(global.bi_musk_floor_table.tiles[x]) then
global.bi_musk_floor_table.tiles[x] = nil
storage.bi_musk_floor_table.tiles[x][y] = nil
if not next(storage.bi_musk_floor_table.tiles[x]) then
storage.bi_musk_floor_table.tiles[x] = nil
end
if global.bi_musk_floor_table.forces[force_name] and
global.bi_musk_floor_table.forces[force_name][x] then
global.bi_musk_floor_table.forces[force_name][x][y] = nil
if not next(global.bi_musk_floor_table.forces[force_name][x]) then
global.bi_musk_floor_table.forces[force_name][x] = nil
if storage.bi_musk_floor_table.forces[force_name] and
storage.bi_musk_floor_table.forces[force_name][x] then
storage.bi_musk_floor_table.forces[force_name][x][y] = nil
if not next(storage.bi_musk_floor_table.forces[force_name][x]) then
storage.bi_musk_floor_table.forces[force_name][x] = nil
end
end
end
@ -783,12 +783,12 @@ local function place_musk_floor(force, position, surface)
end
-- Add to global tables!
global.bi_musk_floor_table.tiles[x] = global.bi_musk_floor_table.tiles[x] or {}
global.bi_musk_floor_table.tiles[x][y] = force
storage.bi_musk_floor_table.tiles[x] = storage.bi_musk_floor_table.tiles[x] or {}
storage.bi_musk_floor_table.tiles[x][y] = force
global.bi_musk_floor_table.forces[force] = global.bi_musk_floor_table.forces[force] or {}
global.bi_musk_floor_table.forces[force][x] = global.bi_musk_floor_table.forces[force][x] or {}
global.bi_musk_floor_table.forces[force][x][y] = true
storage.bi_musk_floor_table.forces[force] = storage.bi_musk_floor_table.forces[force] or {}
storage.bi_musk_floor_table.forces[force][x] = storage.bi_musk_floor_table.forces[force][x] or {}
storage.bi_musk_floor_table.forces[force][x][y] = true
end
--------------------------------------------------------------------
@ -849,12 +849,12 @@ BioInd.show("index", index)
BioInd.show("t.old_tile.name", t.old_tile.name)
-- We want to restore removed tiles if nothing is supposed to grow on them!
if global.bi.barren_tiles[t.old_tile.name] then
if storage.bi.barren_tiles[t.old_tile.name] then
BioInd.writeDebug("%s was used on forbidden ground (%s)!", {item.name, t.old_tile.name})
restore_tiles[#restore_tiles + 1] = {name = t.old_tile.name, position = t.position}
-- Is that tile minable?
products = global.bi.barren_tiles[t.old_tile.name]
products = storage.bi.barren_tiles[t.old_tile.name]
if type(products) == "table" then
--~ for p, product in ipairs(products) do
--~ if player then
@ -897,10 +897,10 @@ BioInd.show("restore_tiles", restore_tiles)
local removed_tiles = {}
for index, t in pairs(old_tiles or {tile}) do
position = BioInd.normalize_position(t.position)
test = global.bi_musk_floor_table and
global.bi_musk_floor_table.tiles and
global.bi_musk_floor_table.tiles[position.x] and
global.bi_musk_floor_table.tiles[position.x][position.y]
test = storage.bi_musk_floor_table and
storage.bi_musk_floor_table.tiles and
storage.bi_musk_floor_table.tiles[position.x] and
storage.bi_musk_floor_table.tiles[position.x][position.y]
if test then
removed_tiles[#removed_tiles + 1] = {
old_tile = {name = "bi-solar-mat"},
@ -937,8 +937,8 @@ local function Tile_Changed(event)
for t, tile in ipairs(event.tiles) do
BioInd.show("t", t)
pos = BioInd.normalize_position(tile.position)
tile_force = global.bi_musk_floor_table.tiles[pos.x] and
global.bi_musk_floor_table.tiles[pos.x][pos.y]
tile_force = storage.bi_musk_floor_table.tiles[pos.x] and
storage.bi_musk_floor_table.tiles[pos.x][pos.y]
--~ -- Fall back to MuskForceName if it is available
--~ UseMuskForce and MuskForceName or
--~ -- Fall back to "neutral"
@ -1059,8 +1059,8 @@ Event.register(defines.events.on_entity_damaged, On_Damage, function(event)
-- Ignore damage without effect (invulnerable/resistant entities)
if event.final_damage_amount ~= 0 and
-- Terraformer/Terraformer radar was damaged
(global.bi_arboretum_table[entity.unit_number] or
global.bi_arboretum_radar_table[entity.unit_number]) then
(storage.bi_arboretum_table[entity.unit_number] or
storage.bi_arboretum_radar_table[entity.unit_number]) then
return true
end
end)
@ -1087,7 +1087,7 @@ setmetatable(_ENV, {
.. serpent.line{key = key or '<nil>', value = value or '<nil>'} .. '\n')
end,
__index = function (self, key) --locked_global_read
if not (key == "game" or key == "mods") then
if not (key == "game" or key == "mods" or key == "storage") then
error('\n\n[ER Global Lock] Forbidden global *read*:\n'
.. serpent.line{key = key or '<nil>'} .. '\n')
end

View file

@ -4,8 +4,8 @@ BioInd.writeDebug("Entered control_arboretum.lua")
---Arboretum Stuff
--~ local Event = require('__stdlib__/stdlib/event/event').set_protected_mode(true)
local Event = require('__stdlib__/stdlib/event/event').set_protected_mode(false)
--~ local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(true)
local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
-- If a recipe with NORMAL FERTILIZER is used, don't fertilize tiles set have "true"
-- set! (Fertile tiles set to true in this table can't be made more fertile with
@ -49,7 +49,7 @@ end
-- Check that all ingredients are available!
local function check_ingredients(arboretum)
local recipe = arboretum.get_recipe()
local need = recipe and global.bi_arboretum_recipe_table[recipe.name]
local need = recipe and storage.bi_arboretum_recipe_table[recipe.name]
local function check(need, have)
for name, amount in pairs(need or {}) do
@ -111,7 +111,7 @@ function Get_Arboretum_Recipe(ArboretumTable, event)
-- '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!
AB = global.compatible.AlienBiomes
AB = storage.compatible.AlienBiomes
--~ 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_g1 = terrain_name_g1 or (AB and "vegetation-green-grass-1" or "grass-1")

View file

@ -1,7 +1,7 @@
--~ local BioInd = require("__"..script.mod_name.."__.common")(script.mod_name)
-- All tree Growing stuff
local Event = require('__stdlib__/stdlib/event/event').set_protected_mode(true)
local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(true)
local terrains = require("libs/trees-and-terrains")
@ -317,7 +317,7 @@ BioInd.show("seedbomb", seedbomb)
surface = surface,
seed_bomb = seedbomb
}
plant_tree(global.bi.tree_growing, tree_data, false)
plant_tree(storage.bi.tree_growing, tree_data, false)
end
function seed_planted(event)
@ -449,8 +449,8 @@ BioInd.show(growth_chance.." <= ("..fertility.." + 5)", growth_chance <= (fertil
BioInd.show("grow_time", grow_time)
local stage_1_tree_name = "bio-tree-"..tree_name.."-1"
if not (game.item_prototypes[stage_1_tree_name] or
game.entity_prototypes[stage_1_tree_name]) then
if not (prototypes.item[stage_1_tree_name] or
prototypes.entity[stage_1_tree_name]) then
stage_1_tree_name = tree_name
end
BioInd.writeDebug("stage_1_tree_name: %s", {stage_1_tree_name})
@ -462,7 +462,7 @@ BioInd.writeDebug("stage_1_tree_name: %s", {stage_1_tree_name})
time = event.tick + grow_time,
surface = surface
}
plant_tree(global.bi.tree_growing_stage_1, tree_data, true)
plant_tree(storage.bi.tree_growing_stage_1, tree_data, true)
end
end
end
@ -587,8 +587,8 @@ BioInd.writeDebug("Entered function Grow_tree_stage(%s, %s)", {stage_table, stag
local fertility, key = f.fertility, f.key
local next_stage_tree_name = "bio-tree-"..final_tree.."-"..next_stage
if not (game.item_prototypes[next_stage_tree_name] or
game.entity_prototypes[next_stage_tree_name]) then
if not (prototypes.item[next_stage_tree_name] or
prototypes.entity[next_stage_tree_name]) then
next_stage_tree_name = final_tree
BioInd.writeDebug("Next stage %g: Prototype did not exist", {next_stage})
else
@ -622,7 +622,7 @@ BioInd.writeDebug("Entered function Grow_tree_stage(%s, %s)", {stage_table, stag
time = time_planted + grow_time,
surface = surface
}
plant_tree(global.bi["tree_growing_stage_"..next_stage], tree_data, true)
plant_tree(storage.bi["tree_growing_stage_"..next_stage], tree_data, true)
end
end
@ -636,32 +636,32 @@ end
---- Growing Tree
--Event.register(-12, function(event)
Event.register(defines.events.on_tick, function(event)
if global.bi.tree_growing_stage_1 == nil then
if storage.bi.tree_growing_stage_1 == nil then
for i = 1, 4 do
global.bi["tree_growing_stage_"..i] = global.bi["tree_growing_stage_"..i] or {}
storage.bi["tree_growing_stage_"..i] = storage.bi["tree_growing_stage_"..i] or {}
end
end
local tick = event.tick
if global.bi.tree_growing[tick] then
for t, tree_data in pairs(global.bi.tree_growing[tick]) do
if storage.bi.tree_growing[tick] then
for t, tree_data in pairs(storage.bi.tree_growing[tick]) do
BioInd.writeDebug("Trying to move tree %s to first grow stage!", {t})
Grow_tree_first_stage(tree_data, event)
end
BioInd.writeDebug("Removing global.bi.tree_growing[%s]!", {tick})
global.bi.tree_growing[tick] = nil
BioInd.writeDebug("Removing storage.bi.tree_growing[%s]!", {tick})
storage.bi.tree_growing[tick] = nil
end
local stage_table
for stage = 1, 4 do
stage_table = global.bi["tree_growing_stage_"..stage]
stage_table = storage.bi["tree_growing_stage_"..stage]
if stage_table[tick] then
for t, tree_data in pairs(stage_table[tick]) do
BioInd.writeDebug("Moving tree %s to next grow stage!", {t})
Grow_tree_stage(tree_data, stage)
end
BioInd.writeDebug("Removing global.bi.tree_growing_stage_%s[%s]!",
BioInd.writeDebug("Removing storage.bi.tree_growing_stage_%s[%s]!",
{stage, tick})
stage_table[tick] = nil
end

View file

@ -73,15 +73,15 @@ function ungroup(index_id, group_id)
end
-------------------------------------------------------------------
function _init_group(index_id)
if not global.group then
global.group = {}
if not storage.group then
storage.group = {}
end
if not global.group.default then
global.group.default = {}
if not storage.group.default then
storage.group.default = {}
end
if index_id and not global.group[index_id] then
if index_id and not storage.group[index_id] then
-- don't care if they name their group "default"
global.group[index_id] = {}
storage.group[index_id] = {}
end
end
@ -90,8 +90,8 @@ function _new_group(index_id)
local group_id_r = nil
while group_id_r == nil do
local group_id_x = "gid-" .. (group_id_n + #global.group[index_id])
if global.group[index_id][group_id_x] then
local group_id_x = "gid-" .. (group_id_n + #storage.group[index_id])
if storage.group[index_id][group_id_x] then
-- collision
group_id_n = group_id_n + 1
else
@ -103,22 +103,22 @@ function _new_group(index_id)
end
function _addto_group(index_id, group_id, member_id)
if global.group[index_id] then
if not global.group[index_id][group_id] then
global.group[index_id][group_id] = {}
if storage.group[index_id] then
if not storage.group[index_id][group_id] then
storage.group[index_id][group_id] = {}
end
end
table.insert(global.group[index_id][group_id], member_id)
table.insert(storage.group[index_id][group_id], member_id)
end
function _get_group(index_id, group_id)
return global.group[index_id][group_id]
return storage.group[index_id][group_id]
end
function _of_group(index_id, member_id)
--full scan
for kx, vx in pairs(global.group[index_id]) do
for kx, vx in pairs(storage.group[index_id]) do
for ky, vy in pairs(vx) do
if member_id == vy then
return vx
@ -129,7 +129,7 @@ function _of_group(index_id, member_id)
end
function _clear_group(index_id, group_id)
global.group[index_id][group_id] = nil
storage.group[index_id][group_id] = nil
end
-------------------------------------------------------------------

View file

@ -1,20 +0,0 @@
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
--~ game.reload_script()
for index, force in pairs(game.forces) do
local technologies = force.technologies
local recipes = force.recipes
if game.technology_prototypes["steel-processing"] and
technologies["steel-processing"].researched and
recipes["bi-stone-crusher"] then
recipes["bi-stone-crusher"].enabled = true
recipes["bi-stone-crusher"].reload()
end
force.reset_recipes()
force.reset_technologies()
end

View file

@ -1,20 +0,0 @@
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
--~ game.reload_script()
for index, force in pairs(game.forces) do
local technologies = force.technologies
local recipes = force.recipes
if game.technology_prototypes["steel-processing"] and
technologies["steel-processing"].researched and
recipes["bi-crushed-stone-1"] then
recipes["bi-crushed-stone-1"].enabled = true
recipes["bi-crushed-stone-1"].reload()
end
force.reset_recipes()
force.reset_technologies()
end

View file

@ -1,22 +0,0 @@
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
--~ game.reload_script()
for index, force in pairs(game.forces) do
local technologies = force.technologies
local recipes = force.recipes
if game.technology_prototypes["bi-tech-bio-cannon"] and
technologies["bi-tech-bio-cannon"].researched and
recipes["bi-bio-cannon-proto-ammo"] then
recipes["bi-bio-cannon-proto-ammo"].enabled = true
recipes["bi-bio-cannon-proto-ammo"].reload()
end
force.reset_recipes()
force.reset_technologies()
end

View file

@ -1,20 +0,0 @@
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
--~ game.reload_script()
for index, force in pairs(game.forces) do
local technologies = force.technologies
local recipes = force.recipes
if game.technology_prototypes["electric-energy-accumulators"] and
technologies["electric-energy-accumulators"].researched then
if game.item_prototypes["bi-bio-accumulator"] then
recipes["bi-bio-accumulator"].enabled = true
recipes["bi-bio-accumulator"].reload()
end
end
force.reset_recipes()
force.reset_technologies()
end

View file

@ -1,7 +0,0 @@
{
"item":
[
["bi-charcoal", "wood-charcoal"]
]
}

View file

@ -1,38 +0,0 @@
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
--~ game.reload_script()
for index, force in pairs(game.forces) do
local technologies = force.technologies
local recipes = force.recipes
if game.technology_prototypes["bi-tech-coal-processing-1"] then
if game.item_prototypes["wood-bricks"] then
if recipes["bi-wood-fuel-brick"] then
recipes["bi-wood-fuel-brick"].enabled = true
recipes["bi-wood-fuel-brick"].reload()
end
if recipes["bi-solid-fuel"] then
recipes["bi-solid-fuel"].enabled = true
recipes["bi-solid-fuel"].reload()
end
end
end
if game.technology_prototypes["bi-tech-coal-processing-2"] and
recipes["bi-pellet-coke"] then
recipes["bi-pellet-coke"].enabled = true
recipes["bi-pellet-coke"].reload()
end
if game.technology_prototypes["bi-tech-bio-farming"] and
recipes["bi-woodpulp"] then
recipes["bi-woodpulp"].enabled = true
recipes["bi-woodpulp"].reload()
end
force.reset_recipes()
force.reset_technologies()
end

View file

@ -1,16 +0,0 @@
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
--~ game.reload_script()
for index, force in pairs(game.forces) do
local technologies = force.technologies
local recipes = force.recipes
if game.technology_prototypes["bi-tech-coal-processing-3"] and recipes["bi-coke-coal"] then
recipes["bi-coke-coal"].enabled = true
recipes["bi-coke-coal"].reload()
end
force.reset_recipes()
force.reset_technologies()
end

View file

@ -1,16 +0,0 @@
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
--~ game.reload_script()
for index, force in pairs(game.forces) do
local technologies = force.technologies
local recipes = force.recipes
if game.technology_prototypes["bi-tech-bio-farming"] and recipes["bi-wood-from-pulp"] then
recipes["bi-wood-from-pulp"].enabled = true
recipes["bi-wood-from-pulp"].reload()
end
force.reset_recipes()
force.reset_technologies()
end

View file

@ -1,143 +0,0 @@
{
"entity":
[
["bi-bioreactor", "bi-bio-reactor"],
["Bio_Cannon_r", "Bio-Cannon-r"],
["bi-big-wooden-pole", "bi-wooden-pole-big"],
["bi-huge-wooden-pole", "bi-wooden-pole-huge"],
["bi-large-wooden-chest", "bi-wooden-chest-large"],
["bi-huge-wooden-chest", "bi-wooden-chest-huge"],
["bi-large-wooden-chest", "bi-wooden-chest-large"],
["bi-giga-wooden-chest", "bi-wooden-chest-giga"],
["bi-solar-boiler-panel-2", "bi-solar-boiler-panel"],
["bi-solar-boiler-2", "bi-solar-boiler"]
],
"item":
[
["bi-bioreactor", "bi-bio-reactor"],
["bi-basic-dart-magazine", "bi-dart-magazine-basic"],
["bi-enhanced-dart-magazine", "bi-dart-magazine-enhanced"],
["bi-standard-dart-magazine", "bi-dart-magazine-standard"],
["bi-poison-dart-magazine", "bi-dart-magazine-poison"],
["bi-solar-boiler-2", "bi-solar-boiler"]
],
"recipe":
[
["bi_recipe_rail_wood", "bi-rail-wood"],
["bi_recipe_rail_wood_to_concrete", "bi-rail-wood-to-concrete"],
["bi_recipe_rail_wood_bridge", "bi-rail-wood-bridge"],
["bi_rail_power", "bi-rail-power"],
["bi_recipe_power_to_rail_pole", "bi-power-to-rail-pole"],
["bi_recipe_basic_dart_magazine", "bi-dart-magazine-basic"],
["bi_recipe_enhanced_dart_magazine", "bi-dart-magazine-enhanced"],
["bi_recipe_standard_dart_magazine", "bi-dart-magazine-standard"],
["bi_recipe_poison_dart_magazine", "bi-dart-magazine-poison"],
["bi_recipe_bi_dart_rifle", "bi-dart-rifle"],
["bi_recipe_big_wooden_pole", "bi-wooden-pole-big"],
["bi_recipe_huge_wooden_pole", "bi-wooden-pole-huge"],
["bi_recipe_bio_cannon", "bi-bio-cannon"],
["bi_recipe_bio_cannon_basic_ammo", "bi-bio-cannon-basic-ammo"],
["bi_recipe_bio_cannon_poison_ammo", "bi-bio-cannon-poison-ammo"],
["bi_recipe_bio_cannon_proto_ammo", "bi-bio-cannon-proto-ammo"],
["bi_recipe_boiler", "bi-bio-boiler"],
["bi_recipe_dart_turret", "bi-dart-turret"],
["bi_recipe_large_wooden_chest", "bi-wooden-chest-large"],
["bi_recipe_huge_wooden_chest", "bi-wooden-chest-huge"],
["bi_recipe_giga_wooden_chest", "bi-wooden-chest-giga"],
["bi_recipe_production_science_pack", "bi-production-science-pack"],
["bi_recipe_seed_bomb_advanced", "bi-seed-bomb-advanced"],
["bi_recipe_seed_bomb_basic", "bi-seed-bomb-basic"],
["bi_recipe_seed_bomb_standard", "bi-seed-bomb-standard"],
["bi_recipe_wooden_fence", "bi-wooden-fence"],
["bi_recipe_arboretum_r1", "bi-arboretum-r1"],
["bi_recipe_arboretum_r2", "bi-arboretum-r2"],
["bi_recipe_arboretum_r3", "bi-arboretum-r3"],
["bi_recipe_arboretum_r4", "bi-arboretum-r4"],
["bi_recipe_arboretum_r5", "bi-arboretum-r5"],
["bi_recipe_arboretum", "bi-arboretum"],
["bi_recipe_cellulose_1", "bi-cellulose-1"],
["bi_recipe_cellulose_2", "bi-cellulose-2"],
["bi_recipe_acid", "bi-acid"],
["bi_recipe_accumulator", "bi-bio-accumulator"],
["bi_recipe_adv_fertiliser_1", "bi-adv-fertiliser-1"],
["bi_recipe_adv_fertiliser_2", "bi-adv-fertiliser-2"],
["bi_recipe_ash_1", "bi-ash-1"],
["bi_recipe_ash_2", "bi-ash-2"],
["bi_recipe_battery", "bi-battery"],
["bi_recipe_bio_farm", "bi-bio-farm"],
["bi_recipe_bio_garden", "bi-bio-garden"],
["bi_recipe_bio_solar_farm", "bi-bio-solar-farm"],
["bi_recipe_biomass_1", "bi-biomass-1"],
["bi_recipe_biomass_2", "bi-biomass-2"],
["bi_recipe_biomass_3", "bi-biomass-3"],
["bi_recipe_biomass_conversion_1", "bi-biomass-conversion-1"],
["bi_recipe_biomass_conversion_2", "bi-biomass-conversion-2"],
["bi_recipe_biomass_conversion_3", "bi-biomass-conversion-3"],
["bi_recipe_biomass_conversion_4", "bi-biomass-conversion-4"],
["bi_recipe_burner_inserter_disassemble", "bi-burner-inserter-disassemble"],
["bi_recipe_burner_mining_drill_disassemble", "bi-burner-mining-drill-disassemble"],
["bi_recipe_long_handed_inserter_disassemble", "bi-long-handed-inserter-disassemble"],
["bi_recipe_steel_furnace_disassemble", "bi-steel-furnace-disassemble"],
["bi_recipe_stone_furnace_disassemble", "bi-stone-furnace-disassemble"],
["bi_recipe_charcoal_2", "bi-charcoal-2"],
["bi_recipe_charcoal", "bi-charcoal-1"],
["bi_recipe_clean_air_1", "bi-purified-air-1"],
["bi_recipe_clean_air_2", "bi-purified-air-2"],
["bi_recipe_coal_2", "bi-coal-2"],
["bi_recipe_coal", "bi-coal-1"],
["bi_recipe_coke_coal", "bi-coke-coal"],
["bi_recipe_crushed_stone", "bi-crushed-stone-1"],
["bi_recipe_fertiliser_1", "bi-fertiliser-1"],
["bi_recipe_fertiliser_2", "bi-fertiliser-2"],
["bi_recipe_greenhouse", "bi-bio-greenhouse"],
["bi_recipe_huge_substation", "bi-large-substation"],
["bi_recipe_liquid_air", "bi-liquid-air"],
["bi_recipe_logs_mk1", "bi-logs-1"],
["bi_recipe_logs_mk2", "bi-logs-2"],
["bi_recipe_logs_mk3", "bi-logs-3"],
["bi_recipe_logs_mk4", "bi-logs-4"],
["bi_recipe_nitrogen", "bi-nitrogen"],
["bi_recipe_plastic_1", "bi-plastic-1"],
["bi_recipe_plastic_2", "bi-plastic-2"],
["bi_recipe_seed_1", "bi-seed-1"],
["bi_recipe_seed_2", "bi-seed-2"],
["bi_recipe_seed_3", "bi-seed-3"],
["bi_recipe_seed_4", "bi-seed-4"],
["bi_recipe_seedling_mk1", "bi-seedling-1"],
["bi_recipe_seedling_mk2", "bi-seedling-2"],
["bi_recipe_seedling_mk3", "bi-seedling-3"],
["bi_recipe_seedling_mk4", "bi-seedling-4"],
["bi_recipe_solar_boiler_panel", "bi-solar-boiler-panel"],
["bi_recipe_solar_mat", "bi-solar-mat"],
["bi_recipe_sulfur_angels", "bi-sulfur-angels"],
["bi_recipe_sulfur", "bi-sulfur"],
["bi_recipe_woodpulp", "bi-woodpulp"],
["bi_recipe_wood_from_pulp", "bi-wood-from-pulp"],
["bi_recipe_pellete_coal_2", "bi-pellete-coal-2"],
["bi_recipe_bioreactor", "bi-bio-reactor"],
["bi_recipe_mineralized_sulfuric_waste", "bi-mineralized-sulfuric-waste"],
["bi_recipe_slag_slurry", "bi-slag-slurry"],
["bi_recipe_resin_wood", "bi-resin-wood"],
["bi_recipe_resin_pulp", "bi-resin-pulp"],
["bi_recipe_press_wood", "bi-press-wood"],
["bi_recipe_stone_brick", "bi-stone-brick"],
["bi_recipe_wood_fuel_brick", "bi-wood-fuel-brick"],
["bi_recipe_solid_fuel", "bi-solid-fuel"],
["bi_recipe_pellet_coke", "bi-pellet-coke"],
["bi_recipe_wood_pipe", "bi-wood-pipe"],
["bi_recipe_pipe_to_ground_wood", "bi-wood-pipe-to-ground"],
["bi_recipe_cokery", "bi-cokery"],
["bi_recipe_stone_crusher", "bi-stone-crusher"]
],
"technology":
[
["bi_tech_advanced_biotechnology", "bi-tech-advanced-biotechnology"],
["bi_tech_bio_cannon", "bi-tech-bio-cannon"],
["bi_tech_bio_farming", "bi-tech-bio-farming"],
["bi_tech_fertiliser", "bi-tech-fertiliser"],
["bi_tech_organic_plastic", "bi-tech-organic-plastic"]
]
}

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@ -1,43 +0,0 @@
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
--~ game.reload_script()
for index, force in pairs(game.forces) do
local technologies = force.technologies
local recipes = force.recipes
for _, tech in ipairs({"bi-tech-coal-processing-2", "bi-tech-coal-processing-3"}) do
-- Technology exists and has already been researched
BioInd.writeDebug("Checking tech: %s for force %s (Researched: %s)", {tech, force and force.name or "nil", technologies[tech] and technologies[tech].researched or "nil"})
if game.technology_prototypes[tech] and technologies[tech].researched then
-- Check if all prerequisite technologies have been researched
local all_prereqs = true
for pname, ptech in pairs(technologies[tech].prerequisites) do
BioInd.writeDebug("pname: %s", {pname})
BioInd.writeDebug("ptech: %s", {ptech})
if not ptech.researched then
all_prereqs = false
break
end
end
-- If not all prerequisite technologies have been researched, ...
if not all_prereqs then
game.print({"", "Not all prerequisite technologies for ", {"technology-name." .. tech}, " have been researched!"})
-- reset all unlocked recipes and
for _, effect in pairs(technologies[tech].effects) do
if effect.type == "unlock-recipe" then
game.print({"", "Disabling recipe \"", {"recipe-name." .. effect.recipe}, "\""})
recipes[effect.recipe].enabled = false
recipes[effect.recipe].reload()
end
end
-- unresearch the technology
game.print({"", "Disabling technology \"", {"technology-name." .. tech}, "\"" })
technologies[tech].researched = false
technologies[tech].reload()
end
end
end
end

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@ -1,82 +0,0 @@
local BioInd = require('__Bio_Industries__/common')('Bio_Industries')
------------------------------------------------------------------------------------
-- Remove left over radars and hidden entities left after terraformer (arboretum)
-- has been moved.
------------------------------------------------------------------------------------
-- Function to remove entities
local function remove_entity(surface, data)
local name = data[1]
local type = data[2]
local desc = data[3]
local name_in_table = data[4] or type -- Needed for "electric-pole", which is stored as "pole" in the table
local count = 0
-- Look for entity on surface
local surface_entities = surface.find_entities_filtered{
name = name,
type = type,
}
--~ BioInd.writeDebug("Found " .. tostring(#surface_entities) .. " " .. desc .. "s.")
-- Check against entities in list
for index, entity in pairs(surface_entities) do
BioInd.writeDebug("%g: Looking for %s: %s.", {index, desc, entity.unit_number})
local match = false
for _a, arboretum in pairs(global.bi_arboretum_table or {}) do
--~ BioInd.writeDebug("arboretum: %s", {arboretum})
if entity == arboretum[name_in_table] then
BioInd.writeDebug("The %s (%g) belongs to arboretum/terraformer %g!", {desc, entity.unit_number, _a})
match = trueentity.unit_number
break
end
end
-- Remove entity from surface if it has no match in arboretum/terraformer list
if not match then
log("Removing " .. desc .. " " .. entity.unit_number .. ".")
count = count + 1
entity.destroy()
end
end
log("Removed " .. tostring(count) .. " " .. desc .. "s (terraformer remnants) from " .. surface.name .. ".")
game.print("[Bio Industries] Removed " .. tostring(count) .. " " .. desc .. "s (terraformer remnants) from " .. surface.name .. ".")
end
-- Clean up global list of arboretums
if global.bi_arboretum_table then
BioInd.writeDebug("Remove invalid arboretums/terraformers from list:")
local count = 0
for index, arboretum in pairs(global.bi_arboretum_table) do
local entity = arboretum.inventory
BioInd.writeDebug("Arboretum %g is valid: %s", {index, entity and entity.valid})
if not entity.valid then
global.bi_arboretum_table[index] = nil
count = count + 1
log("Removed arboretum/terraformer " .. tostring(index) .. " from global list.")
end
end
log("Removed " .. tostring(count) .. " non-existing terraformers from global list.")
game.print("[Bio Industries] Removed " .. tostring(count) .. " non-existing terraformers from global list.")
------------------------------------------------------------------------------------
-- Check for left-over entities from moved/removed arboretums/terraformers
for index, surface in pairs(game.surfaces) do
BioInd.writeDebug("Looking for left-over hidden entities from moved/removed terraformers on %s.", {surface.name})
for _, entity in pairs({
{"bi-arboretum-hidden-radar", "radar", "radar"},
{"bi-hidden-power-pole", "electric-pole", "hidden power pole", "pole"},
{"bi-bio-farm-light", "lamp", "hidden lamp"}
}) do
remove_entity(surface, entity)
end
end
BioInd.writeDebug("Done.")
end

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@ -1,121 +0,0 @@
local BioInd = require('common')('Bio_Industries')
------------------------------------------------------------------------------------
-- Restore hidden power poles and hidden lamps accidentally removed in the
-- previous version.
------------------------------------------------------------------------------------
local pole_name = "bi-hidden-power-pole"
local lamp_name = "bi-bio-farm-light"
local pole_count = 0
local lamp_count = 0
-- Restoring hidden power pole for solar boilers
for index, solar_boiler in pairs(global.bi_solar_boiler_table) do
-- Remove invalid solar boilers from list
if not solar_boiler.base.valid then
BioInd.writeDebug("Removing invalid solar boiler " .. tostring(index) .. " from global list.")
if solar_boiler.boiler.valid then
solar_boiler.boiler.destroy()
end
if solar_boiler.pole.valid then
solar_boiler.pole.destroy()
end
global.bi_solar_boiler_table = nil
-- Restore hidden power pole if necessary
elseif not solar_boiler.pole.valid then
BioInd.writeDebug("Creating new hidden power pole for solar boiler " .. tostring(index) .. ".")
local new_pole = solar_boiler.base.surface.create_entity({
name = pole_name,
position = solar_boiler.base.position,
direction = solar_boiler.base.direction,
force = solar_boiler.base.force
})
global.bi_solar_boiler_table[index].pole = new_pole
pole_count = pole_count + 1
end
end
log("Restored " .. tostring(pole_count) .. " hidden power poles for solar boilers.")
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles for solar boilers.")
-- Restoring hidden power pole for solar farms
pole_count = 0
for index, solar_farm in pairs(global.bi_solar_farm_table) do
-- Remove invalid solar boilers from list
if not solar_farm.base.valid then
BioInd.writeDebug("Removing invalid solar farm " .. tostring(index) .. " from global list.")
if solar_farm.pole.valid then
solar_farm.pole.destroy()
end
global.bi_solar_farm_table = nil
-- Restore hidden power pole if necessary
elseif not solar_farm.pole.valid then
BioInd.writeDebug("Creating new hidden power pole for solar farm " .. tostring(index) .. ".")
local new_pole = solar_farm.base.surface.create_entity({
name = pole_name,
position = solar_farm.base.position,
direction = solar_farm.base.direction,
force = solar_farm.base.force
})
global.bi_solar_farm_table[index].pole = new_pole
pole_count = pole_count + 1
end
end
log("Restored " .. tostring(pole_count) .. " hidden power poles for solar farms.")
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles for solar farms.")
-- Restoring hidden power pole and hidden lamps for bio farms
pole_count = 0
for index, bio_farm in pairs(global.bi_bio_farm_table) do
-- Remove invalid solar boilers from list
if not bio_farm.base.valid then
BioInd.writeDebug("Removing invalid solar farm " .. tostring(index) .. " from global list.")
if bio_farm.pole.valid then
bio_farm.pole.destroy()
end
if bio_farm.panel.valid then
bio_farm.panel.destroy()
end
if bio_farm.lamp.valid then
bio_farm.lamp.destroy()
end
global.bi_bio_farm_table = nil
-- Restore hidden entities if necessary
else
-- Restore hidden power pole
if not bio_farm.pole.valid then
BioInd.writeDebug("Creating new hidden power pole for solar farm " .. tostring(index) .. ".")
local new_pole = bio_farm.base.surface.create_entity({
name = pole_name,
position = bio_farm.base.position,
direction = bio_farm.base.direction,
force = bio_farm.base.force
})
global.bi_bio_farm_table[index].pole = new_pole
pole_count = pole_count + 1
end
-- Restore hidden lamp
if not bio_farm.lamp.valid then
BioInd.writeDebug("Creating new hidden lamp for solar farm " .. tostring(index) .. ".")
local new_lamp = bio_farm.base.surface.create_entity({
name = lamp_name,
position = bio_farm.base.position,
force = bio_farm.base.force
})
global.bi_bio_farm_table[index].lamp = new_lamp
lamp_count = lamp_count + 1
end
end
end
log("Restored " .. tostring(pole_count) .. " hidden power poles and " .. tostring(lamp_count) ..
" hidden lamps for bio farms.")
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles and " .. tostring(lamp_count) ..
" hidden lamps for bio farms.")

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@ -1,135 +0,0 @@
local BioInd = require('__Bio_Industries__/common')('Bio_Industries')
log("Entered fixed migration script!")
------------------------------------------------------------------------------------
-- In 0.18.11, loading a saved game could have resulted in a crash because a
-- complete table (instead of individual entries) was removed. However, if
-- the complete table *was* deleted, the game *must* have crashed and the original
-- tables couldn't have been overwritten in a new saved game. So, we can presume
-- all tables still exist in the state of pre 0.18.11 and just run the (fixed)
-- migration script from 0.18.11 again.
------------------------------------------------------------------------------------
local pole_name = "bi-hidden-power-pole"
local lamp_name = "bi-bio-farm-light"
local pole_count = 0
local lamp_count = 0
-- Restoring hidden power pole for solar boilers
if global.bi_solar_boiler_table then
for index, solar_boiler in pairs(global.bi_solar_boiler_table) do
-- Remove invalid solar boilers from list
if not solar_boiler.base.valid then
BioInd.writeDebug("Removing invalid solar boiler %g from global list.", {index})
if solar_boiler.boiler.valid then
solar_boiler.boiler.destroy()
end
if solar_boiler.pole.valid then
solar_boiler.pole.destroy()
end
global.bi_solar_boiler_table[index] = nil
-- Restore hidden power pole if necessary
elseif not solar_boiler.pole.valid then
BioInd.writeDebug("Creating new hidden power pole for solar boiler %g.", {index})
global.bi_solar_boiler_table[index].pole = solar_boiler.base.surface.create_entity({
name = pole_name,
position = solar_boiler.base.position,
direction = solar_boiler.base.direction,
force = solar_boiler.base.force
})
pole_count = pole_count + 1
end
end
if pole_count > 0 then
log("Restored " .. tostring(pole_count) .. " hidden power poles for solar boilers.")
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles for solar boilers.")
end
end
-- Restoring hidden power pole for solar farms
if global.bi_solar_farm_table then
pole_count = 0
for index, solar_farm in pairs(global.bi_solar_farm_table) do
-- Remove invalid solar boilers from list
if not solar_farm.base.valid then
BioInd.writeDebug("Removing invalid solar farm %g from global list.", {index})
if solar_farm.pole.valid then
solar_farm.pole.destroy()
end
global.bi_solar_farm_table[index] = nil
-- Restore hidden power pole if necessary
elseif not solar_farm.pole.valid then
BioInd.writeDebug("Creating new hidden power pole for solar farm %g.", {index})
--~ local new_pole = solar_farm.base.surface.create_entity({
global.bi_solar_farm_table[index].pole = solar_farm.base.surface.create_entity({
name = pole_name,
position = solar_farm.base.position,
direction = solar_farm.base.direction,
force = solar_farm.base.force
})
pole_count = pole_count + 1
end
end
if pole_count > 0 then
log("Restored " .. tostring(pole_count) .. " hidden power poles for solar farms.")
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles for solar farms.")
end
end
-- Restoring hidden power pole and hidden lamps for bio farms
if global.bi_bio_farm_table then
pole_count = 0
for index, bio_farm in pairs(global.bi_bio_farm_table) do
-- Remove invalid solar boilers from list
if not bio_farm.base.valid then
BioInd.writeDebug("Removing invalid solar farm %g from global list.", {index})
if bio_farm.pole.valid then
bio_farm.pole.destroy()
end
if bio_farm.panel.valid then
bio_farm.panel.destroy()
end
if bio_farm.lamp.valid then
bio_farm.lamp.destroy()
end
global.bi_bio_farm_table[index] = nil
-- Restore hidden entities if necessary
else
-- Restore hidden power pole
if not bio_farm.pole.valid then
BioInd.writeDebug("Creating new hidden power pole for solar farm %g.", {index})
--~ local new_pole = bio_farm.base.surface.create_entity({
global.bi_bio_farm_table[index].pole = bio_farm.base.surface.create_entity({
name = pole_name,
position = bio_farm.base.position,
direction = bio_farm.base.direction,
force = bio_farm.base.force
})
pole_count = pole_count + 1
end
-- Restore hidden lamp
if not bio_farm.lamp.valid then
BioInd.writeDebug("Creating new hidden lamp for solar farm %g.", {index})
--~ local new_lamp = bio_farm.base.surface.create_entity({
global.bi_bio_farm_table[index].lamp = bio_farm.base.surface.create_entity({
name = lamp_name,
position = bio_farm.base.position,
force = bio_farm.base.force
})
lamp_count = lamp_count + 1
end
end
end
if pole_count > 0 or lamp_count > 0 then
log("Restored " .. tostring(pole_count) .. " hidden power poles and " .. tostring(lamp_count) ..
" hidden lamps for bio farms.")
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles and " ..
tostring(lamp_count) .. " hidden lamps for bio farms.")
end
end

View file

@ -1,6 +0,0 @@
{
"recipe":
[
["bi-basic-petroleum-gas-processing", "bi-basic-gas-processing"]
]
}

View file

@ -1,122 +0,0 @@
local BioInd = require('__Bio_Industries__/common')('Bio_Industries')
------------------------------------------------------------------------------------
-- This version uses a different algorithm to wiring the powered rails. Only
-- Rail-to-power connectors and poles on rails connected to (not crossing!) a newly
-- placed track will be connected with each other.
------------------------------------------------------------------------------------
BioInd.writeDebug("Entered migration script 0.18.24+0.17.55")
-- Look for Rail-to-power connectors on all surfaces
for s, surface in pairs(game.surfaces) do
local connectors = surface.find_entities_filtered{name = "bi-power-to-rail-pole"}
--log("Looking for rail-to-power connectors on surface " .. s)
for _, connector in ipairs(connectors) do
-- Find connections to powered rails
local neighbours = connector.neighbours["copper"]
--log("neighbours of connector " .. connector.unit_number .. ": " .. serpent.block(neighbours))
for p, pole in pairs(neighbours) do
-- Disconnect hidden power-rail poles from connector
if pole.name == "bi-power-rail-hidden-pole" then
connector.disconnect_neighbour(pole)
--log("Disconnected " .. pole.name .. " " .. pole.unit_number)
end
end
end
end
log("Done -- looking for hidden poles now!")
-- Disconnect all hidden rail poles
for r, rail in pairs(global.bi_power_rail_table) do
-- Rail is still valid
if rail.base and rail.base.valid then
--log(tostring(r) .. ": rail.base.valid: " .. tostring(rail.base.valid))
-- Disconnect pole if it's valid!
if rail.pole and rail.pole.valid then
rail.pole.disconnect_neighbour()
BioInd.writeDebug("Disconnected pole number %g", {rail.pole.unit_number})
--log("Disconnected pole number " .. rail.pole.unit_number)
-- Place a new pole if we don't have one yet.
else
-- Create Hidden Power Pole
local track = rail.base
local new_pole = track.surface.create_entity({
name = "bi-power-rail-hidden-pole",
position = track.position,
force = track.force
})
new_pole.minable = false
new_pole.destructible = false
new_pole.disconnect_neighbour()
global.bi_power_rail_table[r].pole = new_pole
BioInd.writeDebug("Created new pole %g on %s.", {new_pole.unit_number, track.name, track.unit_number})
end
-- Rail doesn't exist anymore
elseif not rail.base.valid then
--log(tostring(r) .. ": rail.base.valid: " .. tostring(rail.base.valid))
-- Check the pole!
if rail.pole and rail.pole.valid then
BioInd.writeDebug("Rail %g doesn't exist anymore: Removing pole %g from surface %s.", {r, rail.pole.unit_number, rail.pole.surface.name, rail.pole.surface.name})
rail.pole.destroy()
end
-- Remove track from table!
global.bi_power_rail_table[r] = nil
BioInd.writeDebug("Removed powered rail %g from table.", {r})
end
end
-- Rewire hidden rail poles
for r, rail in pairs(global.bi_power_rail_table) do
BioInd.writeDebug("Disconnected pole number %g", {rail.pole.unit_number})
--log("Disconnected pole number " .. rail.pole.unit_number)
local rail_track = rail.base
local rail_pole = rail.pole
-- Look for connecting rails at front and back of the new rail
for s, side in ipairs( {"front", "back"} ) do
BioInd.writeDebug("Looking for rails at %s", {side})
--log("Looking for rails at " .. side)
local neighbour
-- Look in all three directions
for d, direction in ipairs( {"left", "straight", "right"} ) do
BioInd.writeDebug("Looking for rails in %s direction", {direction})
--log("Looking for rails in " .. direction .. " direction")
neighbour = rail_track.get_connected_rail{
rail_direction = defines.rail_direction[side],
rail_connection_direction = defines.rail_connection_direction[direction]
}
BioInd.writeDebug("Rail %s of %s (%s): (%s)", {direction, rail_track.name, rail_track.unit_number,neighbour and neighbour.name or "nil", neighbour and neighbour.unit_number or "nil"})
--log("Rail " .. direction .. " of " ..
--~ rail_track.name .. " (" .. rail_track.unit_number .. "): " ..
--~ serpent.line(neighbour and neighbour.name) ..
--~ " (" .. serpent.line(neighbour and neighbour.unit_number) ..")")
-- Only make a connection if found rail is a powered rail
-- (We'll know it's the right type if we find it in our table!)
neighbour = neighbour and neighbour.valid and global.bi_power_rail_table[neighbour.unit_number]
if neighbour then
rail_pole.connect_neighbour(neighbour.pole)
BioInd.writeDebug("Connected poles!")
--log("Connected poles!")
end
end
-- Look for Power-rail connectors
local connector = rail_track.surface.find_entities_filtered{
position = rail_track.position,
radius = BioInd.POWER_TO_RAIL_WIRE_DISTANCE, -- maximum_wire_distance of Power-to-rail-connectors
name = "bi-power-to-rail-pole"
}
-- Connect to first Power-rail connector we've found
if connector and table_size(connector) > 0 then
rail_pole.connect_neighbour(connector[1])
BioInd.writeDebug("Connected %s (%g) to %s (%g)", {rail_pole.name, rail_pole.unit_number, connector[1].name, connector[1].unit_number})
end
end
end
BioInd.writeDebug("End of migration script 0.18.24+0.17.55")
--log("End of migration script 0.18.24+0.17.55")

View file

@ -1,45 +0,0 @@
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
------------------------------------------------------------------------------------
-- For some reason, the recipe for bi-biomass-2 was more advanced than the recipe
-- for bi-biomass-3. This worked because we changed their order whereever they've
-- been used, but it wasn't intuitive and caused confusion.
-- The recipes have been renamed in 0.17.58/0.18.27, now we need to make sure that
-- the recipes in bio-reactors making bio-mass are exchanged as well!
------------------------------------------------------------------------------------
BioInd.writeDebug("Entered migration script 0.18.27+0.17.58")
-- Look for bio-reactors on all surfaces
local reactors, recipe
for s, surface in pairs(game.surfaces) do
reactors = surface.find_entities_filtered{
type = "assembling-machine",
name = "bi-bio-reactor"
}
BioInd.writeDebug("Found %g bio-reactors on surface \"%s\".",
{#reactors, surface.name})
-- Get recipe of reactors
for r, reactor in ipairs(reactors) do
recipe = reactor.get_recipe()
recipe = recipe and recipe.name or ""
BioInd.writeDebug("Reactor %g has recipe \"%s\".",
{reactor.unit_number, recipe})
-- Exchange "bi-biomass-2" against "bi-biomass-3"
if recipe == "bi-biomass-2" then
reactor.set_recipe("bi-biomass-3")
BioInd.writeDebug("Set recipe to %s.", {reactor.get_recipe().name})
-- Exchange "bi-biomass-3" against "bi-biomass-2"
elseif recipe == "bi-biomass-3" then
reactor.set_recipe("bi-biomass-2")
BioInd.writeDebug("Set recipe to %s.", {reactor.get_recipe().name})
end
end
end
BioInd.writeDebug("End of migration script 0.18.27+0.17.58")

View file

@ -1,6 +0,0 @@
{
"recipe":
[
["bi-pellete-coal-2", "bi-pellet-coke-2"]
]
}

View file

@ -1,720 +0,0 @@
------------------------------------------------------------------------------------
-- We didn't react to script_raised_revive before, so mods like Construction Drones
-- that filled in ghosts would just place the base entities, and not add the hidden
-- entities. Even worse: the base entities wouldn't be added to our lists! So, let's
-- rebuild everything once again!
------------------------------------------------------------------------------------
local BioInd = require('__Bio_Industries__/common')('Bio_Industries')
local cnt = 0
game.print("Warning: The migration may run for a long time, depending on how many entities there are to migrate! Please be patient and wait until it's finished!")
-- Removes the hidden entities at the position of a base entity
local created_entities = {}
local function remove_entities(base, names)
local entities = base and base.surface.find_entities_filtered{
position = base.position,
name = names,
}
if entities and next(entities) then
BioInd.show("base.unit_number", base.unit_number)
BioInd.show("Found entities", table_size(entities))
end
for e, entity in ipairs(entities or {}) do
--~ BioInd.show("entity.unit_number", entity.unit_number)
if not created_entities[entity.unit_number] then
entity.destroy()
end
end
end
-- Removes the hidden entities stored with a base entity
local function remove_stored_entities(base, names)
for e, entity in ipairs(names or {}) do
if base[entity] and base[entity].valid then
base[entity].destroy()
end
end
end
-- Make hidden entities unminable and indestructible
local function make_unminable(entities)
for e, entity in ipairs(entities or {}) do
if entity.valid then
entity.minable = false
entity.destructible = false
end
end
end
-- Recreate hidden entities
local function recreate_entities(g_table, base_entity, hidden_entity_names, ...)
BioInd.show("#g_table", table_size(g_table))
BioInd.show("hidden_entity_names", hidden_entity_names)
if not (g_table and type(g_table) == "table") then
error(string.format("%s is not a valid table!", g_table))
elseif not (base_entity and type(base_entity) == "table" and base_entity.valid) then
error(string.format("%s is not a valid base entity!", base_entity))
elseif not (
hidden_entity_names and type(hidden_entity_names) == "table" and next(hidden_entity_names)
) then
error(string.format("%s is not a valid array of hidden-entity names!", hidden_entity_names))
end
local entity
-- Initialize entry in global table
g_table[base_entity.unit_number] = {}
g_table[base_entity.unit_number].base = base_entity
-- Create hidden entities
for key, name in pairs(hidden_entity_names) do
entity = base_entity.surface.create_entity({
name = name,
position = base_entity.position,
force = base_entity.force
})
-- Make hidden entity unminable/undestructible
make_unminable({entity})
-- Add hidden entity to global table
g_table[base_entity.unit_number][key] = entity
-- Add to temporary table of recreated hidden entities
created_entities[entity.unit_number] = true
end
-- Add optional values to global table
for k, v in pairs(... or {}) do
g_table[base_entity.unit_number][k] = v
end
BioInd.show("g_table[base.unit_number]", g_table[base_entity.unit_number])
end
-- Remove all common hidden power poles and hidden power rail poles
do
local entities
for s, surface in pairs(game.surfaces) do
entities = surface.find_entities_filtered({
name = {"bi-hidden-power-pole", "bi-power-rail-hidden-pole"}
})
for e, entity in pairs(entities) do
entity.destroy()
cnt = cnt + 1
end
end
BioInd.writeDebug("Removed %s hidden poles (bi-hidden-power-pole, bi-power-rail-hidden-pole)", cnt)
end
local base, boiler, lamp, pole, panel, radar, connectors
local base_name, boiler_name, lamp_name, pole_name, radar_name, panel_name, overlay_name
------------------------------------------------------------------------------------
-- Bio Farm --
------------------------------------------------------------------------------------
-- Empty old list
for b, bio_farm in pairs(global.bi_bio_farm_table or {}) do
-- Remove hidden entities from bio_farms in our table
--~ for e, entity in ipairs({"pole", "panel", "lamp"}) do
--~ if bio_farm[entity] and bio_farm[entity].valid then
--~ bio_farm[entity].destroy()
--~ end
--~ end
remove_stored_entities(bio_farm, {"pole", "panel", "lamp"})
-- Remove entry from table
global.bi_bio_farm_table[b] = nil
cnt = cnt + 1
end
BioInd.writeDebug("Removed hidden entities from %s Bio-farms.", {cnt})
-- Generate new list
--~ local bio_farms, pole, panel, lamp
local bio_farms
pole_name = "bi-bio-farm-hidden-pole"
panel_name = "bi-bio-farm-hidden-panel"
lamp_name = "bi-bio-farm-light"
cnt = 0
for s, surface in pairs(game.surfaces or {}) do
-- Find all bio_farms on surface!
bio_farms = surface.find_entities_filtered({name = "bi-bio-farm"})
for b, bio_farm in ipairs(bio_farms or {}) do
-- Make a clean slate!
remove_entities(bio_farm, {pole_name, panel_name, lamp_name})
recreate_entities(global.bi_bio_farm_table, bio_farm, {
pole = pole_name,
panel = panel_name,
lamp = lamp_name
})
cnt = cnt + 1
end
end
BioInd.writeDebug("Recreated hidden entities for %s Bio-farms.", {cnt})
------------------------------------------------------------------------------------
-- Bio Solar Boiler/Solar Plant --
------------------------------------------------------------------------------------
cnt = 0
-- Empty old list
for s, solar_boiler in pairs(global.bi_solar_boiler_table or {}) do
-- Remove hidden entities from solar_boilers in our table
remove_stored_entities(solar_boiler, {"pole", "boiler"})
-- Remove entry from table
global.bi_solar_boiler_table[s] = nil
cnt = cnt + 1
end
BioInd.writeDebug("Removed hidden entities from %s Solar boilers/power plants.", {cnt})
-- Generate new list
--~ local solar_boilers, pole, boiler
local solar_boilers
pole_name = "bi-hidden-power-pole"
boiler_name = "bi-solar-boiler-hidden-panel"
cnt = 0
for s, surface in pairs(game.surfaces or {}) do
-- Find all solar_boilers on surface!
solar_boilers = surface.find_entities_filtered({name = "bi-solar-boiler"})
for b, boiler_solar in ipairs(solar_boilers or {}) do
-- Make a clean slate!
--~ remove_entities(boiler_solar, {pole_name, panel_name})
remove_entities(boiler_solar, {boiler_name})
-- Recreate hidden entities
recreate_entities(global.bi_solar_boiler_table, boiler_solar, {
boiler = boiler_name,
pole = pole_name
})
cnt = cnt + 1
end
end
BioInd.writeDebug("Recreated hidden entities for %s Solar boilers/power plants.", {cnt})
------------------------------------------------------------------------------------
-- Solar Farm --
------------------------------------------------------------------------------------
cnt = 0
-- Empty old list
for s, solar_farm in pairs(global.bi_solar_farm_table or {}) do
--~ remove_stored_entities(solar_farm, {"pole"})
-- Remove entry from table
global.bi_solar_farm_table[s] = nil
cnt = cnt + 1
end
BioInd.writeDebug("Removed hidden entities from %s Solar farms.", {cnt})
-- Generate new list
local solar_farms
pole_name = "bi-hidden-power-pole"
cnt = 0
for s, surface in pairs(game.surfaces or {}) do
-- Find all solar_boilers on surface!
solar_farms = surface.find_entities_filtered({name = "bi-bio-solar-farm"})
for sf, solar_farm in ipairs(solar_farms or {}) do
--~ -- Make a clean slate!
--~ remove_entities(solar_farm, {pole_name})
-- Recreate hidden entities
recreate_entities(global.bi_solar_farm_table, solar_farm, {pole = pole_name})
cnt = cnt + 1
end
end
BioInd.writeDebug("Recreated hidden entities for %s Solar farms.", {cnt})
------------------------------------------------------------------------------------
-- Bio Cannon --
-- Bio Cannons have a different table format -- make that the same as the others --
------------------------------------------------------------------------------------
cnt = 0
-- Empty old list
for b, bio_cannon in pairs(global.bi_bio_cannon_table or {}) do
-- Remove hidden entities from Bio cannons in our table
if bio_cannon[2] and bio_cannon[2].valid then
bio_cannon[2].destroy()
end
-- Remove entry from table
global.bi_bio_cannon_table[b] = nil
cnt = cnt + 1
end
BioInd.writeDebug("Removed hidden entities from %s Bio-Cannons.", {cnt})
-- Generate new list
--~ local bio_cannons, base, radar
local bio_cannons
base_name = "bi-bio-cannon"
overlay_name = "bi-bio-cannon-area"
radar_name = "bi-bio-cannon-hidden-radar"
cnt = 0
for s, surface in pairs(game.surfaces or {}) do
-- Find all cannons on surface!
bio_cannons = surface.find_entities_filtered({name = {base_name, overlay_name}})
for b, bio_cannon in ipairs(bio_cannons or {}) do
-- Make a clean slate!
remove_entities(bio_cannon, {radar_name})
-- Recreate hidden entities
radar = surface.create_entity({
name = radar_name,
position = bio_cannon.position,
force = bio_cannon.force
})
make_unminable({radar})
-- Make sure we don't use the overlay cannon!
if bio_cannon.name == overlay_name then
-- Create final cannon
base = surface.create_entity({
name = base_name,
position = bio_cannon.position,
force = bio_cannon.force
})
-- Set its health to that of overlay
base.health = bio_cannon.health
-- Remove overlay
bio_cannon.destroy()
BioInd.writeDebug("Replaced Bio-cannon overlay with Bio-cannon %s.", {base.unit_number})
else
base = bio_cannon
end
-- Add to table
global.bi_bio_cannon_table[base.unit_number] = {
base = base,
radar = radar,
-- Bio-cannons will be checked once per second. Delay is based on the ammo the
-- cannon is loaded with. Let's use 20s (delay for best ammo) initially!
delay = (base.unit_number * base.unit_number) % 20
}
cnt = cnt + 1
end
end
BioInd.writeDebug("Recreated hidden entities for %s Bio-cannons.", {cnt})
------------------------------------------------------------------------------------
-- Arboretum --
------------------------------------------------------------------------------------
cnt = 0
-- Empty old list
for a, arboretum in pairs(global.bi_arboretum_table or {}) do
-- Remove hidden entities from solar_boilers in our table (Don't call removal
-- function because radar position has been shifted, so the radar won't be found!)
for e, entity in ipairs({"radar", "pole", "lamp"}) do
if arboretum[entity] and arboretum[entity].valid then
arboretum[entity].destroy()
end
end
--~ remove_stored_entities(arboretum, {"radar", "pole", "lamp"})
-- Remove entry from table
global.bi_arboretum_table[a] = nil
cnt = cnt + 1
end
BioInd.writeDebug("Removed hidden entities from %s Arboretums.", {cnt})
-- Generate new list
--~ local arboretums, pole, radar, lamp
local arboretums
base_name = "bi-arboretum"
overlay_name = "bi-arboretum-area"
pole_name = "bi-hidden-power-pole"
radar_name = "bi-arboretum-hidden-radar"
lamp_name = "bi-bio-farm-light"
cnt = 0
-- We need to keep track of radars separately!
global.bi_arboretum_radar_table = {}
for s, surface in pairs(game.surfaces or {}) do
-- Find all arboretums on surface!
arboretums = surface.find_entities_filtered({name = {base_name, overlay_name}})
for a, arboretum in ipairs(arboretums or {}) do
-- Make a clean slate!
remove_entities(arboretum, {pole_name, radar_name, lamp_name})
-- Recreate hidden entities
radar = surface.create_entity({
name = radar_name,
position = {arboretum.position.x - 3.5, arboretum.position.y + 3.5},
force = arboretum.force
})
pole = surface.create_entity({
name = pole_name,
position = arboretum.position,
force = arboretum.force
})
lamp = surface.create_entity({
name = lamp_name,
position = arboretum.position,
force = arboretum.force
})
make_unminable({pole, radar, lamp})
-- Make sure we don't use the overlay!
if arboretum.name == overlay_name then
-- Create final arboretum
base = surface.create_entity({
name = base_name,
position = arboretum.position,
force = arboretum.force
})
-- Set its health to that of overlay
base.health = arboretum.health
-- Remove overlay
arboretum.destroy()
BioInd.writeDebug("Replaced Arboretum overlay with Arboretum %s.", {base.unit_number})
else
base = arboretum
end
BioInd.writeDebug("Arboretum base: %g", {base.unit_number})
-- Add to table
global.bi_arboretum_table[base.unit_number] = {
base = base,
pole = pole,
radar = radar,
lamp = lamp
}
-- Link radar to arboretum
global.bi_arboretum_radar_table[radar.unit_number] = base.unit_number
--~ BioInd.writeDebug("Added new arboretum: %s", {global.bi_arboretum_table})
cnt = cnt + 1
end
end
BioInd.writeDebug("Recreated hidden entities for %s Arboretums.", {cnt})
------------------------------------------------------------------------------------
-- Power Rail --
------------------------------------------------------------------------------------
cnt = 0
-- Empty old list
for p, power_rail in pairs(global.bi_power_rail_table or {}) do
-- We can't remove all hidden poles at once because they are used in other compound
-- entities as well!
--~ remove_stored_entities(power_rail, {"pole"})
-- Remove entry from table
global.bi_power_rail_table[p] = nil
cnt = cnt + 1
end
BioInd.writeDebug("Removed hidden entities from %s Powered rails.", {cnt})
BioInd.show("global.bi_power_rail_table", serpent.block(global.bi_power_rail_table))
-- Generate new list
local power_rails, neighbour
pole_name = "bi-power-rail-hidden-pole"
cnt = 0
for s, surface in pairs(game.surfaces or {}) do
-- Find all power rails on surface (there may be some that haven't been in our table)!
power_rails = surface.find_entities_filtered({
name = {"bi-straight-rail-power","bi-curved-rail-power"}
})
BioInd.show("table_size(power_rails) after finding power_rails on surface", table_size(power_rails))
-- Unlike the other entities, power rails interact with each other. So lets's
-- recreate all hidden poles and update our tables before trying to connect
-- the poles!
for p, power_rail in ipairs(power_rails or {}) do
BioInd.show("p", p)
--~ BioInd.show("power_rail.unit_number", power_rail.unit_number)
--~ -- In case our tables haven't been properly updated, there may still be power
--~ -- rails with hidden entities around -- remove them!
--~ remove_entities(power_rail, {pole_name})
-- Recreate hidden entities
recreate_entities(global.bi_power_rail_table, power_rail, {pole = pole_name})
-- Disconnect pole
global.bi_power_rail_table[power_rail.unit_number].pole.disconnect_neighbour()
end
BioInd.show("table_size(global.bi_power_rail_table)", table_size(global.bi_power_rail_table))
-- Rewire the power rails!
for p, power_rail in pairs(global.bi_power_rail_table or {}) do
BioInd.show("p", p)
--~ BioInd.writeDebug("power_rail", {power_rail}, "line")
base = power_rail.base
pole = power_rail.pole
--~ BioInd.show("base.valid", base.valid)
--~ BioInd.show("pole.valid", pole.valid)
-- Look for connecting rails at front and back of the new rail
for s, side in ipairs( {"front", "back"} ) do
BioInd.writeDebug("Looking for rails at %s.\tbase.valid: %s\tpole.valid: %s", {side, base.valid, pole.valid})
-- Look in all three directions
for d, direction in ipairs( {"left", "straight", "right"} ) do
neighbour = base.get_connected_rail{
rail_direction = defines.rail_direction[side],
rail_connection_direction = defines.rail_connection_direction[direction]
}
BioInd.writeDebug("Rail %s of %s (%g):\t%s (%s)", {direction, base.name, base.unit_number, (neighbour and neighbour.name or "nil"), (neighbour and neighbour.unit_number or "nil")})
-- Only make a connection if found rail is a powered rail
-- (We'll know it's the right type if we find it in our table!)
neighbour = neighbour and neighbour.valid and global.bi_power_rail_table[neighbour.unit_number]
if neighbour then
--~ BioInd.show("neighbour", neighbour)
--~ BioInd.show("neighbour.base", neighbour and neighbour.base and neighbour.base.valid and neighbour.base.unit_number)
--~ BioInd.show("neighbour.pole", neighbour and neighbour.pole and neighbour.pole.valid and neighbour.pole.unit_number)
pole.connect_neighbour(neighbour.pole)
BioInd.writeDebug("Connected poles!")
end
end
end
-- Look for Power-rail connectors
--~ BioInd.show("base", base)
--~ BioInd.show("base.position", base.position)
--~ BioInd.show("pole", pole and pole.unit_number)
--~ BioInd.show("pole.valid", pole and pole.valid)
connectors = surface.find_entities_filtered{
position = base.position,
radius = BioInd.POWER_TO_RAIL_WIRE_DISTANCE, -- maximum_wire_distance of Power-to-rail-connectors
name = "bi-power-to-rail-pole"
}
BioInd.show("table_size(connectors)", table_size(connectors))
-- Connect to just one Power-rail connector!
for c, connector in ipairs(connectors or {}) do
--~ BioInd.writeDebug("Network ID pole %s: %s\tNetwork ID connector %s: %s",
--~ {pole.unit_number, pole.electric_network_id, connector.unit_number, connector.electric_network_id})
if pole.electric_network_id ~= connector.electric_network_id then
pole.connect_neighbour(connector)
BioInd.writeDebug("Connected %s (%s) to connector %s (%s)", {pole.name, pole.unit_number, connector.name, connector.unit_number})
--~ BioInd.writeDebug("Network ID pole %s: %s\tNetwork ID connector %s: %s",
--~ {pole.unit_number, pole.electric_network_id, connector.unit_number, connector.electric_network_id})
break
end
end
BioInd.writeDebug("Finished search for connectors")
cnt = cnt + 1
end
end
BioInd.writeDebug("Recreated hidden entities for %s Powered rails.", {cnt})
--~ ------------------------------------------------------------------------------------
--~ -- Solar Farm --
--~ ------------------------------------------------------------------------------------
--~ cnt = 0
--~ -- Empty old list
--~ for s, solar_farm in pairs(global.bi_solar_farm_table or {}) do
--~ -- Remove hidden entities from solar_boilers in our table
--~ -- Remove entry from table
--~ global.bi_solar_farm_table[s] = nil
--~ cnt = cnt + 1
--~ end
--~ BioInd.writeDebug("Removed hidden entities from %s Solar farms.", {cnt})
--~ -- Generate new list
--~ pole_name = "bi-hidden-power-pole"
--~ cnt = 0
--~ for s, surface in pairs(game.surfaces or {}) do
--~ -- Find all solar farms on surface!
--~ solar_farms = surface.find_entities_filtered({name = "bi-bio-solar-farm"})
--~ for sf, solar_farm in ipairs(solar_farms or {}) do
-- Make a clean slate!
--~ -- Recreate hidden entities
--~ pole = surface.create_entity({
--~ name = pole_name,
--~ position = solar_farm.position,
--~ force = solar_farm.force
--~ })
--~ make_unminable({pole})
--~ -- Add to table
--~ global.bi_solar_farm_table[solar_farm.unit_number] = {
--~ base = solar_farm,
--~ pole = pole
--~ }
--~ -- Recreate hidden entities
--~ recreate_entities(global.bi_solar_farm_table, solar_farm, {pole = pole_name})
--~ cnt = cnt + 1
--~ end
--~ end
--~ BioInd.writeDebug("Recreated hidden entities for %s Solar farms.", {cnt})
------------------------------------------------------------------------------------
-- Musk floor --
------------------------------------------------------------------------------------
cnt = 0
-- Create tables for storing force information on tiles
global.bi_musk_floor_table = global.bi_musk_floor_table or {}
-- Lookup table for force at tile position
global.bi_musk_floor_table.tiles = global.bi_musk_floor_table.tiles or {}
-- Lookup table for tiles placed by force
global.bi_musk_floor_table.forces = global.bi_musk_floor_table.forces or {}
local musk_floor_tiles
local tile_name = "bi-solar-mat"
pole_name = "bi-musk-mat-hidden-pole"
panel_name = "bi-musk-mat-hidden-panel"
local pole_type = "electric-pole"
local panel_type = "solar-panel"
-- Remove panels and poles without tile from surfaces
local cnt_panel = 0
local cnt_pole = 0
for s, surface in pairs(game.surfaces or {}) do
local panels = surface.find_entities_filtered({name = panel_name, type = panel_type})
for p, panel in ipairs(panels or {}) do
local x = surface.count_tiles_filtered({
position = panel.position,
name = tile_name,
limit = 1
})
if x == 0 then
BioInd.writeDebug("Removing %s at position %s because there is no %s.", {panel.name, panel.position, tile_name})
panel.destroy()
cnt_panel = cnt_panel + 1
end
end
local poles = surface.find_entities_filtered({name = pole_name, type = pole_type})
for p, pole in ipairs(poles or {}) do
local x = surface.count_tiles_filtered({
position = pole.position,
name = tile_name,
radius = 0.5,
limit = 1
})
if x == 0 then
BioInd.writeDebug("Removing %s at position %s because there is no %s.", {pole.name, pole.position, tile_name})
pole.destroy()
cnt_pole = cnt_pole + 1
end
end
end
BioInd.writeDebug("Removed %g hidden solar panels and %g hidden poles because they were not on %s.", {cnt_panel, cnt_pole, tile_name})
cnt_panel = 0
cnt_pole = 0
-- Generate new list
local x, y, poles, pole, panels, panel, force_name
for s, surface in pairs(game.surfaces or {}) do
local tiles = surface.find_tiles_filtered{name = tile_name}
for t, tile in ipairs(tiles or {}) do
x = tile.position.x or tile.position[1]
y = tile.position.y or tile.position[2]
-- Check that there's a solar panel
panels = surface.find_entities_filtered({
position = {x + 0.5, y + 0.5},
name = panel_name,
type = panel_type,
limit = 1
})
panel = panels and panels[1]
if panel then
force_name = panel.force and panel.force.name
end
-- Check that there's a pole
panels = surface.find_entities_filtered({
position = {x + 0.5, y + 0.5},
name = pole_name,
type = pole_type,
limit = 1
})
pole = poles and poles[1]
if pole and not force then
force_name = pole.force and pole.force.name
end
force_name = force_name or "BI-Musk_floor_general_owner"
-- Create/set force for panel
if panel then
panel.force = force_name
else
panel = surface.create_entity({
name = panel_name,
type = panel_type,
force = force_name,
position = {x + 0.5, y + 0.5},
})
cnt_panel = cnt_panel + 1
end
-- Create/set force for pole
if pole then
pole.force = force_name
else
pole = surface.create_entity({
name = pole_name,
type = pole_type,
force = force_name,
position = {x + 0.5, y + 0.5},
})
cnt_pole = cnt_pole + 1
end
make_unminable({panel, pole})
-- Add to global tables
global.bi_musk_floor_table.tiles[x] = global.bi_musk_floor_table.tiles[x] or {}
global.bi_musk_floor_table.tiles[x][y] = force_name
global.bi_musk_floor_table.forces[force_name] = global.bi_musk_floor_table.forces[force_name] or {}
global.bi_musk_floor_table.forces[force_name][x] = global.bi_musk_floor_table.forces[force_name][x] or {}
global.bi_musk_floor_table.forces[force_name][x][y] = true
end
end
BioInd.writeDebug("Created %g hidden solar panels and %g hidden poles.\nglobal.bi_musk_floor_table.tiles: %s\nglobal.bi_musk_floor_table.forces: %s", {cnt_panel, cnt_pole, global.bi_musk_floor_table.tiles, global.bi_musk_floor_table.forces})
BioInd.show("table_size(created_entities)", table_size(created_entities))
created_entities = nil

View file

@ -1,20 +0,0 @@
{
"item":
[
["fertiliser", "fertilizer"],
["bi-adv-fertiliser", "bi-adv-fertilizer"]
],
"recipe":
[
["bi-adv-fertiliser-1", "bi-adv-fertilizer-1"],
["bi-adv-fertiliser-2", "bi-adv-fertilizer-2"],
["bi-fertiliser-1", "bi-fertilizer-1"],
["bi-fertiliser-2", "bi-fertilizer-2"]
],
"technology":
[
["bi-tech-fertiliser", "bi-tech-fertilizer"]
]
}

View file

@ -1,12 +0,0 @@
------------------------------------------------------------------------------------
-- Just remove some obsolete global tables!
------------------------------------------------------------------------------------
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
if global and global.bi then
global.bi.terrains = nil
global.bi.seed_bomb = nil
BioInd.writeDebug("Removed obsolete tables from global!")
end
table.sort(global, function(a, b) return a < b end)

View file

@ -1,29 +0,0 @@
------------------------------------------------------------------------------------
-- BioGardens will now have a hidden pole. It can't be hooked up unless Fluid
-- fertilizer is active (maximum_wire_distance = 0), but it still needs to be there.
------------------------------------------------------------------------------------
local BioInd = require('__Bio_Industries__/common')('Bio_Industries')
-- Make sure the global table exists!
global.bi_bio_garden_table = {}
local bio_gardens = {}
local hidden_entities = {pole = "bi-bio-garden-hidden-pole"}
for s, surface in pairs(game.surfaces) do
bio_gardens = surface.find_entities_filtered{
name = "bi-bio-garden",
type = "assembling-machine",
}
for g, garden in ipairs(bio_gardens or {}) do
--~ BioInd.create_entities(global.bi_bio_garden_table, garden, hidden_entities, garden.position)
BioInd.create_entities(global.bi_bio_garden_table, garden, hidden_entities)
BioInd.writeDebug("Stored Bio garden %g in table: %s", {garden.unit_number, global.bi_bio_garden_table[garden.unit_number]})
end
end
-- Create a table where we can store the last state of certain mod settings.
global.mod_settings = global.mod_settings or {}
global.mod_settings.BI_Easy_Bio_Gardens = BioInd.get_startup_setting("BI_Easy_Bio_Gardens")

View file

@ -1,122 +0,0 @@
log("Entered migration script 1_00_04.lua of \"" .. script.mod_name .. "\".")
-- Add functions that are also used in other files (debugging output etc.)
local BioInd = require("__" .. script.mod_name .. "__.common")(script.mod_name)
------------------------------------------------------------------------------------
-- Make sure that all compound entities have all the hidden entities they need!
------------------------------------------------------------------------------------
-- Compile a list of the entities we need to consider (we can ignore overlay entities)
local check_entities = {}
for name, data in pairs(BioInd.compound_entities) do
if not name:match("^.+%-area$") then
check_entities[name] = data
end
end
local function add_hidden_entity(tab, base, hidden_entity)
local optional, pos
local entity_name = check_entities[base.name].hidden[hidden_entity]
------------------------------------------------------------------------------------
-- Pre-processing
------------------------------------------------------------------------------------
pos = BioInd.normalize_position(base.position)
-- Bio cannon
if tab == "bi_bio_cannon_table" then
optional = {delay = 0}
-- Arboretum
elseif tab == "bi_arboretum_table" and hidden_entity == "radar" then
-- Radar position is off!
pos = {pos.x - 3.5, pos.y + 3.5}
end
BioInd.show("base.unit_number", base.unit_number)
BioInd.show("size of global[tab]", table_size(global[tab]))
------------------------------------------------------------------------------------
-- Create hidden entity
------------------------------------------------------------------------------------
--~ BioInd.create_entities(global[tab], base, {[hidden_entity] = entity_name}, pos, optional)
BioInd.create_entities(global[tab], base, {[hidden_entity] = entity_name}, optional)
------------------------------------------------------------------------------------
-- Post-processing
------------------------------------------------------------------------------------
-- Arboretum
if tab == "bi_arboretum_table" and hidden_entity == "radar" then
local radar = global[tab][base.unit_number].radar
global.bi_arboretum_radar_table[radar.unit_number] = base.unit_number
-- Power Rail
elseif tab == "bi_power_rail_table" then
BioInd.connect_power_rail(base)
end
end
local entity, entities
-- Find all compound entities
for s_name, surface in pairs(game.surfaces) do
BioInd.show("Looking for compound entities on surface", s_name)
for entity_name, entity_data in pairs(check_entities) do
BioInd.show("Looking for", entity_name)
-- Get list of all base entities
entities = surface.find_entities_filtered({name = entity_name})
BioInd.show("Number of found entities", #entities)
-- Check the base entity is in the global table
global[entity_data.tab] = global[entity_data.tab] or {}
for b, base in ipairs(entities) do
-- The base entity has been registered
if global[entity_data.tab][base.unit_number] then
entity = global[entity_data.tab][base.unit_number]
BioInd.writeDebug("%s is a registered entity. Checking hidden entities: %s", {BioInd.print_name_id(base), entity})
-- Check hidden entities
for h_key, h_name in pairs(entity_data.hidden) do
-- Must add hidden entity
if not (entity[h_key] and entity[h_key].valid) then
BioInd.writeDebug("Adding hidden %s to %s", {h_key, BioInd.print_name_id(base)})
add_hidden_entity(entity_data.tab, base, h_key)
-- Nothing to do
else
BioInd.writeDebug("%s is OK!", {BioInd.print_name_id(entity[h_key])})
end
end
-- Found unregistered entity!
else
BioInd.writeDebug("%s has not been registered. Adding hidden entities: %s", {BioInd.print_name_id(base), entity})
-- Register base entity
global[entity_data.tab][base.unit_number] = {base = base}
BioInd.writeDebug("Added %s to global[%s]", {BioInd.print_name_id(base), entity_data.tab})
-- Add hidden entities
for h_key, h_name in pairs(entity_data.hidden) do
BioInd.writeDebug("Adding hidden %s for %s", {h_key, BioInd.print_name_id(base)})
add_hidden_entity(entity_data.tab, base, h_key)
end
end
end
end
end
------------------------------------------------------------------------------------
-- Reset effects of researched technologies!
------------------------------------------------------------------------------------
for force_name, force in pairs(game.forces) do
force.reset_technology_effects()
BioInd.show("Reset technology effects for force", force_name)
end
log("End of migration script 1_00_04.lua of \"" .. script.mod_name .. "\".")

View file

@ -1,17 +0,0 @@
{
"entity":
[
["bi-bio-farm-electric-pole", "bi-bio-farm-hidden-pole"],
["bi-rail-hidden-power-pole", "bi-rail-power-hidden-pole"],
["bi-musk-mat-pole", "bi-musk-mat-hidden-pole"],
["bi-bio-farm-solar-panel", "bi-bio-farm-hidden-panel"],
["bi-musk-mat-solar-panel", "bi-musk-mat-hidden-panel"],
["bi-solar-boiler-panel", "bi-solar-boiler-hidden-panel"],
["bi-arboretum-radar", "bi-arboretum-hidden-radar"],
["Bio-Cannon-r", "bi-bio-cannon-hidden-radar"]
]
}
--~ ["bi-bio-farm-light", "bi-arboretum-hidden-lamp"],

View file

@ -1,39 +0,0 @@
-- Add functions that are also used in other files (debugging output etc.)
--~ local BioInd = require("__" .. script.mod_name .. "__.common")(script.mod_name)
BioInd.writeDebug("Entered migration script 0.18.35+1.01.05")
--~ require("util")
-- Migrating global tables to new names
for new, old in pairs({
bi_arboretum_table = "Arboretum_Table",
bi_arboretum_radar_table = "Arboretum_Radar_Table",
bi_arboretum_recipe_table = "Arboretum_Recipes",
bi_bio_cannon_table = "Bio_Cannon_Table",
}) do
global[new] = util.table.deepcopy(global[old])
global[old] = nil
BioInd.writeDebug("Migrated global[\"%s\"] to global[\"%s\"].", {old, new})
end
-- Migrate renamed hidden entities!
local boilers = global["bi_solar_boiler_table"]
-- Check the entries of all solar boilers
for b, boiler in pairs(boilers or {}) do
if boiler.boiler then
-- Only "boiler" exists (default)
if not boiler.panel then
boiler.panel = boiler.boiler
boiler.boiler = nil
BioInd.writeDebug("Moved \"boiler\" to \"panel\" in global[\"bi_solar_boiler_table\"][%s]: %s",
{b, boilers[b]})
-- This should never be needed!
else
boiler.boiler = nil
BioInd.writeDebug("\"Panel\" already exists! Removed \"boiler\" from global[\"bi_solar_boiler_table\"][%s]: %s", {b, boilers[b]})
end
end
end

View file

@ -1,46 +0,0 @@
--~ -- If a tutorial from Tips and Tricks is started, the migration will be applied to a
--~ -- mod named "level" and none of our global variables will be defined.)
--~ if script.mod_name ~= "autodrive" then
--~ AD.entered_file("leave", "Nothing to do for mod \""..script.mod_name.."\"!")
--~ return
--~ end
--~ AD.entered_file()
-- Add functions that are also used in other files (debugging output etc.)
--~ local BioInd = require("__" .. script.mod_name .. "__.common")(script.mod_name)
BioInd.writeDebug("Entered migration script 1.01.19")
--~ require("util")
-- Restructure tables for growing trees. They used to be arrays of treedata that had
-- to be resorted by treedata.time whenever a new tree was added, so we could stop
-- the on_tick event when the treedata.time of the first array was in the future.
-- Now we index these tables directly by tick, so we can skip sorting the tables.
local function convert_tab(tab)
local ret = {}
local tick
for t, tree_data in pairs(tab) do
tick = tree_data.time
--~ tree_data.time = nil
ret[tick] = ret[tick] or {}
table.insert(ret[tick], tree_data)
end
return ret
end
local tab = "tree_growing"
BioInd.writeDebug("Converting table global.bi[%s]", {tab})
global.bi[tab] = convert_tab(global.bi[tab])
BioInd.show("global.bi["..tab.."]", global.bi[tab])
for s = 1, 4 do
tab = "tree_growing_stage_"..s
BioInd.writeDebug("Converting table global.bi[%s]", {tab})
global.bi[tab] = convert_tab(global.bi[tab])
BioInd.show("global.bi["..tab.."]", global.bi[tab])
end

View file

@ -169,20 +169,20 @@ end
--~ data:extend({list})
--[[
Types of settings:
startup - game must be restarted if changed (such a setting may affect prototypes' changes)
runtime-global - per-world setting
runtime-per-user - per-user setting
<EFBFBD> startup - game must be restarted if changed (such a setting may affect prototypes' changes)
<EFBFBD> runtime-global - per-world setting
<EFBFBD> runtime-per-user - per-user setting
Types of values:
bool-setting
double-setting
int-setting
string-setting
<EFBFBD> bool-setting
<EFBFBD> double-setting
<EFBFBD> int-setting
<EFBFBD> string-setting
Files being processed by the game:
settings.lua
settings-updates.lua
settings-final-fixes.lua
<EFBFBD> settings.lua
<EFBFBD> settings-updates.lua
<EFBFBD> settings-final-fixes.lua
Using in DATA.lua:
data:extend({
@ -230,7 +230,7 @@ Using in CONTROL.lua and in other code for reading:
event.player_index
event.setting
GET: settings.startup["setting-name"].value - current value of startup setting; can be used in DATA.lua
GET: settings.global["setting-name"].value - current value of per-world setting
GET: settings.storage["setting-name"].value - current value of per-world setting
GET: set = settings.get_player_settings(LuaPlayer) - current values for per-player settings; then use set["setting-name"].value
GET: settings.player - default values
]]

View file

@ -99,10 +99,10 @@ settings_changed.bio_garden = function()
-- Has this setting been changed since the last time the game was run?
local current = BioInd.get_startup_setting("BI_Easy_Bio_Gardens")
BioInd.show("Last state of BI_Easy_Bio_Gardens", global.mod_settings.BI_Easy_Bio_Gardens)
BioInd.show("Last state of BI_Easy_Bio_Gardens", storage.mod_settings.BI_Easy_Bio_Gardens)
BioInd.show("Current state of BI_Easy_Bio_Gardens", current)
if global.mod_settings.BI_Easy_Bio_Gardens ~= current then
if storage.mod_settings.BI_Easy_Bio_Gardens ~= current then
BioInd.writeDebug("Setting has been changed!")
local pole, neighbours
-- This is the unmodified table!
@ -110,7 +110,7 @@ BioInd.writeDebug("Setting has been changed!")
local hidden_entities = compound_entity.hidden
-- Check that all gardens are still valid
for g, garden in pairs(global[compound_entity.tab]) do
for g, garden in pairs(storage[compound_entity.tab]) do
-- Base entity doesn't exist -- remove hidden entities!''
if not (garden.base and garden.base.valid) then
-- Remove all hidden entities!
@ -122,7 +122,7 @@ BioInd.writeDebug("Removing hidden entity %s %s", {
BioInd.remove_entity(garden[hidden])
garden[hidden] = nil
end
global[compound_entity.tab][garden.entity.unit_number] = nil
storage[compound_entity.tab][garden.entity.unit_number] = nil
end
end
@ -148,12 +148,12 @@ BioInd.writeDebug("Removing hidden entity %s %s", {
-- Setting is on, so we need to create the hidden poles
if current then
BioInd.writeDebug("Need to create hidden poles for %s Bio Gardens!",
{table_size(global.bi_bio_garden_table) })
{table_size(storage.bi_bio_garden_table) })
-- Restore the list of hidden entities
global.compound_entities["bi-bio-garden"] = BioInd.compound_entities["bi-bio-garden"]
storage.compound_entities["bi-bio-garden"] = BioInd.compound_entities["bi-bio-garden"]
local base
for g, garden in pairs(global.bi_bio_garden_table or {}) do
for g, garden in pairs(storage.bi_bio_garden_table or {}) do
-- Make sure the base entity exists!
base = garden.base
pole = base and garden[pole_type]
@ -168,7 +168,7 @@ BioInd.show("pole", pole)
elseif base then
-- Create hidden poles
pole = BioInd.create_entities(
global[compound_entity.tab],
storage[compound_entity.tab],
base,
{pole = hidden_entities[pole_type].name}
--~ base.position
@ -176,11 +176,11 @@ BioInd.show("pole", pole)
-- Add the new pole to the table
if pole then
global[compound_entity.tab][base.unit_number][pole_type] = pole
storage[compound_entity.tab][base.unit_number][pole_type] = pole
BioInd.writeDebug("Stored %s %g in table: %s", {
base.name,
base.unit_number,
global[compound_entity.tab][base.unit_number]
storage[compound_entity.tab][base.unit_number]
})
end
end
@ -189,10 +189,10 @@ BioInd.show("pole", pole)
-- Setting is off -- disconnect and remove hidden poles!
else
BioInd.writeDebug("%s Bio Gardens found -- try to disconnect hidden poles!",
{table_size(global.bi_bio_garden_table) })
{table_size(storage.bi_bio_garden_table) })
-- Find hidden poles of registered gardens
BioInd.show("global.bi_bio_garden_table", global.bi_bio_garden_table)
for g, garden in pairs(global.bi_bio_garden_table or {}) do
BioInd.show("storage.bi_bio_garden_table", storage.bi_bio_garden_table)
for g, garden in pairs(storage.bi_bio_garden_table or {}) do
if garden[pole_type] then
-- Pole really exists: destroy the entity
if garden[pole_type].valid then
@ -212,8 +212,8 @@ BioInd.show("global.bi_bio_garden_table", global.bi_bio_garden_table)
-- We don't want to create hidden poles if the setting is off,
-- so remove the pole from hidden entities!
global.compound_entities["bi-bio-garden"].hidden[pole_type] = nil
BioInd.show("global.compound_entities", global.compound_entities)
storage.compound_entities["bi-bio-garden"].hidden[pole_type] = nil
BioInd.show("storage.compound_entities", storage.compound_entities)
end
-- Remove any hidden poles that are not associated with a garden
@ -224,8 +224,8 @@ BioInd.show("global.compound_entities", global.compound_entities)
end
-- Update setting!
global.mod_settings.BI_Easy_Bio_Gardens = current
BioInd.show("Updated setting to", global.mod_settings.BI_Easy_Bio_Gardens)
storage.mod_settings.BI_Easy_Bio_Gardens = current
BioInd.show("Updated setting to", storage.mod_settings.BI_Easy_Bio_Gardens)
else
BioInd.writeDebug("Nothing to do!")
end