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123 changed files with 38889 additions and 39996 deletions
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@ -4,82 +4,82 @@
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||||||
function Test_Spawn()
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function Test_Spawn()
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local surface = game.surfaces['nauvis']
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local surface = game.surfaces['nauvis']
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surface.create_entity({name = "tree-01", position = {2, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-01", position = { 2, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-02", position = {4, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-02", position = { 4, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-02-red", position = {6, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-02-red", position = { 6, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-03", position = {8, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-03", position = { 8, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-04", position = {10, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-04", position = { 10, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-05", position = {12, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-05", position = { 12, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-06", position = {14, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-06", position = { 14, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-06-brown", position = {16, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-06-brown", position = { 16, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-07", position = {18, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-07", position = { 18, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-08", position = {20, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-08", position = { 20, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-08-brown", position = {22, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-08-brown", position = { 22, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-09", position = {24, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-09", position = { 24, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-09-brown", position = {26, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-09-brown", position = { 26, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-09-red", position = {28, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-09-red", position = { 28, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-a", position = {30, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-a", position = { 30, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-b", position = {32, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-b", position = { 32, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-c", position = {34, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-c", position = { 34, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-d", position = {36, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-d", position = { 36, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-e", position = {38, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-e", position = { 38, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-f", position = {40, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-f", position = { 40, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-g", position = {42, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-g", position = { 42, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-h", position = {44, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-h", position = { 44, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-i", position = {46, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-i", position = { 46, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-j", position = {48, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-j", position = { 48, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-k", position = {50, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-k", position = { 50, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-l", position = {52, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-l", position = { 52, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-m", position = {54, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-m", position = { 54, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-desert-n", position = {56, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-desert-n", position = { 56, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-a", position = {58, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-a", position = { 58, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-b", position = {60, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-b", position = { 60, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-c", position = {62, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-c", position = { 62, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-d", position = {64, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-d", position = { 64, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-e", position = {66, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-e", position = { 66, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-f", position = {68, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-f", position = { 68, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-g", position = {70, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-g", position = { 70, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-h", position = {72, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-h", position = { 72, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-i", position = {74, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-i", position = { 74, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-j", position = {76, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-j", position = { 76, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-k", position = {78, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-k", position = { 78, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-l", position = {80, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-l", position = { 80, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-m", position = {82, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-m", position = { 82, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-n", position = {84, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-n", position = { 84, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-dryland-o", position = {86, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-dryland-o", position = { 86, 10 }, force = game.forces.player })
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--surface.create_entity({name = "tree-grassland-0", position = {88, 10}, force = game.forces.player})
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--surface.create_entity({name = "tree-grassland-0", position = {88, 10}, force = game.forces.player})
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surface.create_entity({name = "tree-grassland-a", position = {90, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-a", position = { 90, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-b", position = {92, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-b", position = { 92, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-c", position = {94, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-c", position = { 94, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-d", position = {96, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-d", position = { 96, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-e", position = {98, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-e", position = { 98, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-f", position = {100, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-f", position = { 100, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-g", position = {102, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-g", position = { 102, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-h", position = {104, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-h", position = { 104, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-h2", position = {106, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-h2", position = { 106, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-h3", position = {108, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-h3", position = { 108, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-i", position = {110, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-i", position = { 110, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-k", position = {112, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-k", position = { 112, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-l", position = {114, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-l", position = { 114, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-m", position = {116, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-m", position = { 116, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-n", position = {118, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-n", position = { 118, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-p", position = {120, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-p", position = { 120, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-grassland-q", position = {122, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-grassland-q", position = { 122, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-snow-a", position = {124, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-snow-a", position = { 124, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-volcanic-a", position = {126, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-volcanic-a", position = { 126, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-a", position = {128, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-a", position = { 128, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-b", position = {130, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-b", position = { 130, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-c", position = {132, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-c", position = { 132, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-d", position = {134, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-d", position = { 134, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-e", position = {136, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-e", position = { 136, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-f", position = {138, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-f", position = { 138, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-g", position = {140, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-g", position = { 140, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-h", position = {142, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-h", position = { 142, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-i", position = {144, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-i", position = { 144, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-j", position = {146, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-j", position = { 146, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-k", position = {148, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-k", position = { 148, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-l", position = {150, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-l", position = { 150, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-m", position = {152, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-m", position = { 152, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-n", position = {154, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-n", position = { 154, 10 }, force = game.forces.player })
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surface.create_entity({name = "tree-wetland-o", position = {156, 10}, force = game.forces.player})
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surface.create_entity({ name = "tree-wetland-o", position = { 156, 10 }, force = game.forces.player })
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end
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end
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@ -1,4 +1,6 @@
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---------------------------------------------------------------------------------------------------
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---------------------------------------------------------------------------------------------------
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Version: 2.0.0
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Version: 2.0.1
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Date: 05.07.2025
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Date: 06.07.2025
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Initial 2.0 release
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Bug Fixes:
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- Fix locales
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- Fix Musk floor
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@ -566,10 +566,13 @@ return function(mod_name)
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-- Check if argument is a valid surface
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-- Check if argument is a valid surface
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common.is_surface = function(surface)
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common.is_surface = function(surface)
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local t = type(surface)
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local t = type(surface)
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surface = (t == "number" or t == "string" and game.surfaces[surface]) or
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local result = false
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(t == "table" and surface.object_name and
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if (t == "number" or t == "string") and game.surfaces[surface] and game.surfaces[surface].valid then
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surface.object_name == "LuaSurface" and surface)
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result = game.surfaces[surface]
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return surface
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elseif surface and surface.object_name == "LuaSurface" and surface.valid then
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result = surface
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end
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return result
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end
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end
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@ -14,10 +14,10 @@ end
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local AlienBiomes
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local AlienBiomes
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local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
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local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
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require ("util")
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require("util")
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require ("libs/util_ext")
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require("libs/util_ext")
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require ("control_tree")
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require("control_tree")
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require ("control_arboretum")
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require("control_arboretum")
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---************** Used for Testing -----
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---************** Used for Testing -----
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@ -38,7 +38,7 @@ local function Create_dummy_force()
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-- New force won't share chart data with any other force
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-- New force won't share chart data with any other force
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f.share_chart = false
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f.share_chart = false
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BioInd.writeDebug("Created force: %s", {game.forces[BioInd.MuskForceName].name})
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BioInd.writeDebug("Created force: %s", { game.forces[BioInd.MuskForceName].name })
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end
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end
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@ -46,10 +46,10 @@ end
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local function get_bi_trees()
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local function get_bi_trees()
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local list = {}
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local list = {}
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local trees = prototypes.get_entity_filtered({{filter = "type", type = "tree"}})
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local trees = prototypes.get_entity_filtered({ { filter = "type", type = "tree" } })
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for tree_name, tree in pairs(trees) do
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for tree_name, tree in pairs(trees) do
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if tree_name:match("^bio%-tree%-.+%-%d$") then
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if tree_name:match("^bio%-tree%-.+%-%d$") then
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BioInd.show("Found matching tree", tree_name)
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BioInd.show("Found matching tree", tree_name)
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list[tree_name] = true
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list[tree_name] = true
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end
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end
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end
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end
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@ -71,14 +71,14 @@ local function get_fixed_tiles()
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for tile_name, tile in pairs(prototypes.tile) do
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for tile_name, tile in pairs(prototypes.tile) do
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for p, pattern in ipairs(tile_patterns) do
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for p, pattern in ipairs(tile_patterns) do
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if tile_name:match(pattern) then
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if tile_name:match(pattern) then
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BioInd.show("Found matching tile", tile_name)
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BioInd.show("Found matching tile", tile_name)
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-- If a tile is minable and fertilizer is used on it, we must deduct the mined
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-- If a tile is minable and fertilizer is used on it, we must deduct the mined
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-- tiles from the player/robot again!
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-- tiles from the player/robot again!
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list[tile_name] = tile.mineable_properties.products or true
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list[tile_name] = tile.mineable_properties.products or true
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end
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end
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end
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end
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end
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end
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BioInd.show("Forbidden tiles", list)
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BioInd.show("Forbidden tiles", list)
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return list
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return list
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end
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end
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@ -112,7 +112,7 @@ end
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|
||||||
--------------------------------------------------------------------
|
--------------------------------------------------------------------
|
||||||
local function init()
|
local function init()
|
||||||
BioInd.writeDebug("Entered init!")
|
BioInd.writeDebug("Entered init!")
|
||||||
if BioInd.is_debug then
|
if BioInd.is_debug then
|
||||||
game.check_prototype_translations()
|
game.check_prototype_translations()
|
||||||
end
|
end
|
||||||
|
@ -162,7 +162,7 @@ BioInd.writeDebug("Entered init!")
|
||||||
-- them to remove duplicates
|
-- them to remove duplicates
|
||||||
compound_entity_tables[compound_data.tab] = compound
|
compound_entity_tables[compound_data.tab] = compound
|
||||||
end
|
end
|
||||||
BioInd.show("Need to check these tables in global", compound_entity_tables)
|
BioInd.show("Need to check these tables in global", compound_entity_tables)
|
||||||
|
|
||||||
-- Prepare global tables storing data of compound entities
|
-- Prepare global tables storing data of compound entities
|
||||||
local result
|
local result
|
||||||
|
@ -170,14 +170,14 @@ BioInd.show("Need to check these tables in global", compound_entity_tables)
|
||||||
-- Init table
|
-- Init table
|
||||||
storage[compound_tab] = storage[compound_tab] or {}
|
storage[compound_tab] = storage[compound_tab] or {}
|
||||||
BioInd.writeDebug("Initialized storage[%s] (%s entities stored)",
|
BioInd.writeDebug("Initialized storage[%s] (%s entities stored)",
|
||||||
{compound_name, table_size(storage[compound_tab])})
|
{ compound_name, table_size(storage[compound_tab]) })
|
||||||
-- If this compound entity requires additional tables in global, initialize
|
-- If this compound entity requires additional tables in global, initialize
|
||||||
-- them now!
|
-- them now!
|
||||||
local related_tables = storage.compound_entities[compound_name].add_global_tables
|
local related_tables = storage.compound_entities[compound_name].add_global_tables
|
||||||
if related_tables then
|
if related_tables then
|
||||||
for t, tab in ipairs(related_tables or {}) do
|
for t, tab in ipairs(related_tables or {}) do
|
||||||
storage[tab] = storage[tab] or {}
|
storage[tab] = storage[tab] or {}
|
||||||
BioInd.writeDebug("Initialized storage[%s] (%s values)", {tab, table_size(storage[tab])})
|
BioInd.writeDebug("Initialized storage[%s] (%s values)", { tab, table_size(storage[tab]) })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- If this compound entity requires additional values in global, initialize
|
-- If this compound entity requires additional values in global, initialize
|
||||||
|
@ -186,7 +186,7 @@ BioInd.show("Need to check these tables in global", compound_entity_tables)
|
||||||
if related_vars then
|
if related_vars then
|
||||||
for var_name, value in pairs(related_vars or {}) do
|
for var_name, value in pairs(related_vars or {}) do
|
||||||
storage[var_name] = storage[var_name] or value
|
storage[var_name] = storage[var_name] or value
|
||||||
BioInd.writeDebug("Set storage[%s] to %s", {var_name, storage[var_name]})
|
BioInd.writeDebug("Set storage[%s] to %s", { var_name, storage[var_name] })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -195,16 +195,16 @@ BioInd.show("Need to check these tables in global", compound_entity_tables)
|
||||||
-- Remove invalid entities
|
-- Remove invalid entities
|
||||||
result = BioInd.clean_global_compounds_table(compound_name)
|
result = BioInd.clean_global_compounds_table(compound_name)
|
||||||
BioInd.writeDebug("Removed %s invalid entries from storage[%s]!",
|
BioInd.writeDebug("Removed %s invalid entries from storage[%s]!",
|
||||||
{result, compound_tab})
|
{ result, compound_tab })
|
||||||
-- Restore missing hidden entities
|
-- Restore missing hidden entities
|
||||||
result = BioInd.restore_missing_entities(compound_name)
|
result = BioInd.restore_missing_entities(compound_name)
|
||||||
BioInd.writeDebug("Checked %s compound entities and restored %s missing hidden entries for storage[\"%s\"]!",
|
BioInd.writeDebug("Checked %s compound entities and restored %s missing hidden entries for storage[\"%s\"]!",
|
||||||
{result.checked, result.restored, compound_tab})
|
{ result.checked, result.restored, compound_tab })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Search all surfaces for unregistered compound entities
|
-- Search all surfaces for unregistered compound entities
|
||||||
result = BioInd.find_unregistered_entities()
|
result = BioInd.find_unregistered_entities()
|
||||||
BioInd.writeDebug("Registered %s forgotten entities!", {result})
|
BioInd.writeDebug("Registered %s forgotten entities!", { result })
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -236,7 +236,7 @@ BioInd.show("Need to check these tables in global", compound_entity_tables)
|
||||||
|
|
||||||
-- enable researched recipes
|
-- enable researched recipes
|
||||||
for i, force in pairs(game.forces) do
|
for i, force in pairs(game.forces) do
|
||||||
BioInd.writeDebug("Reset technology effects for force %s.", {force.name})
|
BioInd.writeDebug("Reset technology effects for force %s.", { force.name })
|
||||||
force.reset_technology_effects()
|
force.reset_technology_effects()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -244,20 +244,18 @@ BioInd.show("Need to check these tables in global", compound_entity_tables)
|
||||||
if BioInd.UseMuskForce and not game.forces[BioInd.MuskForceName] then
|
if BioInd.UseMuskForce and not game.forces[BioInd.MuskForceName] then
|
||||||
Create_dummy_force()
|
Create_dummy_force()
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
--------------------------------------------------------------------
|
--------------------------------------------------------------------
|
||||||
local function On_Load()
|
local function On_Load()
|
||||||
log("Entered On_Load!")
|
log("Entered On_Load!")
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
--------------------------------------------------------------------
|
--------------------------------------------------------------------
|
||||||
local function On_Config_Change(ConfigurationChangedData)
|
local function On_Config_Change(ConfigurationChangedData)
|
||||||
BioInd.writeDebug("On Configuration changed: %s", {ConfigurationChangedData})
|
BioInd.writeDebug("On Configuration changed: %s", { ConfigurationChangedData })
|
||||||
|
|
||||||
|
|
||||||
-- Re-initialize global tables etc.
|
-- Re-initialize global tables etc.
|
||||||
|
@ -278,10 +276,10 @@ BioInd.writeDebug("On Configuration changed: %s", {ConfigurationChangedData})
|
||||||
-- Growing stages
|
-- Growing stages
|
||||||
for i = 1, 4 do
|
for i = 1, 4 do
|
||||||
tab = storage.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)})
|
BioInd.writeDebug("Number of trees in growing stage %s: %s", { i, table_size(tab) })
|
||||||
for t = #tab, 1, -1 do
|
for t = #tab, 1, -1 do
|
||||||
if not trees[tab[t].tree_name] then
|
if not trees[tab[t].tree_name] then
|
||||||
BioInd.writeDebug("Removing invalid tree %s (%s)", {t, tab[t].tree_name})
|
BioInd.writeDebug("Removing invalid tree %s (%s)", { t, tab[t].tree_name })
|
||||||
table.remove(tab, t)
|
table.remove(tab, t)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -291,7 +289,7 @@ BioInd.writeDebug("Number of trees in growing stage %s: %s", {i, table_size(tab)
|
||||||
-- tree with index 1 when checking if a tree has completed the growing stage, so
|
-- tree with index 1 when checking if a tree has completed the growing stage, so
|
||||||
-- lets sort the table after all invalid trees have been removed!)
|
-- lets sort the table after all invalid trees have been removed!)
|
||||||
table.sort(tab, function(a, b) return a.time < b.time end)
|
table.sort(tab, function(a, b) return a.time < b.time end)
|
||||||
BioInd.show("Number of trees in final list", #tab)
|
BioInd.show("Number of trees in final list", #tab)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -334,11 +332,11 @@ Event.register(defines.events.on_trigger_created_entity, function(event)
|
||||||
BioInd.writeDebug("Seed Bomb Activated - Standard")
|
BioInd.writeDebug("Seed Bomb Activated - Standard")
|
||||||
local currTile = surface.get_tile(position).name
|
local currTile = surface.get_tile(position).name
|
||||||
if storage.bi.barren_tiles[currTile] then
|
if storage.bi.barren_tiles[currTile] then
|
||||||
BioInd.writeDebug("Can't fertilize %s!", {currTile})
|
BioInd.writeDebug("Can't fertilize %s!", { currTile })
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Using fertilizer!")
|
BioInd.writeDebug("Using fertilizer!")
|
||||||
local terrain_name_s = AlienBiomes and "vegetation-green-grass-3" or "grass-3"
|
local terrain_name_s = AlienBiomes and "vegetation-green-grass-3" or "grass-3"
|
||||||
surface.set_tiles{{name = terrain_name_s, position = position}}
|
surface.set_tiles { { name = terrain_name_s, position = position } }
|
||||||
end
|
end
|
||||||
seed_planted_trigger(event)
|
seed_planted_trigger(event)
|
||||||
|
|
||||||
|
@ -347,11 +345,11 @@ Event.register(defines.events.on_trigger_created_entity, function(event)
|
||||||
BioInd.writeDebug("Seed Bomb Activated - Advanced")
|
BioInd.writeDebug("Seed Bomb Activated - Advanced")
|
||||||
local currTile = surface.get_tile(position).name
|
local currTile = surface.get_tile(position).name
|
||||||
if storage.bi.barren_tiles[currTile] then
|
if storage.bi.barren_tiles[currTile] then
|
||||||
BioInd.writeDebug("Can't fertilize %s!", {currTile})
|
BioInd.writeDebug("Can't fertilize %s!", { currTile })
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Using fertilizer!")
|
BioInd.writeDebug("Using fertilizer!")
|
||||||
local terrain_name_a = AlienBiomes and "vegetation-green-grass-1" or "grass-1"
|
local terrain_name_a = AlienBiomes and "vegetation-green-grass-1" or "grass-1"
|
||||||
surface.set_tiles{{name = terrain_name_a, position = position}}
|
surface.set_tiles { { name = terrain_name_a, position = position } }
|
||||||
end
|
end
|
||||||
seed_planted_trigger(event)
|
seed_planted_trigger(event)
|
||||||
end
|
end
|
||||||
|
@ -375,7 +373,7 @@ local function On_Built(event)
|
||||||
-- We can ignore ghosts -- if ghosts are revived, there will be
|
-- We can ignore ghosts -- if ghosts are revived, there will be
|
||||||
-- another event that triggers where actual entities are placed!
|
-- another event that triggers where actual entities are placed!
|
||||||
if entity.name == "entity-ghost" then
|
if entity.name == "entity-ghost" then
|
||||||
BioInd.writeDebug("Built ghost of %s -- return!", {entity.ghost_name})
|
BioInd.writeDebug("Built ghost of %s -- return!", { entity.ghost_name })
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -390,16 +388,17 @@ local function On_Built(event)
|
||||||
-- remove anything from it for real.
|
-- remove anything from it for real.
|
||||||
local hidden_entities = util.table.deepcopy(base_entry.hidden)
|
local hidden_entities = util.table.deepcopy(base_entry.hidden)
|
||||||
|
|
||||||
BioInd.writeDebug("%s (%s) is a compound entity. Need to create %s", {base.name, base.unit_number, hidden_entities})
|
BioInd.writeDebug("%s (%s) is a compound entity. Need to create %s",
|
||||||
BioInd.show("hidden_entities", hidden_entities)
|
{ base.name, base.unit_number, hidden_entities })
|
||||||
|
BioInd.show("hidden_entities", hidden_entities)
|
||||||
local new_base
|
local new_base
|
||||||
local new_base_name = base_entry.new_base_name
|
local new_base_name = base_entry.new_base_name
|
||||||
-- If the base entity is only an overlay, we'll replace it with the real base
|
-- If the base entity is only an overlay, we'll replace it with the real base
|
||||||
-- entity and raise an event. The hidden entities will be created in the second
|
-- entity and raise an event. The hidden entities will be created in the second
|
||||||
-- pass (triggered by building the final entity).
|
-- pass (triggered by building the final entity).
|
||||||
BioInd.show("base_entry.new_base_name", base_entry.new_base_name)
|
BioInd.show("base_entry.new_base_name", base_entry.new_base_name)
|
||||||
BioInd.show("base_entry.new_base_name == base.name", base_entry.new_base_name == base.name)
|
BioInd.show("base_entry.new_base_name == base.name", base_entry.new_base_name == base.name)
|
||||||
BioInd.show("base_entry.optional", base_entry.optional)
|
BioInd.show("base_entry.optional", base_entry.optional)
|
||||||
if new_base_name and new_base_name ~= base.name then
|
if new_base_name and new_base_name ~= base.name then
|
||||||
new_base = surface.create_entity({
|
new_base = surface.create_entity({
|
||||||
name = new_base_name,
|
name = new_base_name,
|
||||||
|
@ -411,39 +410,39 @@ BioInd.show("base_entry.optional", base_entry.optional)
|
||||||
new_base.health = base.health
|
new_base.health = base.health
|
||||||
BioInd.show("Created final base entity", BioInd.print_name_id(new_base))
|
BioInd.show("Created final base entity", BioInd.print_name_id(new_base))
|
||||||
|
|
||||||
base.destroy({raise_destroy = true})
|
base.destroy({ raise_destroy = true })
|
||||||
base = new_base
|
base = new_base
|
||||||
BioInd.writeDebug("Destroyed old base entity!")
|
BioInd.writeDebug("Destroyed old base entity!")
|
||||||
|
|
||||||
-- Second pass: We've placed the final base entity now, so we can create the
|
-- Second pass: We've placed the final base entity now, so we can create the
|
||||||
-- the hidden entities!
|
-- the hidden entities!
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Second pass -- creating hidden entities!")
|
BioInd.writeDebug("Second pass -- creating hidden entities!")
|
||||||
BioInd.show("base_entry", base_entry)
|
BioInd.show("base_entry", base_entry)
|
||||||
|
|
||||||
BioInd.writeDebug("storage[%s]: %s", {base_entry.tab, storage[base_entry.tab]})
|
BioInd.writeDebug("storage[%s]: %s", { base_entry.tab, storage[base_entry.tab] })
|
||||||
BioInd.show("base.name", base.name)
|
BioInd.show("base.name", base.name)
|
||||||
BioInd.show("base.unit_number", base.unit_number)
|
BioInd.show("base.unit_number", base.unit_number)
|
||||||
BioInd.show("hidden_entities", hidden_entities)
|
BioInd.show("hidden_entities", hidden_entities)
|
||||||
|
|
||||||
-- We must call create_entities even if there are no hidden entities (e.g. if
|
-- 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)
|
-- the "Easy Gardens" setting is disabled and no hidden poles are required)
|
||||||
-- because the compound entity gets registered there!
|
-- because the compound entity gets registered there!
|
||||||
BioInd.create_entities(storage[base_entry.tab], base, hidden_entities)
|
BioInd.create_entities(storage[base_entry.tab], base, hidden_entities)
|
||||||
BioInd.writeDebug("Stored %s in table: %s",
|
BioInd.writeDebug("Stored %s in table: %s",
|
||||||
{BioInd.print_name_id(base), storage[base_entry.tab][base.unit_number]})
|
{ BioInd.print_name_id(base), storage[base_entry.tab][base.unit_number] })
|
||||||
end
|
end
|
||||||
|
|
||||||
-- The built entity isn't one of our compound entities.
|
-- The built entity isn't one of our compound entities.
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s is not a compound entity!", {BioInd.print_name_id(entity)})
|
BioInd.writeDebug("%s is not a compound entity!", { BioInd.print_name_id(entity) })
|
||||||
|
|
||||||
-- If one of our hidden entities has been built, we'll have raised this event
|
-- If one of our hidden entities has been built, we'll have raised this event
|
||||||
-- ourselves and have passed on the base entity.
|
-- ourselves and have passed on the base entity.
|
||||||
base = event.base_entity
|
base = event.base_entity
|
||||||
|
|
||||||
local entities = BioInd.compound_entities
|
local entities = BioInd.compound_entities
|
||||||
BioInd.show("Base entity", BioInd.print_name_id(base))
|
BioInd.show("Base entity", BioInd.print_name_id(base))
|
||||||
|
|
||||||
-- The hidden entities are listed with a common handle ("pole", "panel" etc.). We
|
-- The hidden entities are listed with a common handle ("pole", "panel" etc.). We
|
||||||
-- can get it from the reverse-lookup list via the entity type!
|
-- can get it from the reverse-lookup list via the entity type!
|
||||||
|
@ -455,38 +454,16 @@ BioInd.show("Base entity", BioInd.print_name_id(base))
|
||||||
entity.name == entities["bi-arboretum-area"].hidden[h_key].name and base then
|
entity.name == entities["bi-arboretum-area"].hidden[h_key].name and base then
|
||||||
storage.bi_arboretum_radar_table[entity.unit_number] = base.unit_number
|
storage.bi_arboretum_radar_table[entity.unit_number] = base.unit_number
|
||||||
entity.backer_name = ""
|
entity.backer_name = ""
|
||||||
BioInd.writeDebug("Added %s to storage.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!
|
-- Electric poles -- we need to take care that they don't hook up to hidden poles!
|
||||||
elseif entity.type == "electric-pole" then
|
elseif entity.type == "electric-pole" then
|
||||||
BioInd.show("entities[\"bi-straight-rail-power\"].hidden[h_key].name", entities["bi-straight-rail-power"].hidden[h_key].name)
|
|
||||||
local pole = entity
|
local pole = entity
|
||||||
-- Make sure hidden poles of the Bio gardens are connected correctly!
|
-- Make sure hidden poles of the Bio gardens are connected correctly!
|
||||||
if pole.name == entities["bi-bio-garden"].hidden[h_key].name and base then
|
if pole.name == entities["bi-bio-garden"].hidden[h_key].name and base then
|
||||||
BioInd.writeDebug("Bio garden!")
|
BioInd.writeDebug("Bio garden!")
|
||||||
BioInd.connect_garden_pole(base, pole)
|
BioInd.connect_garden_pole(base, pole)
|
||||||
BioInd.writeDebug("Connected %s (%s)", {pole.name, pole.unit_number or "nil"})
|
BioInd.writeDebug("Connected %s (%s)", { pole.name, pole.unit_number or "nil" })
|
||||||
|
|
||||||
-- Make sure hidden poles for powered rails are connected correctly!
|
|
||||||
elseif pole.name == entities["bi-straight-rail-power"].hidden[h_key].name and base then
|
|
||||||
BioInd.writeDebug("Powered rail!")
|
|
||||||
BioInd.connect_power_rail(base, pole)
|
|
||||||
BioInd.writeDebug("Connected %s", {BioInd.print_name_id(pole)})
|
|
||||||
|
|
||||||
-- Do nothing for rail-to-power connectors
|
|
||||||
elseif pole.name == "bi-power-to-rail-pole" then
|
|
||||||
BioInd.writeDebug("Nothing to do for %s", {BioInd.print_name_id(pole)})
|
|
||||||
|
|
||||||
-- Disconnect other poles from hidden poles on powered rails
|
|
||||||
else
|
|
||||||
BioInd.writeDebug("Must disconnect!")
|
|
||||||
for n, neighbour in ipairs(pole.neighbours["copper"] or {}) do
|
|
||||||
if neighbour.name == entities["bi-straight-rail-power"].hidden[h_key].name then
|
|
||||||
pole.disconnect_neighbour(neighbour)
|
|
||||||
BioInd.writeDebug("Disconnected %s from %s",
|
|
||||||
{BioInd.print_name_id(pole), BioInd.print_name_id(neighbour)})
|
|
||||||
end
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
|
|
||||||
-- A seedling has been planted
|
-- A seedling has been planted
|
||||||
|
@ -496,7 +473,7 @@ BioInd.writeDebug("Must disconnect!")
|
||||||
|
|
||||||
-- Something else has been built
|
-- Something else has been built
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Nothing to do for %s!", {entity.name})
|
BioInd.writeDebug("Nothing to do for %s!", { entity.name })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
BioInd.writeDebug("End of function On_Built")
|
BioInd.writeDebug("End of function On_Built")
|
||||||
|
@ -504,7 +481,7 @@ end
|
||||||
|
|
||||||
|
|
||||||
local function remove_plants(entity_position, tabl)
|
local function remove_plants(entity_position, tabl)
|
||||||
BioInd.writeDebug("Entered function remove_plants(%s, %s)", {entity_position or "nil", tabl or "nil"})
|
BioInd.writeDebug("Entered function remove_plants(%s, %s)", { entity_position or "nil", tabl or "nil" })
|
||||||
local e = BioInd.normalize_position(entity_position)
|
local e = BioInd.normalize_position(entity_position)
|
||||||
if not e then
|
if not e then
|
||||||
BioInd.arg_err(entity_position or "nil", "position")
|
BioInd.arg_err(entity_position or "nil", "position")
|
||||||
|
@ -516,7 +493,7 @@ BioInd.writeDebug("Entered function remove_plants(%s, %s)", {entity_position or
|
||||||
for k, v in pairs(tabl or {}) do
|
for k, v in pairs(tabl or {}) do
|
||||||
pos = BioInd.normalize_position(v.position)
|
pos = BioInd.normalize_position(v.position)
|
||||||
if pos and pos.x == e.x and pos.y == e.y then
|
if pos and pos.x == e.x and pos.y == e.y then
|
||||||
BioInd.writeDebug("Removing entry %s from table: %s", {k, v})
|
BioInd.writeDebug("Removing entry %s from table: %s", { k, v })
|
||||||
table.remove(tabl, k)
|
table.remove(tabl, k)
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
|
@ -526,7 +503,7 @@ end
|
||||||
|
|
||||||
--------------------------------------------------------------------
|
--------------------------------------------------------------------
|
||||||
local function On_Pre_Remove(event)
|
local function On_Pre_Remove(event)
|
||||||
BioInd.writeDebug("Entered function On_Pre_Remove(%s)", {event})
|
BioInd.writeDebug("Entered function On_Pre_Remove(%s)", { event })
|
||||||
local entity = event.entity
|
local entity = event.entity
|
||||||
|
|
||||||
if not (entity and entity.valid) then
|
if not (entity and entity.valid) then
|
||||||
|
@ -536,40 +513,41 @@ BioInd.writeDebug("Entered function On_Pre_Remove(%s)", {event})
|
||||||
|
|
||||||
local compound_entity = storage.compound_entities[entity.name]
|
local compound_entity = storage.compound_entities[entity.name]
|
||||||
local base_entry = compound_entity and storage[compound_entity.tab][entity.unit_number]
|
local base_entry = compound_entity and storage[compound_entity.tab][entity.unit_number]
|
||||||
BioInd.show("entity.name", entity.name)
|
BioInd.show("entity.name", entity.name)
|
||||||
BioInd.show("entity.unit_number", entity.unit_number)
|
BioInd.show("entity.unit_number", entity.unit_number)
|
||||||
|
|
||||||
BioInd.show("compound_entity", compound_entity)
|
BioInd.show("compound_entity", compound_entity)
|
||||||
BioInd.show("base_entry", base_entry)
|
BioInd.show("base_entry", base_entry)
|
||||||
BioInd.show("compound_entity.tab", compound_entity and compound_entity.tab or "nil")
|
BioInd.show("compound_entity.tab", compound_entity and 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"})
|
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!
|
-- Found a compound entity from our list!
|
||||||
if base_entry then
|
if base_entry then
|
||||||
BioInd.writeDebug("Found compound entity %s",
|
BioInd.writeDebug("Found compound entity %s",
|
||||||
{base_entry.base and BioInd.print_name_id(base_entry.base)})
|
{ base_entry.base and BioInd.print_name_id(base_entry.base) })
|
||||||
|
|
||||||
-- Arboretum: Need to separately remove the entry from the radar table
|
-- 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
|
if entity.name == "bi-arboretum" and base_entry.radar and base_entry.radar.valid then
|
||||||
storage.bi_arboretum_radar_table[base_entry.radar.unit_number] = nil
|
storage.bi_arboretum_radar_table[base_entry.radar.unit_number] = nil
|
||||||
BioInd.show("Removed arboretum radar! Table", storage.bi_arboretum_radar_table)
|
BioInd.show("Removed arboretum radar! Table", storage.bi_arboretum_radar_table)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Power rails: Connections must be explicitely removed, otherwise the poles
|
-- Power rails: Connections must be explicitely removed, otherwise the poles
|
||||||
-- from the remaining rails will automatically connect and bridge the gap in
|
-- from the remaining rails will automatically connect and bridge the gap in
|
||||||
-- the power supply!
|
-- the power supply!
|
||||||
if entity.name:match("bi%-%a+%-rail%-power") and base_entry.pole and base_entry.pole.valid then
|
if entity.name:match("bi%-%a+%-rail%-power") and base_entry.pole and base_entry.pole.valid then
|
||||||
BioInd.writeDebug("Before")
|
BioInd.writeDebug("Before")
|
||||||
BioInd.writeDebug("Disconnecting %s!", {BioInd.print_name_id(base_entry.pole)})
|
BioInd.writeDebug("Disconnecting %s!", { BioInd.print_name_id(base_entry.pole) })
|
||||||
base_entry.pole.disconnect_neighbour()
|
base_entry.pole.disconnect_neighbour()
|
||||||
BioInd.writeDebug("After")
|
BioInd.writeDebug("After")
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Default: Remove all hidden entities!
|
-- Default: Remove all hidden entities!
|
||||||
for hidden, h_name in pairs(compound_entity.hidden or {}) do
|
for hidden, h_name in pairs(compound_entity.hidden or {}) do
|
||||||
BioInd.show("hidden", hidden)
|
BioInd.show("hidden", hidden)
|
||||||
|
|
||||||
BioInd.writeDebug("Removing hidden entity %s", {BioInd.print_name_id(base_entry[hidden])})
|
BioInd.writeDebug("Removing hidden entity %s", { BioInd.print_name_id(base_entry[hidden]) })
|
||||||
BioInd.remove_entity(base_entry[hidden])
|
BioInd.remove_entity(base_entry[hidden])
|
||||||
base_entry[hidden] = nil
|
base_entry[hidden] = nil
|
||||||
end
|
end
|
||||||
|
@ -581,7 +559,7 @@ BioInd.writeDebug("Removing hidden entity %s", {BioInd.print_name_id(base_entry[
|
||||||
elseif entity.name == "bi-power-to-rail-pole" then
|
elseif entity.name == "bi-power-to-rail-pole" then
|
||||||
BioInd.writeDebug("Rail-to-power connector has been removed")
|
BioInd.writeDebug("Rail-to-power connector has been removed")
|
||||||
entity.disconnect_neighbour()
|
entity.disconnect_neighbour()
|
||||||
BioInd.writeDebug("Removed copper wires from %s (%g)", {entity.name, entity.unit_number})
|
BioInd.writeDebug("Removed copper wires from %s (%g)", { entity.name, entity.unit_number })
|
||||||
|
|
||||||
-- Removed seedling
|
-- Removed seedling
|
||||||
elseif entity.name == "seedling" then
|
elseif entity.name == "seedling" then
|
||||||
|
@ -593,7 +571,7 @@ BioInd.writeDebug("Removing hidden entity %s", {BioInd.print_name_id(base_entry[
|
||||||
BioInd.show("Removed tree", entity.name)
|
BioInd.show("Removed tree", entity.name)
|
||||||
|
|
||||||
local tree_stage = entity.name:match('^.+%-(%d)$')
|
local tree_stage = entity.name:match('^.+%-(%d)$')
|
||||||
BioInd.writeDebug("Removed tree %s (grow stage: %s)", {entity.name, tree_stage or nil})
|
BioInd.writeDebug("Removed tree %s (grow stage: %s)", { entity.name, tree_stage or nil })
|
||||||
if tree_stage then
|
if tree_stage then
|
||||||
remove_plants(entity.position, storage.bi["tree_growing_stage_" .. tree_stage])
|
remove_plants(entity.position, storage.bi["tree_growing_stage_" .. tree_stage])
|
||||||
else
|
else
|
||||||
|
@ -602,7 +580,7 @@ BioInd.writeDebug("Removed tree %s (grow stage: %s)", {entity.name, tree_stage o
|
||||||
|
|
||||||
-- Removed something else
|
-- Removed something else
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s has been removed -- nothing to do!", {entity.name})
|
BioInd.writeDebug("%s has been removed -- nothing to do!", { entity.name })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -610,7 +588,7 @@ end
|
||||||
--------------------------------------------------------------------
|
--------------------------------------------------------------------
|
||||||
local function On_Damage(event)
|
local function On_Damage(event)
|
||||||
local f_name = "On_Damage"
|
local f_name = "On_Damage"
|
||||||
BioInd.writeDebug("Entered function %s(%s)", {f_name, event})
|
BioInd.writeDebug("Entered function %s(%s)", { f_name, event })
|
||||||
local entity = event.entity
|
local entity = event.entity
|
||||||
local final_health = event.final_health
|
local final_health = event.final_health
|
||||||
|
|
||||||
|
@ -640,7 +618,7 @@ end
|
||||||
--------------------------------------------------------------------
|
--------------------------------------------------------------------
|
||||||
local function On_Death(event)
|
local function On_Death(event)
|
||||||
local f_name = "On_Death"
|
local f_name = "On_Death"
|
||||||
BioInd.writeDebug("Entered function %s(%s)", {f_name, event})
|
BioInd.writeDebug("Entered function %s(%s)", { f_name, event })
|
||||||
|
|
||||||
local entity = event.entity
|
local entity = event.entity
|
||||||
if not entity then
|
if not entity then
|
||||||
|
@ -655,7 +633,6 @@ BioInd.writeDebug("Entered function %s(%s)", {f_name, event})
|
||||||
entity.name == storage.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 == "bi-power-to-rail-pole" or
|
||||||
entity.name == "seedling" then
|
entity.name == "seedling" then
|
||||||
|
|
||||||
BioInd.writeDebug("Divert to On_Pre_Remove!")
|
BioInd.writeDebug("Divert to On_Pre_Remove!")
|
||||||
On_Pre_Remove(event)
|
On_Pre_Remove(event)
|
||||||
else
|
else
|
||||||
|
@ -671,7 +648,7 @@ end
|
||||||
-- Radar completed a sector scan
|
-- Radar completed a sector scan
|
||||||
local function On_Sector_Scanned(event)
|
local function On_Sector_Scanned(event)
|
||||||
local f_name = "On_Sector_Scanned"
|
local f_name = "On_Sector_Scanned"
|
||||||
BioInd.writeDebug("Entered function %s(%s)", {f_name, event})
|
BioInd.writeDebug("Entered function %s(%s)", { f_name, event })
|
||||||
|
|
||||||
---- Each time a Arboretum-Radar scans a sector ----
|
---- Each time a Arboretum-Radar scans a sector ----
|
||||||
local arboretum = storage.bi_arboretum_radar_table[event.radar.unit_number]
|
local arboretum = storage.bi_arboretum_radar_table[event.radar.unit_number]
|
||||||
|
@ -688,7 +665,7 @@ end
|
||||||
--------------------------------------------------------------------
|
--------------------------------------------------------------------
|
||||||
-- Solar mat was removed
|
-- Solar mat was removed
|
||||||
local function solar_mat_removed(event)
|
local function solar_mat_removed(event)
|
||||||
BioInd.writeDebug("Entered solar_mat_removed (\"%s\")", {event})
|
BioInd.writeDebug("Entered solar_mat_removed (\"%s\")", { event })
|
||||||
|
|
||||||
local surface = game.surfaces[event.surface_index]
|
local surface = game.surfaces[event.surface_index]
|
||||||
local tiles = event.tiles
|
local tiles = event.tiles
|
||||||
|
@ -700,12 +677,12 @@ local function solar_mat_removed(event)
|
||||||
pos = BioInd.normalize_position(tile.position)
|
pos = BioInd.normalize_position(tile.position)
|
||||||
x, y = pos.x, pos.y
|
x, y = pos.x, pos.y
|
||||||
|
|
||||||
BioInd.writeDebug("Looking for hidden entities to remove")
|
BioInd.writeDebug("Looking for hidden entities to remove")
|
||||||
for _, o in pairs(surface.find_entities_filtered{
|
for _, o in pairs(surface.find_entities_filtered {
|
||||||
name = {'bi-musk-mat-hidden-pole', 'bi-musk-mat-hidden-panel'},
|
name = { 'bi-musk-mat-hidden-pole', 'bi-musk-mat-hidden-panel' },
|
||||||
position = {x + 0.5, y + 0.5}
|
position = { x + 0.5, y + 0.5 }
|
||||||
} or {}) do
|
} or {}) do
|
||||||
BioInd.show("Removing", o.name)
|
BioInd.show("Removing", o.name)
|
||||||
o.destroy()
|
o.destroy()
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -714,7 +691,7 @@ BioInd.show("Removing", o.name)
|
||||||
storage.bi_musk_floor_table.tiles[x] and
|
storage.bi_musk_floor_table.tiles[x] and
|
||||||
storage.bi_musk_floor_table.tiles[x][y]
|
storage.bi_musk_floor_table.tiles[x][y]
|
||||||
if force_name then
|
if force_name then
|
||||||
BioInd.writeDebug("Removing Musk floor tile from tables!")
|
BioInd.writeDebug("Removing Musk floor tile from tables!")
|
||||||
storage.bi_musk_floor_table.tiles[x][y] = nil
|
storage.bi_musk_floor_table.tiles[x][y] = nil
|
||||||
if not next(storage.bi_musk_floor_table.tiles[x]) then
|
if not next(storage.bi_musk_floor_table.tiles[x]) then
|
||||||
storage.bi_musk_floor_table.tiles[x] = nil
|
storage.bi_musk_floor_table.tiles[x] = nil
|
||||||
|
@ -728,11 +705,10 @@ BioInd.writeDebug("Removing Musk floor tile from tables!")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
BioInd.writeDebug("bi-solar-mat: removed %g tiles", {table_size(tiles)})
|
BioInd.writeDebug("bi-solar-mat: removed %g tiles", { table_size(tiles) })
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -745,11 +721,11 @@ local function place_musk_floor(force, position, surface)
|
||||||
|
|
||||||
local x, y = position.x, position.y
|
local x, y = position.x, position.y
|
||||||
local created
|
local created
|
||||||
for n, name in ipairs({"bi-musk-mat-hidden-pole", "bi-musk-mat-hidden-panel"}) do
|
for n, name in ipairs({ "bi-musk-mat-hidden-pole", "bi-musk-mat-hidden-panel" }) do
|
||||||
created = surface.create_entity({name = name, position = {x + 0.5, y + 0.5}, force = force})
|
created = surface.create_entity({ name = name, position = { x + 0.5, y + 0.5 }, force = force })
|
||||||
created.minable = false
|
created.minable = false
|
||||||
created.destructible = false
|
created.destructible = false
|
||||||
BioInd.writeDebug("Created %s: %s", {name, created.unit_number})
|
BioInd.writeDebug("Created %s: %s", { name, created.unit_number })
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Add to global tables!
|
-- Add to global tables!
|
||||||
|
@ -764,7 +740,7 @@ end
|
||||||
--------------------------------------------------------------------
|
--------------------------------------------------------------------
|
||||||
-- Solar mat was built
|
-- Solar mat was built
|
||||||
local function solar_mat_built(event)
|
local function solar_mat_built(event)
|
||||||
BioInd.show("Entered function \"solar_mat_built\"", event)
|
BioInd.show("Entered function \"solar_mat_built\"", event)
|
||||||
-- Called from player, bot and script-raised events, so event may
|
-- Called from player, bot and script-raised events, so event may
|
||||||
-- contain "robot" or "player_index"
|
-- contain "robot" or "player_index"
|
||||||
|
|
||||||
|
@ -776,7 +752,7 @@ BioInd.show("Entered function \"solar_mat_built\"", event)
|
||||||
(event.player_index and game.players[event.player_index].force.name) or
|
(event.player_index and game.players[event.player_index].force.name) or
|
||||||
(event.robot and event.robot.force.name) or
|
(event.robot and event.robot.force.name) or
|
||||||
event.force.name
|
event.force.name
|
||||||
BioInd.show("Force.name", force)
|
BioInd.show("Force.name", force)
|
||||||
|
|
||||||
-- Item that was used to place the tile
|
-- Item that was used to place the tile
|
||||||
local item = event.item
|
local item = event.item
|
||||||
|
@ -789,19 +765,19 @@ BioInd.show("Force.name", force)
|
||||||
-- Musk floor has been built -- create hidden entities!
|
-- Musk floor has been built -- create hidden entities!
|
||||||
if tile.name == "bi-solar-mat" then
|
if tile.name == "bi-solar-mat" then
|
||||||
BioInd.writeDebug("Solar Mat has been built -- must create hidden entities!")
|
BioInd.writeDebug("Solar Mat has been built -- must create hidden entities!")
|
||||||
BioInd.show("Tile data", tile )
|
BioInd.show("Tile data", tile)
|
||||||
|
|
||||||
for index, t in pairs(old_tiles or {tile}) do
|
for index, t in pairs(old_tiles or { tile }) do
|
||||||
BioInd.show("Read old_tile inside loop", t)
|
BioInd.show("Read old_tile inside loop", t)
|
||||||
-- event.tiles will also contain landscape tiles like "grass-1", and it will always
|
-- event.tiles will also contain landscape tiles like "grass-1", and it will always
|
||||||
-- contain at least one tile
|
-- contain at least one tile
|
||||||
position = BioInd.normalize_position(t.position)
|
position = BioInd.normalize_position(t.position)
|
||||||
-- If we got here by a call from script_raised_built, force may be stored
|
-- If we got here by a call from script_raised_built, force may be stored
|
||||||
-- with the tile
|
-- with the tile
|
||||||
force = force or t.force
|
force = force or t.force
|
||||||
BioInd.show("Got force from tile data", t.force or "false")
|
BioInd.show("Got force from tile data", t.force or "false")
|
||||||
BioInd.writeDebug("Building solar mat for force %s at position %s",
|
BioInd.writeDebug("Building solar mat for force %s at position %s",
|
||||||
{tostring(type(force) == "table" and force.name or force), position})
|
{ tostring(type(force) == "table" and force.name or force), position })
|
||||||
|
|
||||||
place_musk_floor(force, position, surface)
|
place_musk_floor(force, position, surface)
|
||||||
end
|
end
|
||||||
|
@ -809,38 +785,37 @@ BioInd.show("Got force from tile data", t.force or "false")
|
||||||
-- Fertilizer/Advanced fertilizer has been used. Check if the tile was valid
|
-- Fertilizer/Advanced fertilizer has been used. Check if the tile was valid
|
||||||
-- (no Musk floor, no wooden floor, no concrete etc.)
|
-- (no Musk floor, no wooden floor, no concrete etc.)
|
||||||
elseif item and (item.name == "fertilizer" or item.name == "bi-adv-fertilizer") then
|
elseif item and (item.name == "fertilizer" or item.name == "bi-adv-fertilizer") then
|
||||||
|
|
||||||
local restore_tiles = {}
|
local restore_tiles = {}
|
||||||
local products, remove_this
|
local products, remove_this
|
||||||
|
|
||||||
for index, t in pairs(old_tiles or {tile}) do
|
for index, t in pairs(old_tiles or { tile }) do
|
||||||
BioInd.show("index", index)
|
BioInd.show("index", index)
|
||||||
BioInd.show("t.old_tile.name", t.old_tile.name)
|
BioInd.show("t.old_tile.name", t.old_tile.name)
|
||||||
|
|
||||||
-- We want to restore removed tiles if nothing is supposed to grow on them!
|
-- We want to restore removed tiles if nothing is supposed to grow on them!
|
||||||
if storage.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})
|
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}
|
restore_tiles[#restore_tiles + 1] = { name = t.old_tile.name, position = t.position }
|
||||||
|
|
||||||
-- Is that tile minable?
|
-- Is that tile minable?
|
||||||
products = storage.bi.barren_tiles[t.old_tile.name]
|
products = storage.bi.barren_tiles[t.old_tile.name]
|
||||||
if type(products) == "table" then
|
if type(products) == "table" then
|
||||||
for p, product in ipairs(products) do
|
for p, product in ipairs(products) do
|
||||||
remove_this = {name = product.name, count = product.amount}
|
remove_this = { name = product.name, count = product.amount }
|
||||||
if player then
|
if player then
|
||||||
BioInd.writeDebug("Removing %s (%s) from player %s",
|
BioInd.writeDebug("Removing %s (%s) from player %s",
|
||||||
{product.name, product.amount, player.name})
|
{ product.name, product.amount, player.name })
|
||||||
player.remove_item(remove_this)
|
player.remove_item(remove_this)
|
||||||
elseif robot then
|
elseif robot then
|
||||||
BioInd.writeDebug("Removing %s (%s) from robot %s",
|
BioInd.writeDebug("Removing %s (%s) from robot %s",
|
||||||
{product.name, product.amount, robot.unit_number})
|
{ product.name, product.amount, robot.unit_number })
|
||||||
robot.remove_item(remove_this)
|
robot.remove_item(remove_this)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
BioInd.show("restore_tiles", restore_tiles)
|
BioInd.show("restore_tiles", restore_tiles)
|
||||||
if restore_tiles then
|
if restore_tiles then
|
||||||
surface.set_tiles(
|
surface.set_tiles(
|
||||||
restore_tiles,
|
restore_tiles,
|
||||||
|
@ -855,7 +830,7 @@ BioInd.show("restore_tiles", restore_tiles)
|
||||||
else
|
else
|
||||||
local test
|
local test
|
||||||
local removed_tiles = {}
|
local removed_tiles = {}
|
||||||
for index, t in pairs(old_tiles or {tile}) do
|
for index, t in pairs(old_tiles or { tile }) do
|
||||||
position = BioInd.normalize_position(t.position)
|
position = BioInd.normalize_position(t.position)
|
||||||
test = storage.bi_musk_floor_table and
|
test = storage.bi_musk_floor_table and
|
||||||
storage.bi_musk_floor_table.tiles and
|
storage.bi_musk_floor_table.tiles and
|
||||||
|
@ -863,18 +838,17 @@ BioInd.show("restore_tiles", restore_tiles)
|
||||||
storage.bi_musk_floor_table.tiles[position.x][position.y]
|
storage.bi_musk_floor_table.tiles[position.x][position.y]
|
||||||
if test then
|
if test then
|
||||||
removed_tiles[#removed_tiles + 1] = {
|
removed_tiles[#removed_tiles + 1] = {
|
||||||
old_tile = {name = "bi-solar-mat"},
|
old_tile = { name = "bi-solar-mat" },
|
||||||
position = position
|
position = position
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if next(removed_tiles) then
|
if next(removed_tiles) then
|
||||||
solar_mat_removed({surface_index = event.surface_index, tiles = removed_tiles})
|
solar_mat_removed({ surface_index = event.surface_index, tiles = removed_tiles })
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s has been built -- nothing to do!", {tile.name})
|
BioInd.writeDebug("%s has been built -- nothing to do!", { tile.name })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -882,7 +856,7 @@ end
|
||||||
-- A tille has been changed
|
-- A tille has been changed
|
||||||
local function Tile_Changed(event)
|
local function Tile_Changed(event)
|
||||||
local f_name = "Tile_Changed"
|
local f_name = "Tile_Changed"
|
||||||
BioInd.writeDebug("Entered function %s(%s)", {f_name, event})
|
BioInd.writeDebug("Entered function %s(%s)", { f_name, event })
|
||||||
|
|
||||||
-- The event gives us only a list of the new tiles that have been placed.
|
-- The event gives us only a list of the new tiles that have been placed.
|
||||||
-- So let's check if any Musk floor has been built!
|
-- So let's check if any Musk floor has been built!
|
||||||
|
@ -894,7 +868,7 @@ local function Tile_Changed(event)
|
||||||
local tile_force
|
local tile_force
|
||||||
|
|
||||||
for t, tile in ipairs(event.tiles) do
|
for t, tile in ipairs(event.tiles) do
|
||||||
BioInd.show("t", t)
|
BioInd.show("t", t)
|
||||||
pos = BioInd.normalize_position(tile.position)
|
pos = BioInd.normalize_position(tile.position)
|
||||||
tile_force = storage.bi_musk_floor_table.tiles[pos.x] and
|
tile_force = storage.bi_musk_floor_table.tiles[pos.x] and
|
||||||
storage.bi_musk_floor_table.tiles[pos.x][pos.y]
|
storage.bi_musk_floor_table.tiles[pos.x][pos.y]
|
||||||
|
@ -916,7 +890,7 @@ BioInd.show("t", t)
|
||||||
BioInd.writeDebug("Fertilizer was used!")
|
BioInd.writeDebug("Fertilizer was used!")
|
||||||
|
|
||||||
-- Fertilizer was used on a Musk floor tile -- restore the tile!
|
-- Fertilizer was used on a Musk floor tile -- restore the tile!
|
||||||
BioInd.show("Musk floor tile in position", tile_force)
|
BioInd.show("Musk floor tile in position", tile_force)
|
||||||
if tile_force then
|
if tile_force then
|
||||||
old_musk_floor_tiles[#old_musk_floor_tiles + 1] = {
|
old_musk_floor_tiles[#old_musk_floor_tiles + 1] = {
|
||||||
old_tile = { name = "bi-solar-mat" },
|
old_tile = { name = "bi-solar-mat" },
|
||||||
|
@ -932,14 +906,14 @@ BioInd.show("Musk floor tile in position", tile_force)
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
BioInd.show("new_musk_floor_tiles", new_musk_floor_tiles)
|
BioInd.show("new_musk_floor_tiles", new_musk_floor_tiles)
|
||||||
BioInd.show("old_musk_floor_tiles", old_musk_floor_tiles)
|
BioInd.show("old_musk_floor_tiles", old_musk_floor_tiles)
|
||||||
BioInd.show("remove_musk_floor_tiles", remove_musk_floor_tiles)
|
BioInd.show("remove_musk_floor_tiles", remove_musk_floor_tiles)
|
||||||
|
|
||||||
if next(new_musk_floor_tiles) then
|
if next(new_musk_floor_tiles) then
|
||||||
solar_mat_built({
|
solar_mat_built({
|
||||||
surface_index = event.surface_index,
|
surface_index = event.surface_index,
|
||||||
tile = {name = "bi-solar-mat"},
|
tile = { name = "bi-solar-mat" },
|
||||||
force = BioInd.MuskForceName,
|
force = BioInd.MuskForceName,
|
||||||
tiles = new_musk_floor_tiles
|
tiles = new_musk_floor_tiles
|
||||||
})
|
})
|
||||||
|
@ -947,12 +921,12 @@ BioInd.show("remove_musk_floor_tiles", remove_musk_floor_tiles)
|
||||||
if next(old_musk_floor_tiles) then
|
if next(old_musk_floor_tiles) then
|
||||||
solar_mat_built({
|
solar_mat_built({
|
||||||
surface_index = event.surface_index,
|
surface_index = event.surface_index,
|
||||||
tile = {name = "bi-solar-mat"},
|
tile = { name = "bi-solar-mat" },
|
||||||
tiles = old_musk_floor_tiles
|
tiles = old_musk_floor_tiles
|
||||||
})
|
})
|
||||||
end
|
end
|
||||||
if next(remove_musk_floor_tiles) then
|
if next(remove_musk_floor_tiles) then
|
||||||
solar_mat_removed({surface_index = event.surface_index, tiles = remove_musk_floor_tiles})
|
solar_mat_removed({ surface_index = event.surface_index, tiles = remove_musk_floor_tiles })
|
||||||
end
|
end
|
||||||
BioInd.show("End of function", f_name)
|
BioInd.show("End of function", f_name)
|
||||||
end
|
end
|
||||||
|
@ -978,7 +952,7 @@ Event.pre_remove_events = {
|
||||||
defines.events.on_player_mined_entity,
|
defines.events.on_player_mined_entity,
|
||||||
defines.events.on_robot_mined_entity,
|
defines.events.on_robot_mined_entity,
|
||||||
}
|
}
|
||||||
Event.death_events = {
|
Event.death_events = {
|
||||||
defines.events.on_entity_died,
|
defines.events.on_entity_died,
|
||||||
defines.events.script_raised_destroy
|
defines.events.script_raised_destroy
|
||||||
}
|
}
|
||||||
|
@ -1031,14 +1005,14 @@ Event.register(Event.tile_script_action, Tile_Changed)
|
||||||
-- (Thanks to eradicator!) --
|
-- (Thanks to eradicator!) --
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
setmetatable(_ENV, {
|
setmetatable(_ENV, {
|
||||||
__newindex = function (self, key, value) --locked_global_write
|
__newindex = function(self, key, value) --locked_global_write
|
||||||
error('\n\n[ER Global Lock] Forbidden global *write*:\n'
|
error('\n\n[ER Global Lock] Forbidden global *write*:\n'
|
||||||
.. serpent.line{key = key or '<nil>', value = value or '<nil>'} .. '\n')
|
.. serpent.line { key = key or '<nil>', value = value or '<nil>' } .. '\n')
|
||||||
end,
|
end,
|
||||||
__index = function (self, key) --locked_global_read
|
__index = function(self, key) --locked_global_read
|
||||||
if not (key == "game" or key == "mods" or key == "storage") then
|
if not (key == "game" or key == "mods" or key == "storage") then
|
||||||
error('\n\n[ER Global Lock] Forbidden global *read*:\n'
|
error('\n\n[ER Global Lock] Forbidden global *read*:\n'
|
||||||
.. serpent.line{key = key or '<nil>'} .. '\n')
|
.. serpent.line { key = key or '<nil>' } .. '\n')
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
})
|
})
|
||||||
|
|
|
@ -1,4 +1,3 @@
|
||||||
|
|
||||||
BioInd.writeDebug("Entered control_arboretum.lua")
|
BioInd.writeDebug("Entered control_arboretum.lua")
|
||||||
|
|
||||||
---Arboretum Stuff
|
---Arboretum Stuff
|
||||||
|
@ -36,7 +35,7 @@ local function get_new_position(pos)
|
||||||
local xxx = math.random(-plant_radius, plant_radius)
|
local xxx = math.random(-plant_radius, plant_radius)
|
||||||
local yyy = math.random(-plant_radius, plant_radius)
|
local yyy = math.random(-plant_radius, plant_radius)
|
||||||
|
|
||||||
return {x = pos.x + xxx, y = pos.y + yyy}
|
return { x = pos.x + xxx, y = pos.y + yyy }
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -48,7 +47,7 @@ local function check_ingredients(arboretum)
|
||||||
local function check(need, have)
|
local function check(need, have)
|
||||||
for name, amount in pairs(need or {}) do
|
for name, amount in pairs(need or {}) do
|
||||||
if not (have and have[name]) or (have[name] < amount) then
|
if not (have and have[name]) or (have[name] < amount) then
|
||||||
BioInd.writeDebug("Missing ingredient %s (have %s of %s)", {name, have[name] or 0, amount})
|
BioInd.writeDebug("Missing ingredient %s (have %s of %s)", { name, have[name] or 0, amount })
|
||||||
return false
|
return false
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -59,30 +58,30 @@ local function check_ingredients(arboretum)
|
||||||
return need and
|
return need and
|
||||||
check(need.items, inventory and inventory.get_contents()) and
|
check(need.items, inventory and inventory.get_contents()) and
|
||||||
check(need.fluids, arboretum.get_fluid_contents()) and
|
check(need.fluids, arboretum.get_fluid_contents()) and
|
||||||
{ingredients = need, name = recipe.name} or nil
|
{ ingredients = need, name = recipe.name } or nil
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
local function consume_ingredients(arboretum, need)
|
local function consume_ingredients(arboretum, need)
|
||||||
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
|
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
|
||||||
for item, i in pairs(need.items or {}) do
|
for item, i in pairs(need.items or {}) do
|
||||||
inventory.remove({name = item, count = i})
|
inventory.remove({ name = item, count = i })
|
||||||
BioInd.writeDebug("Removed %s (%s)", {item, i})
|
BioInd.writeDebug("Removed %s (%s)", { item, i })
|
||||||
end
|
end
|
||||||
BioInd.show("Inventory", inventory.get_contents() or "nil")
|
BioInd.show("Inventory", inventory.get_contents() or "nil")
|
||||||
|
|
||||||
for fluid, f in pairs(need.fluids or {}) do
|
for fluid, f in pairs(need.fluids or {}) do
|
||||||
arboretum.remove_fluid({name = fluid, amount = f})
|
arboretum.remove_fluid({ name = fluid, amount = f })
|
||||||
BioInd.writeDebug("Removed %s (%s)", {fluid, f})
|
BioInd.writeDebug("Removed %s (%s)", { fluid, f })
|
||||||
end
|
end
|
||||||
BioInd.show("Fluid contents", arboretum.get_fluid_contents() or "nil")
|
BioInd.show("Fluid contents", arboretum.get_fluid_contents() or "nil")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
local function set_tile(current, target, surface, position)
|
local function set_tile(current, target, surface, position)
|
||||||
if current ~= target then
|
if current ~= target then
|
||||||
surface.set_tiles(
|
surface.set_tiles(
|
||||||
{{name = target, position = position}},
|
{ { name = target, position = position } },
|
||||||
true, -- correct_tiles
|
true, -- correct_tiles
|
||||||
true, -- remove_colliding_entities
|
true, -- remove_colliding_entities
|
||||||
true, -- remove_colliding_decoratives
|
true, -- remove_colliding_decoratives
|
||||||
|
@ -92,7 +91,7 @@ local function set_tile(current, target, surface, position)
|
||||||
end
|
end
|
||||||
|
|
||||||
function Get_Arboretum_Recipe(ArboretumTable, event)
|
function Get_Arboretum_Recipe(ArboretumTable, event)
|
||||||
BioInd.writeDebug("Entered function Get_Arboretum_Recipe(%s, %s)", {ArboretumTable, event})
|
BioInd.writeDebug("Entered function Get_Arboretum_Recipe(%s, %s)", { ArboretumTable, event })
|
||||||
if not ArboretumTable then
|
if not ArboretumTable then
|
||||||
BioInd.writeDebug("%s is not a valid ArboretumTable. Leaving immediately!")
|
BioInd.writeDebug("%s is not a valid ArboretumTable. Leaving immediately!")
|
||||||
return
|
return
|
||||||
|
@ -129,7 +128,7 @@ function Get_Arboretum_Recipe(ArboretumTable, event)
|
||||||
for k = 1, 10 do
|
for k = 1, 10 do
|
||||||
new_position = get_new_position(pos)
|
new_position = get_new_position(pos)
|
||||||
new_plant = {
|
new_plant = {
|
||||||
name= "seedling",
|
name = "seedling",
|
||||||
position = new_position,
|
position = new_position,
|
||||||
force = "neutral"
|
force = "neutral"
|
||||||
}
|
}
|
||||||
|
@ -156,14 +155,14 @@ function Get_Arboretum_Recipe(ArboretumTable, event)
|
||||||
if Bi_Industries.fertility[currentTilename] and not Terrain_Check_1[currentTilename] then
|
if Bi_Industries.fertility[currentTilename] and not Terrain_Check_1[currentTilename] then
|
||||||
consume_ingredients(arboretum, ingredients)
|
consume_ingredients(arboretum, ingredients)
|
||||||
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
|
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
|
||||||
{k, currentTilename or "unknown tile",
|
{ k, currentTilename or "unknown tile",
|
||||||
terrain_name_g3, serpent.line(new_position)})
|
terrain_name_g3, serpent.line(new_position) })
|
||||||
set_tile(currentTilename, terrain_name_g3, surface, new_position)
|
set_tile(currentTilename, terrain_name_g3, surface, new_position)
|
||||||
--- After sucessfully changing the terrain, break out of the loop.
|
--- After sucessfully changing the terrain, break out of the loop.
|
||||||
break
|
break
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s: Can't change terrain (%s)",
|
BioInd.writeDebug("%s: Can't change terrain (%s)",
|
||||||
{k, currentTilename or "unknown tile"})
|
{ k, currentTilename or "unknown tile" })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
|
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
|
||||||
|
@ -177,14 +176,14 @@ function Get_Arboretum_Recipe(ArboretumTable, event)
|
||||||
if Bi_Industries.fertility[currentTilename] and currentTilename ~= terrain_name_g1 then
|
if Bi_Industries.fertility[currentTilename] and currentTilename ~= terrain_name_g1 then
|
||||||
consume_ingredients(arboretum, ingredients)
|
consume_ingredients(arboretum, ingredients)
|
||||||
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
|
BioInd.writeDebug("%s: Changing terrain from %s to %s (%s)",
|
||||||
{k, currentTilename or "unknown tile",
|
{ k, currentTilename or "unknown tile",
|
||||||
terrain_name_g1, serpent.line(new_position)})
|
terrain_name_g1, serpent.line(new_position) })
|
||||||
set_tile(currentTilename, terrain_name_g1, surface, new_position)
|
set_tile(currentTilename, terrain_name_g1, surface, new_position)
|
||||||
--- After sucessfully changing the terrain, break out of the loop.
|
--- After sucessfully changing the terrain, break out of the loop.
|
||||||
break
|
break
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s: Can't change terrain (%s)",
|
BioInd.writeDebug("%s: Can't change terrain (%s)",
|
||||||
{k, currentTilename or "unknown tile"})
|
{ k, currentTilename or "unknown tile" })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Fertilize the ground with normal fertilizer. Ignore tiles listed in Terrain_Check_1!
|
-- Fertilize the ground with normal fertilizer. Ignore tiles listed in Terrain_Check_1!
|
||||||
|
@ -196,7 +195,7 @@ function Get_Arboretum_Recipe(ArboretumTable, event)
|
||||||
new_position = get_new_position(pos)
|
new_position = get_new_position(pos)
|
||||||
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
||||||
new_plant = {
|
new_plant = {
|
||||||
name= "seedling",
|
name = "seedling",
|
||||||
position = new_position,
|
position = new_position,
|
||||||
force = "neutral"
|
force = "neutral"
|
||||||
}
|
}
|
||||||
|
@ -206,7 +205,7 @@ function Get_Arboretum_Recipe(ArboretumTable, event)
|
||||||
consume_ingredients(arboretum, ingredients)
|
consume_ingredients(arboretum, ingredients)
|
||||||
-- Refund fertilizer -- no need to waste it on fertile ground!
|
-- Refund fertilizer -- no need to waste it on fertile ground!
|
||||||
if Terrain_Check_1[currentTilename] then
|
if Terrain_Check_1[currentTilename] then
|
||||||
arboretum.insert({name = "fertilizer", count = ingredients.items.fertilizer})
|
arboretum.insert({ name = "fertilizer", count = ingredients.items.fertilizer })
|
||||||
BioInd.writeDebug("Refunded fertilizer!")
|
BioInd.writeDebug("Refunded fertilizer!")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -217,7 +216,7 @@ function Get_Arboretum_Recipe(ArboretumTable, event)
|
||||||
break
|
break
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
|
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
|
||||||
{k, currentTilename or "unknown tile"})
|
{ k, currentTilename or "unknown tile" })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
|
-- Fertilize the ground with advanced fertilizer. Ignore tiles listed in Terrain_Check_2!
|
||||||
|
@ -229,7 +228,7 @@ function Get_Arboretum_Recipe(ArboretumTable, event)
|
||||||
new_position = get_new_position(pos)
|
new_position = get_new_position(pos)
|
||||||
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
currentTilename = surface.get_tile(new_position.x, new_position.y).name
|
||||||
new_plant = {
|
new_plant = {
|
||||||
name= "seedling",
|
name = "seedling",
|
||||||
position = new_position,
|
position = new_position,
|
||||||
force = "neutral"
|
force = "neutral"
|
||||||
}
|
}
|
||||||
|
@ -246,12 +245,12 @@ function Get_Arboretum_Recipe(ArboretumTable, event)
|
||||||
|
|
||||||
set_tile(currentTilename, terrain_name_g1, surface, new_position)
|
set_tile(currentTilename, terrain_name_g1, surface, new_position)
|
||||||
create_seedling = surface.create_entity(new_plant)
|
create_seedling = surface.create_entity(new_plant)
|
||||||
seed_planted_arboretum (event, create_seedling)
|
seed_planted_arboretum(event, create_seedling)
|
||||||
--- After sucessfully planting a tree or changing the terrain, break out of the loop.
|
--- After sucessfully planting a tree or changing the terrain, break out of the loop.
|
||||||
break
|
break
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
|
BioInd.writeDebug("%s: Can't change terrain and plant a tree (%s)",
|
||||||
{k, currentTilename or "unknown tile"})
|
{ k, currentTilename or "unknown tile" })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
|
|
|
@ -1,4 +1,3 @@
|
||||||
|
|
||||||
-- All tree Growing stuff
|
-- All tree Growing stuff
|
||||||
local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(true)
|
local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(true)
|
||||||
|
|
||||||
|
@ -233,8 +232,8 @@ local function get_tile_fertility(surface, position, tile_name)
|
||||||
|
|
||||||
local fertility = Bi_Industries.fertility[tile_name]
|
local fertility = Bi_Industries.fertility[tile_name]
|
||||||
|
|
||||||
return fertility and {fertility = fertility, key = "fertilizer"} or
|
return fertility and { fertility = fertility, key = "fertilizer" } or
|
||||||
{fertility = 1, key = "default"}
|
{ fertility = 1, key = "default" }
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -255,12 +254,12 @@ local function plant_tree(tabl, tree, create_entity)
|
||||||
end
|
end
|
||||||
|
|
||||||
local grow_until_tick = tree.time
|
local grow_until_tick = tree.time
|
||||||
BioInd.show("grow_until_tick", grow_until_tick)
|
BioInd.show("grow_until_tick", grow_until_tick)
|
||||||
tabl[grow_until_tick] = tabl[grow_until_tick] or {}
|
tabl[grow_until_tick] = tabl[grow_until_tick] or {}
|
||||||
|
|
||||||
-- Update table
|
-- Update table
|
||||||
table.insert(tabl[grow_until_tick], tree)
|
table.insert(tabl[grow_until_tick], tree)
|
||||||
BioInd.writeDebug("Added tree to table!")
|
BioInd.writeDebug("Added tree to table!")
|
||||||
|
|
||||||
-- Plant the new tree
|
-- Plant the new tree
|
||||||
if create_entity then
|
if create_entity then
|
||||||
|
@ -275,17 +274,17 @@ end
|
||||||
-- t_base, t_penalty: numbers; seedbomb: Boolean
|
-- t_base, t_penalty: numbers; seedbomb: Boolean
|
||||||
local function plant_seed(event, t_base, t_penalty, seedbomb)
|
local function plant_seed(event, t_base, t_penalty, seedbomb)
|
||||||
for a, arg in pairs({
|
for a, arg in pairs({
|
||||||
{arg = event, type = "table"},
|
{ arg = event, type = "table" },
|
||||||
{arg = t_base, type = "number"},
|
{ arg = t_base, type = "number" },
|
||||||
{arg = t_penalty, type = "number"}
|
{ arg = t_penalty, type = "number" }
|
||||||
}) do
|
}) do
|
||||||
BioInd.check_args(arg.arg, arg.type, arg.desc)
|
BioInd.check_args(arg.arg, arg.type, arg.desc)
|
||||||
end
|
end
|
||||||
|
|
||||||
BioInd.show("event", event)
|
BioInd.show("event", event)
|
||||||
BioInd.show("t_base", t_base)
|
BioInd.show("t_base", t_base)
|
||||||
BioInd.show("t_penalty", t_penalty)
|
BioInd.show("t_penalty", t_penalty)
|
||||||
BioInd.show("seedbomb", seedbomb)
|
BioInd.show("seedbomb", seedbomb)
|
||||||
-- Seed Planted (Put the seedling in the table)
|
-- Seed Planted (Put the seedling in the table)
|
||||||
local entity = event.entity or event.created_entity or
|
local entity = event.entity or event.created_entity or
|
||||||
BioInd.arg_err("nil", "entity")
|
BioInd.arg_err("nil", "entity")
|
||||||
|
@ -322,7 +321,6 @@ function seed_planted_arboretum(event, entity)
|
||||||
plant_seed(event, 2000, 6000, false)
|
plant_seed(event, 2000, 6000, false)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
function summ_weight(tabl)
|
function summ_weight(tabl)
|
||||||
local summ = 0
|
local summ = 0
|
||||||
for i, tree_weights in pairs(tabl or {}) do
|
for i, tree_weights in pairs(tabl or {}) do
|
||||||
|
@ -349,12 +347,12 @@ function tree_from_max_index_tabl(max_index, tabl)
|
||||||
end
|
end
|
||||||
|
|
||||||
local function random_tree(tile_name)
|
local function random_tree(tile_name)
|
||||||
BioInd.show("[random_tree] tile_name", tile_name)
|
BioInd.show("[random_tree] tile_name", tile_name)
|
||||||
if terrains[tile_name] then
|
if terrains[tile_name] then
|
||||||
local trees_table = terrains[tile_name]
|
local trees_table = terrains[tile_name]
|
||||||
local max_index = summ_weight(trees_table)
|
local max_index = summ_weight(trees_table)
|
||||||
BioInd.writeDebug("Found %s in table terrains.\tmax_index: %s",
|
BioInd.writeDebug("Found %s in table terrains.\tmax_index: %s",
|
||||||
{tile_name, max_index})
|
{ tile_name, max_index })
|
||||||
return tree_from_max_index_tabl(max_index, trees_table)
|
return tree_from_max_index_tabl(max_index, trees_table)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -363,16 +361,16 @@ end
|
||||||
-- Settings used for the different grow stages
|
-- Settings used for the different grow stages
|
||||||
local stage_settings = {
|
local stage_settings = {
|
||||||
[1] = {
|
[1] = {
|
||||||
fertilizer = {max = 1500, penalty = 3000, factor = 30},
|
fertilizer = { max = 1500, penalty = 3000, factor = 30 },
|
||||||
default = {max = 1500, penalty = 6000, factor = 30},
|
default = { max = 1500, penalty = 6000, factor = 30 },
|
||||||
},
|
},
|
||||||
[2] = {
|
[2] = {
|
||||||
fertilizer = {max = 1000, penalty = 2000, factor = 20},
|
fertilizer = { max = 1000, penalty = 2000, factor = 20 },
|
||||||
default = {max = 1500, penalty = 6000, factor = 30},
|
default = { max = 1500, penalty = 6000, factor = 30 },
|
||||||
},
|
},
|
||||||
[3] = {
|
[3] = {
|
||||||
fertilizer = {max = 1000, penalty = 2000, factor = 20},
|
fertilizer = { max = 1000, penalty = 2000, factor = 20 },
|
||||||
default = {max = 1500, penalty = 6000, factor = 30},
|
default = { max = 1500, penalty = 6000, factor = 30 },
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -389,26 +387,26 @@ local function Grow_tree_first_stage(first_stage_table, event)
|
||||||
local tree2 = surface.find_entity("seedling-2", position)
|
local tree2 = surface.find_entity("seedling-2", position)
|
||||||
local tree3 = surface.find_entity("seedling-3", position)
|
local tree3 = surface.find_entity("seedling-3", position)
|
||||||
BioInd.writeDebug("tree: %s\ttree2: %s\ttree3: %s",
|
BioInd.writeDebug("tree: %s\ttree2: %s\ttree3: %s",
|
||||||
{tree and tree.valid and tree.name or "nil",
|
{ tree and tree.valid and tree.name or "nil",
|
||||||
tree2 and tree2.valid and tree2.name or "nil",
|
tree2 and tree2.valid and tree2.name or "nil",
|
||||||
tree3 and tree3.valid and tree3.name or "nil"})
|
tree3 and tree3.valid and tree3.name or "nil" })
|
||||||
|
|
||||||
local tile_name = surface.get_tile(position).name
|
local tile_name = surface.get_tile(position).name
|
||||||
|
|
||||||
-- fertility will be 1 if terrain type is not listed above, so very small chance to grow.
|
-- fertility will be 1 if terrain type is not listed above, so very small chance to grow.
|
||||||
local f = get_tile_fertility(surface, position, tile_name)
|
local f = get_tile_fertility(surface, position, tile_name)
|
||||||
local fertility, key = f.fertility, f.key
|
local fertility, key = f.fertility, f.key
|
||||||
BioInd.show("fertility", fertility)
|
BioInd.show("fertility", fertility)
|
||||||
BioInd.show("key", key)
|
BioInd.show("key", key)
|
||||||
-- Random value. Tree will grow if this value is smaller than the 'Fertility' value
|
-- Random value. Tree will grow if this value is smaller than the 'Fertility' value
|
||||||
local growth_chance = math.random(100)
|
local growth_chance = math.random(100)
|
||||||
|
|
||||||
local tree_name, can_be_placed
|
local tree_name, can_be_placed
|
||||||
if tree or tree2 or tree3 then
|
if tree or tree2 or tree3 then
|
||||||
BioInd.writeDebug("Found a seedling!")
|
BioInd.writeDebug("Found a seedling!")
|
||||||
tree_name = random_tree(tile_name)
|
tree_name = random_tree(tile_name)
|
||||||
end
|
end
|
||||||
BioInd.show("tree_name", tree_name)
|
BioInd.show("tree_name", tree_name)
|
||||||
|
|
||||||
|
|
||||||
if tree then
|
if tree then
|
||||||
|
@ -425,23 +423,23 @@ BioInd.show("tree_name", tree_name)
|
||||||
can_be_placed = surface.can_place_entity({
|
can_be_placed = surface.can_place_entity({
|
||||||
name = tree_name, position = position, force = "neutral"
|
name = tree_name, position = position, force = "neutral"
|
||||||
})
|
})
|
||||||
BioInd.show("can_be_placed", can_be_placed)
|
BioInd.show("can_be_placed", can_be_placed)
|
||||||
BioInd.show("growth_chance", growth_chance)
|
BioInd.show("growth_chance", growth_chance)
|
||||||
BioInd.show("fertility", fertility)
|
BioInd.show("fertility", fertility)
|
||||||
BioInd.show(growth_chance.." <= ("..fertility.." + 5)", growth_chance <= (fertility + 5))
|
BioInd.show(growth_chance .. " <= (" .. fertility .. " + 5)", growth_chance <= (fertility + 5))
|
||||||
|
|
||||||
if can_be_placed and growth_chance <= (fertility + 5) then
|
if can_be_placed and growth_chance <= (fertility + 5) then
|
||||||
BioInd.writeDebug("Can be placed etc!")
|
BioInd.writeDebug("Can be placed etc!")
|
||||||
-- Trees will grow faster on Fertile than on barren tiles
|
-- Trees will grow faster on Fertile than on barren tiles
|
||||||
local grow_time = math.max(1, math.random(2000) + 4000 - (40 * fertility))
|
local grow_time = math.max(1, math.random(2000) + 4000 - (40 * fertility))
|
||||||
BioInd.show("grow_time", grow_time)
|
BioInd.show("grow_time", grow_time)
|
||||||
|
|
||||||
local stage_1_tree_name = "bio-tree-"..tree_name.."-1"
|
local stage_1_tree_name = "bio-tree-" .. tree_name .. "-1"
|
||||||
if not (prototypes.item[stage_1_tree_name] or
|
if not (prototypes.item[stage_1_tree_name] or
|
||||||
prototypes.entity[stage_1_tree_name]) then
|
prototypes.entity[stage_1_tree_name]) then
|
||||||
stage_1_tree_name = tree_name
|
stage_1_tree_name = tree_name
|
||||||
end
|
end
|
||||||
BioInd.writeDebug("stage_1_tree_name: %s", {stage_1_tree_name})
|
BioInd.writeDebug("stage_1_tree_name: %s", { stage_1_tree_name })
|
||||||
|
|
||||||
local tree_data = {
|
local tree_data = {
|
||||||
tree_name = stage_1_tree_name,
|
tree_name = stage_1_tree_name,
|
||||||
|
@ -456,9 +454,9 @@ BioInd.writeDebug("stage_1_tree_name: %s", {stage_1_tree_name})
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Seed Bomb Code
|
--- Seed Bomb Code
|
||||||
BioInd.show("tree_name", tree_name)
|
BioInd.show("tree_name", tree_name)
|
||||||
BioInd.show("tree2", tree2)
|
BioInd.show("tree2", tree2)
|
||||||
BioInd.show("tree3", tree3)
|
BioInd.show("tree3", tree3)
|
||||||
|
|
||||||
if seed_bomb then
|
if seed_bomb then
|
||||||
BioInd.writeDebug("Seed bomb was used!")
|
BioInd.writeDebug("Seed bomb was used!")
|
||||||
|
@ -472,17 +470,17 @@ BioInd.show("tree3", tree3)
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Depending on Terrain, choose tree type & Convert seedling into a tree
|
--- Depending on Terrain, choose tree type & Convert seedling into a tree
|
||||||
BioInd.show("key", key)
|
BioInd.show("key", key)
|
||||||
if key == "fertilizer" then
|
if key == "fertilizer" then
|
||||||
BioInd.writeDebug("Got Tile")
|
BioInd.writeDebug("Got Tile")
|
||||||
if tree_name then
|
if tree_name then
|
||||||
BioInd.writeDebug("Found Tree: %s", {tree_name})
|
BioInd.writeDebug("Found Tree: %s", { tree_name })
|
||||||
local new_tree = {name = tree_name, position = position, force = "neutral"}
|
local new_tree = { name = tree_name, position = position, force = "neutral" }
|
||||||
can_be_placed = surface.can_place_entity(new_tree)
|
can_be_placed = surface.can_place_entity(new_tree)
|
||||||
BioInd.show("can_be_placed", can_be_placed)
|
BioInd.show("can_be_placed", can_be_placed)
|
||||||
BioInd.show("growth_chance", growth_chance)
|
BioInd.show("growth_chance", growth_chance)
|
||||||
BioInd.show("fertility", fertility)
|
BioInd.show("fertility", fertility)
|
||||||
BioInd.show("growth_chance <= fertility", growth_chance <= fertility)
|
BioInd.show("growth_chance <= fertility", growth_chance <= fertility)
|
||||||
if can_be_placed and growth_chance <= fertility then
|
if can_be_placed and growth_chance <= fertility then
|
||||||
surface.create_entity(new_tree)
|
surface.create_entity(new_tree)
|
||||||
BioInd.writeDebug("Created new tree!")
|
BioInd.writeDebug("Created new tree!")
|
||||||
|
@ -524,9 +522,8 @@ local function Grow_tree_last_stage(last_stage_table)
|
||||||
|
|
||||||
--- Convert growing tree to fully grown tree
|
--- Convert growing tree to fully grown tree
|
||||||
if (key == "fertilizer" or growth_chance <= fertility) then
|
if (key == "fertilizer" or growth_chance <= fertility) then
|
||||||
|
|
||||||
-- Grow the new tree
|
-- Grow the new tree
|
||||||
BioInd.writeDebug("Final Tree Name: %s", {final_tree})
|
BioInd.writeDebug("Final Tree Name: %s", { final_tree })
|
||||||
surface.create_entity({
|
surface.create_entity({
|
||||||
name = final_tree,
|
name = final_tree,
|
||||||
position = position,
|
position = position,
|
||||||
|
@ -538,7 +535,7 @@ end
|
||||||
|
|
||||||
|
|
||||||
local function Grow_tree_stage(stage_table, stage)
|
local function Grow_tree_stage(stage_table, stage)
|
||||||
BioInd.writeDebug("Entered function Grow_tree_stage(%s, %s)", {stage_table, stage})
|
BioInd.writeDebug("Entered function Grow_tree_stage(%s, %s)", { stage_table, stage })
|
||||||
BioInd.check_args(stage_table, "table")
|
BioInd.check_args(stage_table, "table")
|
||||||
BioInd.check_args(stage, "number")
|
BioInd.check_args(stage, "number")
|
||||||
|
|
||||||
|
@ -546,9 +543,9 @@ BioInd.writeDebug("Entered function Grow_tree_stage(%s, %s)", {stage_table, stag
|
||||||
Grow_tree_last_stage(stage_table)
|
Grow_tree_last_stage(stage_table)
|
||||||
else
|
else
|
||||||
for a, arg in pairs({
|
for a, arg in pairs({
|
||||||
{arg = stage_table.tree_name, type = "string", desc = "tree_name"},
|
{ arg = stage_table.tree_name, type = "string", desc = "tree_name" },
|
||||||
{arg = stage_table.final_tree, type = "string", desc = "final_tree"},
|
{ arg = stage_table.final_tree, type = "string", desc = "final_tree" },
|
||||||
{arg = stage_table.time, type = "number", desc = "time"},
|
{ arg = stage_table.time, type = "number", desc = "time" },
|
||||||
}) do
|
}) do
|
||||||
BioInd.check_args(arg.arg, arg.type, arg.desc)
|
BioInd.check_args(arg.arg, arg.type, arg.desc)
|
||||||
end
|
end
|
||||||
|
@ -574,23 +571,22 @@ BioInd.writeDebug("Entered function Grow_tree_stage(%s, %s)", {stage_table, stag
|
||||||
local f = get_tile_fertility(surface, position)
|
local f = get_tile_fertility(surface, position)
|
||||||
local fertility, key = f.fertility, f.key
|
local fertility, key = f.fertility, f.key
|
||||||
|
|
||||||
local next_stage_tree_name = "bio-tree-"..final_tree.."-"..next_stage
|
local next_stage_tree_name = "bio-tree-" .. final_tree .. "-" .. next_stage
|
||||||
if not (prototypes.item[next_stage_tree_name] or
|
if not (prototypes.item[next_stage_tree_name] or
|
||||||
prototypes.entity[next_stage_tree_name]) then
|
prototypes.entity[next_stage_tree_name]) then
|
||||||
next_stage_tree_name = final_tree
|
next_stage_tree_name = final_tree
|
||||||
BioInd.writeDebug("Next stage %g: Prototype did not exist", {next_stage})
|
BioInd.writeDebug("Next stage %g: Prototype did not exist", { next_stage })
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Next stage %g: %s", {next_stage, next_stage_tree_name})
|
BioInd.writeDebug("Next stage %g: %s", { next_stage, next_stage_tree_name })
|
||||||
end
|
end
|
||||||
|
|
||||||
local can_be_placed = surface.can_place_entity{
|
local can_be_placed = surface.can_place_entity {
|
||||||
name = next_stage_tree_name,
|
name = next_stage_tree_name,
|
||||||
position = position,
|
position = position,
|
||||||
force = "neutral"
|
force = "neutral"
|
||||||
}
|
}
|
||||||
|
|
||||||
if can_be_placed then
|
if can_be_placed then
|
||||||
|
|
||||||
if next_stage_tree_name == final_tree then
|
if next_stage_tree_name == final_tree then
|
||||||
BioInd.writeDebug("Tree reached final stage, don't insert")
|
BioInd.writeDebug("Tree reached final stage, don't insert")
|
||||||
surface.create_entity({
|
surface.create_entity({
|
||||||
|
@ -610,10 +606,9 @@ BioInd.writeDebug("Entered function Grow_tree_stage(%s, %s)", {stage_table, stag
|
||||||
time = time_planted + grow_time,
|
time = time_planted + grow_time,
|
||||||
surface = surface
|
surface = surface
|
||||||
}
|
}
|
||||||
plant_tree(storage.bi["tree_growing_stage_"..next_stage], tree_data, true)
|
plant_tree(storage.bi["tree_growing_stage_" .. next_stage], tree_data, true)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Did not find that tree I was looking for...")
|
BioInd.writeDebug("Did not find that tree I was looking for...")
|
||||||
end
|
end
|
||||||
|
@ -626,7 +621,7 @@ end
|
||||||
Event.register(defines.events.on_tick, function(event)
|
Event.register(defines.events.on_tick, function(event)
|
||||||
if storage.bi.tree_growing_stage_1 == nil then
|
if storage.bi.tree_growing_stage_1 == nil then
|
||||||
for i = 1, 4 do
|
for i = 1, 4 do
|
||||||
storage.bi["tree_growing_stage_"..i] = storage.bi["tree_growing_stage_"..i] or {}
|
storage.bi["tree_growing_stage_" .. i] = storage.bi["tree_growing_stage_" .. i] or {}
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -634,23 +629,23 @@ Event.register(defines.events.on_tick, function(event)
|
||||||
|
|
||||||
if storage.bi.tree_growing[tick] then
|
if storage.bi.tree_growing[tick] then
|
||||||
for t, tree_data in pairs(storage.bi.tree_growing[tick]) do
|
for t, tree_data in pairs(storage.bi.tree_growing[tick]) do
|
||||||
BioInd.writeDebug("Trying to move tree %s to first grow stage!", {t})
|
BioInd.writeDebug("Trying to move tree %s to first grow stage!", { t })
|
||||||
Grow_tree_first_stage(tree_data, event)
|
Grow_tree_first_stage(tree_data, event)
|
||||||
end
|
end
|
||||||
BioInd.writeDebug("Removing storage.bi.tree_growing[%s]!", {tick})
|
BioInd.writeDebug("Removing storage.bi.tree_growing[%s]!", { tick })
|
||||||
storage.bi.tree_growing[tick] = nil
|
storage.bi.tree_growing[tick] = nil
|
||||||
end
|
end
|
||||||
|
|
||||||
local stage_table
|
local stage_table
|
||||||
for stage = 1, 4 do
|
for stage = 1, 4 do
|
||||||
stage_table = storage.bi["tree_growing_stage_"..stage]
|
stage_table = storage.bi["tree_growing_stage_" .. stage]
|
||||||
if stage_table[tick] then
|
if stage_table[tick] then
|
||||||
for t, tree_data in pairs(stage_table[tick]) do
|
for t, tree_data in pairs(stage_table[tick]) do
|
||||||
BioInd.writeDebug("Moving tree %s to next grow stage!", {t})
|
BioInd.writeDebug("Moving tree %s to next grow stage!", { t })
|
||||||
Grow_tree_stage(tree_data, stage)
|
Grow_tree_stage(tree_data, stage)
|
||||||
end
|
end
|
||||||
BioInd.writeDebug("Removing storage.bi.tree_growing_stage_%s[%s]!",
|
BioInd.writeDebug("Removing storage.bi.tree_growing_stage_%s[%s]!",
|
||||||
{stage, tick})
|
{ stage, tick })
|
||||||
stage_table[tick] = nil
|
stage_table[tick] = nil
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -14,13 +14,12 @@ for name, _ in pairs(ignore_trees or {}) do
|
||||||
BioInd.show("Removed tree prototype", name)
|
BioInd.show("Removed tree prototype", name)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
BioInd.writeDebug("Removed %g tree prototypes. Number of trees to ignore now: %g", {removed, table_size(ignore_trees)})
|
BioInd.writeDebug("Removed %g tree prototypes. Number of trees to ignore now: %g", { removed, table_size(ignore_trees) })
|
||||||
|
|
||||||
BI.Settings.BI_Game_Tweaks_Emissions_Multiplier = settings.startup["BI_Game_Tweaks_Emissions_Multiplier"].value
|
BI.Settings.BI_Game_Tweaks_Emissions_Multiplier = settings.startup["BI_Game_Tweaks_Emissions_Multiplier"].value
|
||||||
|
|
||||||
---- Game Tweaks ---- Tree
|
---- Game Tweaks ---- Tree
|
||||||
if BI.Settings.BI_Game_Tweaks_Tree then
|
if BI.Settings.BI_Game_Tweaks_Tree then
|
||||||
|
|
||||||
local new_results = {
|
local new_results = {
|
||||||
{
|
{
|
||||||
type = "item",
|
type = "item",
|
||||||
|
@ -32,8 +31,11 @@ if BI.Settings.BI_Game_Tweaks_Tree then
|
||||||
|
|
||||||
for tree_name, tree in pairs(data.raw["tree"] or {}) do
|
for tree_name, tree in pairs(data.raw["tree"] or {}) do
|
||||||
if tree.minable and not ignore_trees[tree_name] then
|
if tree.minable and not ignore_trees[tree_name] then
|
||||||
BioInd.writeDebug("Tree name: %s\tminable.result: %s\tminable.count: %s", {tree.name, (tree.minable and tree.minable.result or "nil"), (tree.minable and tree.minable.count or "nil")}, "line")
|
BioInd.writeDebug("Tree name: %s\tminable.result: %s\tminable.count: %s",
|
||||||
BioInd.writeDebug("Tree name: %s\tminable.results: %s", {tree.name, (tree.minable and tree.minable.results or "nil")}, "line")
|
{ tree.name, (tree.minable and tree.minable.result or "nil"), (tree.minable and tree.minable.count or "nil") },
|
||||||
|
"line")
|
||||||
|
BioInd.writeDebug("Tree name: %s\tminable.results: %s",
|
||||||
|
{ tree.name, (tree.minable and tree.minable.results or "nil") }, "line")
|
||||||
--CHECK FOR SINGLE RESULTS
|
--CHECK FOR SINGLE RESULTS
|
||||||
-- mining.result may be set although mining.results exists (mining.result
|
-- mining.result may be set although mining.results exists (mining.result
|
||||||
-- will be ignored in that case; happens, for example with IR2's rubber
|
-- will be ignored in that case; happens, for example with IR2's rubber
|
||||||
|
@ -44,7 +46,7 @@ BioInd.writeDebug("Tree name: %s\tminable.results: %s", {tree.name, (tree.minabl
|
||||||
BioInd.writeDebug("Tree has minable.result")
|
BioInd.writeDebug("Tree has minable.result")
|
||||||
--CHECK FOR VANILLA TREES WOOD x 4
|
--CHECK FOR VANILLA TREES WOOD x 4
|
||||||
if tree.minable.result == "wood" and tree.minable.count == 4 then
|
if tree.minable.result == "wood" and tree.minable.count == 4 then
|
||||||
BioInd.writeDebug("Changing wood yield of %s to random value.", {tree.name})
|
BioInd.writeDebug("Changing wood yield of %s to random value.", { tree.name })
|
||||||
tree.minable.mining_particle = "wooden-particle"
|
tree.minable.mining_particle = "wooden-particle"
|
||||||
tree.minable.mining_time = 1.5
|
tree.minable.mining_time = 1.5
|
||||||
tree.minable.results = new_results
|
tree.minable.results = new_results
|
||||||
|
@ -66,7 +68,7 @@ BioInd.writeDebug("Tree name: %s\tminable.results: %s", {tree.name, (tree.minabl
|
||||||
for r, result in pairs(tree.minable.results) do
|
for r, result in pairs(tree.minable.results) do
|
||||||
--CHECK FOR RESULT WOOD x 4
|
--CHECK FOR RESULT WOOD x 4
|
||||||
if result.name == "wood" and result.amount == 4 then
|
if result.name == "wood" and result.amount == 4 then
|
||||||
BioInd.writeDebug("Changing result %s: %s", {r, result}, "line")
|
BioInd.writeDebug("Changing result %s: %s", { r, result }, "line")
|
||||||
result.amount = nil
|
result.amount = nil
|
||||||
result.amount_min = 1
|
result.amount_min = 1
|
||||||
result.amount_max = 6
|
result.amount_max = 6
|
||||||
|
@ -80,9 +82,9 @@ BioInd.writeDebug("Tree name: %s\tminable.results: %s", {tree.name, (tree.minabl
|
||||||
tree.minable.results = new_results
|
tree.minable.results = new_results
|
||||||
end
|
end
|
||||||
BioInd.writeDebug("New minable.results: %s",
|
BioInd.writeDebug("New minable.results: %s",
|
||||||
{tree.minable and tree.minable.results or "nil"}, "line")
|
{ tree.minable and tree.minable.results or "nil" }, "line")
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("Won't change results of %s!", {tree.name})
|
BioInd.writeDebug("Won't change results of %s!", { tree.name })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -130,17 +132,16 @@ if BI.Settings.BI_Game_Tweaks_Player then
|
||||||
|
|
||||||
local found, ignore
|
local found, ignore
|
||||||
for char_name, character in pairs(data.raw.character) do
|
for char_name, character in pairs(data.raw.character) do
|
||||||
BioInd.show("Checking character", char_name)
|
BioInd.show("Checking character", char_name)
|
||||||
found = false
|
found = false
|
||||||
|
|
||||||
for w, w_pattern in ipairs(whitelist) do
|
for w, w_pattern in ipairs(whitelist) do
|
||||||
if char_name == w_pattern or char_name:match(w_pattern) then
|
if char_name == w_pattern or char_name:match(w_pattern) then
|
||||||
ignore = false
|
ignore = false
|
||||||
BioInd.show("Found whitelisted character name", char_name)
|
BioInd.show("Found whitelisted character name", char_name)
|
||||||
for b, b_pattern in ipairs(blacklist) do
|
for b, b_pattern in ipairs(blacklist) do
|
||||||
|
|
||||||
if char_name == b_pattern or char_name:match(b_pattern) then
|
if char_name == b_pattern or char_name:match(b_pattern) then
|
||||||
BioInd.writeDebug("%s is on the ignore list!", char_name)
|
BioInd.writeDebug("%s is on the ignore list!", char_name)
|
||||||
-- Mark character as found
|
-- Mark character as found
|
||||||
ignore = true
|
ignore = true
|
||||||
break
|
break
|
||||||
|
@ -160,7 +161,7 @@ BioInd.writeDebug("%s is on the ignore list!", char_name)
|
||||||
if found then
|
if found then
|
||||||
for tweak_name, tweak in pairs(tweaks) do
|
for tweak_name, tweak in pairs(tweaks) do
|
||||||
if character[tweak_name] < tweak then
|
if character[tweak_name] < tweak then
|
||||||
BioInd.writeDebug("Changing %s from %s to %s", {tweak_name, character[tweak_name], tweak})
|
BioInd.writeDebug("Changing %s from %s to %s", { tweak_name, character[tweak_name], tweak })
|
||||||
character[tweak_name] = tweak
|
character[tweak_name] = tweak
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -195,25 +196,26 @@ if BI.Settings.BI_Game_Tweaks_Bot then
|
||||||
end
|
end
|
||||||
if can_insert then
|
if can_insert then
|
||||||
table.insert(bot.flags, "not-flammable")
|
table.insert(bot.flags, "not-flammable")
|
||||||
BioInd.writeDebug("Added flag \"not-flammable\" to %s", {bot.name})
|
BioInd.writeDebug("Added flag \"not-flammable\" to %s", { bot.name })
|
||||||
end
|
end
|
||||||
|
|
||||||
can_insert = true
|
can_insert = true
|
||||||
for r, resistance in pairs(bot.resistances) do
|
for r, resistance in pairs(bot.resistances) do
|
||||||
if resistance.type == "fire" and resistance.percent ~= 100 then
|
if resistance.type == "fire" and resistance.percent ~= 100 then
|
||||||
BioInd.writeDebug("Change resistance against \"fire\" from %s to 100 %% for %s", {resistance.percent or "nil", bot.name})
|
BioInd.writeDebug("Change resistance against \"fire\" from %s to 100 %% for %s",
|
||||||
bot.resistances[r] = {type = "fire", percent = 100}
|
{ resistance.percent or "nil", bot.name })
|
||||||
|
bot.resistances[r] = { type = "fire", percent = 100 }
|
||||||
can_insert = false
|
can_insert = false
|
||||||
break
|
break
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if can_insert then
|
if can_insert then
|
||||||
table.insert(bot.resistances, {type = "fire", percent = 100})
|
table.insert(bot.resistances, { type = "fire", percent = 100 })
|
||||||
BioInd.writeDebug("Added resistance against \"fire\" to %s", {bot.name})
|
BioInd.writeDebug("Added resistance against \"fire\" to %s", { bot.name })
|
||||||
end
|
end
|
||||||
|
|
||||||
bot.minable = nil
|
bot.minable = nil
|
||||||
BioInd.writeDebug("Made %s unminable", {bot.name})
|
BioInd.writeDebug("Made %s unminable", { bot.name })
|
||||||
end
|
end
|
||||||
|
|
||||||
--catches modded bots too
|
--catches modded bots too
|
||||||
|
@ -231,11 +233,11 @@ end
|
||||||
if BI.Settings.BI_Game_Tweaks_Stack_Size then
|
if BI.Settings.BI_Game_Tweaks_Stack_Size then
|
||||||
-- Changed for 0.18.34/1.1.4
|
-- Changed for 0.18.34/1.1.4
|
||||||
local tweaks = {
|
local tweaks = {
|
||||||
["wood"] = {value = 400, se_limit = 200},
|
["wood"] = { value = 400, se_limit = 200 },
|
||||||
["stone"] = {value = 400, se_limit = 50},
|
["stone"] = { value = 400, se_limit = 50 },
|
||||||
["stone-crushed"] = {value = 800, se_limit = 200},
|
["stone-crushed"] = { value = 800, se_limit = 200 },
|
||||||
["concrete"] = {value = 400, se_limit = 200},
|
["concrete"] = { value = 400, se_limit = 200 },
|
||||||
["slag"] = {value = 800, se_limit = 200},
|
["slag"] = { value = 800, se_limit = 200 },
|
||||||
}
|
}
|
||||||
local item
|
local item
|
||||||
local five_dim = BioInd.get_startup_setting("5d-change-stack")
|
local five_dim = BioInd.get_startup_setting("5d-change-stack")
|
||||||
|
@ -246,12 +248,12 @@ if BI.Settings.BI_Game_Tweaks_Stack_Size then
|
||||||
-- Only adjust stack_size if 5Dim sets multiplier of 1 or is not active!
|
-- Only adjust stack_size if 5Dim sets multiplier of 1 or is not active!
|
||||||
if item.stack_size < tweak.value and (five_dim == 1 or not five_dim) then
|
if item.stack_size < tweak.value and (five_dim == 1 or not five_dim) then
|
||||||
BioInd.writeDebug("Changing stacksize of %s from %s to %s",
|
BioInd.writeDebug("Changing stacksize of %s from %s to %s",
|
||||||
{item.name, item.stack_size, tweak.value})
|
{ item.name, item.stack_size, tweak.value })
|
||||||
item.stack_size = tweak.value
|
item.stack_size = tweak.value
|
||||||
end
|
end
|
||||||
if mods["space-exploration"] then
|
if mods["space-exploration"] then
|
||||||
item.stack_size = math.min(tweak.se_limit, item.stack_size)
|
item.stack_size = math.min(tweak.se_limit, item.stack_size)
|
||||||
BioInd.show("Adjusted stack_size on account of SE", item.stack_size )
|
BioInd.show("Adjusted stack_size on account of SE", item.stack_size)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -321,12 +323,14 @@ if mods["Krastorio2"] then
|
||||||
"bi-seed", "seedling", "water",
|
"bi-seed", "seedling", "water",
|
||||||
}
|
}
|
||||||
for _, recipe in pairs(data.raw.recipe) do
|
for _, recipe in pairs(data.raw.recipe) do
|
||||||
BioInd.writeDebug("Recipe has \"mod\" property: %s", {recipe.mod and true or false})
|
BioInd.writeDebug("Recipe has \"mod\" property: %s", { recipe.mod and true or false })
|
||||||
if recipe.mod == "Bio_Industries_2" then
|
if recipe.mod == "Bio_Industries_2" then
|
||||||
krastorio.recipes.multiplyIngredients(recipe.name, update, 4)
|
krastorio.recipes.multiplyIngredients(recipe.name, update, 4)
|
||||||
krastorio.recipes.multiplyProducts(recipe.name, update, 4)
|
krastorio.recipes.multiplyProducts(recipe.name, update, 4)
|
||||||
BioInd.writeDebug("Changed ingredients for %s: %s", {recipe and recipe.name or "nil", recipe and recipe.ingredients or "nil"})
|
BioInd.writeDebug("Changed ingredients for %s: %s",
|
||||||
BioInd.writeDebug("Changed results for %s: %s", {recipe and recipe.name or "nil", recipe and recipe.results or "nil"})
|
{ recipe and recipe.name or "nil", recipe and recipe.ingredients or "nil" })
|
||||||
|
BioInd.writeDebug("Changed results for %s: %s",
|
||||||
|
{ recipe and recipe.name or "nil", recipe and recipe.results or "nil" })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -346,7 +350,7 @@ if not fertilizer.place_as_tile then
|
||||||
fertilizer.place_as_tile = {
|
fertilizer.place_as_tile = {
|
||||||
result = AlienBiomes and "vegetation-green-grass-3" or "grass-3",
|
result = AlienBiomes and "vegetation-green-grass-3" or "grass-3",
|
||||||
condition_size = 1,
|
condition_size = 1,
|
||||||
condition = { layers = { water_tile = true }}
|
condition = { layers = { water_tile = true } }
|
||||||
}
|
}
|
||||||
fertilizer.icon = ICONPATH .. "fertilizer_64.png"
|
fertilizer.icon = ICONPATH .. "fertilizer_64.png"
|
||||||
fertilizer.icon_size = 64
|
fertilizer.icon_size = 64
|
||||||
|
@ -356,19 +360,19 @@ if not fertilizer.place_as_tile then
|
||||||
icon_size = 64,
|
icon_size = 64,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
fertilizer.localised_name = {"BI-item-name.fertilizer"}
|
fertilizer.localised_name = { "BI-item-name.fertilizer" }
|
||||||
fertilizer.localised_description = {"BI-item-description.fertilizer"}
|
fertilizer.localised_description = { "BI-item-description.fertilizer" }
|
||||||
end
|
end
|
||||||
|
|
||||||
data.raw.item["bi-adv-fertilizer"].place_as_tile = {
|
data.raw.item["bi-adv-fertilizer"].place_as_tile = {
|
||||||
result = AlienBiomes and "vegetation-green-grass-1" or "grass-1",
|
result = AlienBiomes and "vegetation-green-grass-1" or "grass-1",
|
||||||
condition_size = 1,
|
condition_size = 1,
|
||||||
condition = { layers = { water_tile = true }}
|
condition = { layers = { water_tile = true } }
|
||||||
}
|
}
|
||||||
|
|
||||||
if mods["pycoalprocessing"] and BI.Settings.BI_Bio_Fuel then
|
if mods["pycoalprocessing"] and BI.Settings.BI_Bio_Fuel then
|
||||||
-- Bio_Fuel/recipe.lua:30: {type = "item", name = "bi-ash", amount = 15}
|
-- Bio_Fuel/recipe.lua:30: {type = "item", name = "bi-ash", amount = 15}
|
||||||
thxbob.lib.recipe.remove_result ("bi-basic-gas-processing", "bi-ash")
|
thxbob.lib.recipe.remove_result("bi-basic-gas-processing", "bi-ash")
|
||||||
thxbob.lib.recipe.add_result("bi-basic-gas-processing", {
|
thxbob.lib.recipe.add_result("bi-basic-gas-processing", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "ash",
|
name = "ash",
|
||||||
|
@ -404,7 +408,6 @@ if mods["space-exploration"] then
|
||||||
end
|
end
|
||||||
|
|
||||||
if not mods["Natural_Evolution_Buildings"] then
|
if not mods["Natural_Evolution_Buildings"] then
|
||||||
|
|
||||||
local ammo_tweaks = {
|
local ammo_tweaks = {
|
||||||
["bi-dart-magazine-basic"] = 400,
|
["bi-dart-magazine-basic"] = 400,
|
||||||
["bi-dart-magazine-standard"] = 400,
|
["bi-dart-magazine-standard"] = 400,
|
||||||
|
@ -422,11 +425,12 @@ end
|
||||||
|
|
||||||
if BI.Settings.Bio_Cannon then
|
if BI.Settings.Bio_Cannon then
|
||||||
local default_target_masks = data.raw["utility-constants"].default.default_trigger_target_mask_by_type
|
local default_target_masks = data.raw["utility-constants"].default.default_trigger_target_mask_by_type
|
||||||
default_target_masks["unit-spawner"] = default_target_masks["unit-spawner"] or {"common"} -- everything should have "common", unless there is specific reason not to
|
default_target_masks["unit-spawner"] = default_target_masks["unit-spawner"] or
|
||||||
|
{ "common" } -- everything should have "common", unless there is specific reason not to
|
||||||
table.insert(default_target_masks["unit-spawner"], "Bio_Cannon_Ammo")
|
table.insert(default_target_masks["unit-spawner"], "Bio_Cannon_Ammo")
|
||||||
|
|
||||||
for w, worm in pairs(data.raw.turret) do
|
for w, worm in pairs(data.raw.turret) do
|
||||||
worm.trigger_target_mask = worm.trigger_target_mask or default_target_masks["turret"] or {"common"}
|
worm.trigger_target_mask = worm.trigger_target_mask or default_target_masks["turret"] or { "common" }
|
||||||
table.insert(worm.trigger_target_mask, "Bio_Cannon_Ammo")
|
table.insert(worm.trigger_target_mask, "Bio_Cannon_Ammo")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -442,7 +446,7 @@ BioInd.BI_add_icons()
|
||||||
for k, v in pairs(data.raw) do
|
for k, v in pairs(data.raw) do
|
||||||
for t, p in pairs(v) do
|
for t, p in pairs(v) do
|
||||||
if p.se_allow_in_space then
|
if p.se_allow_in_space then
|
||||||
BioInd.writeDebug("%s (%s) can be built in space!", {p.name, t})
|
BioInd.writeDebug("%s (%s) can be built in space!", { p.name, t })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
|
@ -25,9 +25,9 @@ require("prototypes.Wood_Products.pipes")
|
||||||
-- Damage Bonus to Ammo
|
-- Damage Bonus to Ammo
|
||||||
-- Don't duplicate what NE does
|
-- Don't duplicate what NE does
|
||||||
if not mods["Natural_Evolution_Buildings"] then
|
if not mods["Natural_Evolution_Buildings"] then
|
||||||
thxbob.lib.tech.add_recipe_unlock ("military", "bi-dart-magazine-standard")
|
thxbob.lib.tech.add_recipe_unlock("military", "bi-dart-magazine-standard")
|
||||||
thxbob.lib.tech.add_recipe_unlock ("military-2", "bi-dart-magazine-enhanced")
|
thxbob.lib.tech.add_recipe_unlock("military-2", "bi-dart-magazine-enhanced")
|
||||||
thxbob.lib.tech.add_recipe_unlock ("military-3", "bi-dart-magazine-poison")
|
thxbob.lib.tech.add_recipe_unlock("military-3", "bi-dart-magazine-poison")
|
||||||
end
|
end
|
||||||
|
|
||||||
require("prototypes.Bio_Turret.technology-updates")
|
require("prototypes.Bio_Turret.technology-updates")
|
||||||
|
@ -56,8 +56,8 @@ thxbob.lib.tech.add_recipe_unlock("logistics-3", "bi-wooden-chest-giga")
|
||||||
|
|
||||||
-- Add Big and Huge electric poles to tech tree
|
-- Add Big and Huge electric poles to tech tree
|
||||||
|
|
||||||
thxbob.lib.tech.add_recipe_unlock ("logistics", "bi-wooden-pole-big")
|
thxbob.lib.tech.add_recipe_unlock("logistics", "bi-wooden-pole-big")
|
||||||
thxbob.lib.tech.add_recipe_unlock ("electric-energy-distribution-2", "bi-wooden-pole-huge")
|
thxbob.lib.tech.add_recipe_unlock("electric-energy-distribution-2", "bi-wooden-pole-huge")
|
||||||
|
|
||||||
--- Wood Floors
|
--- Wood Floors
|
||||||
-- Make wood placeable only if Dectorio isn't installed. Should leave existing flooring intact.
|
-- Make wood placeable only if Dectorio isn't installed. Should leave existing flooring intact.
|
||||||
|
@ -65,14 +65,14 @@ if not mods["Dectorio"] then
|
||||||
data.raw.item["wood"].place_as_tile = {
|
data.raw.item["wood"].place_as_tile = {
|
||||||
result = "bi-wood-floor",
|
result = "bi-wood-floor",
|
||||||
condition_size = 4,
|
condition_size = 4,
|
||||||
condition = { layers = { water_tile = true }}
|
condition = { layers = { water_tile = true } }
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
--- Make it so that the Base game tile "grass" can't be placed in blueprints
|
--- Make it so that the Base game tile "grass" can't be placed in blueprints
|
||||||
--- New as of 0.16
|
--- New as of 0.16
|
||||||
for _, tile in ipairs{"grass-1", "grass-2", "grass-3", "grass-4"} do
|
for _, tile in ipairs { "grass-1", "grass-2", "grass-3", "grass-4" } do
|
||||||
BI_Functions.lib.remove_from_blueprint(tile)
|
BI_Functions.lib.remove_from_blueprint(tile)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -156,7 +156,8 @@ if BI.Settings.BI_Solar_Additions then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-wooden-pole-huge", {
|
thxbob.lib.recipe.add_new_ingredient("bi-wooden-pole-huge", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "tinned-copper-cable",
|
name = "tinned-copper-cable",
|
||||||
amount = 15}
|
amount = 15
|
||||||
|
}
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -166,7 +167,8 @@ if BI.Settings.BI_Solar_Additions then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-bio-solar-farm", {
|
thxbob.lib.recipe.add_new_ingredient("bi-bio-solar-farm", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "solar-panel-large",
|
name = "solar-panel-large",
|
||||||
amount = 30}
|
amount = 30
|
||||||
|
}
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -176,7 +178,8 @@ if BI.Settings.BI_Solar_Additions then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-large-substation", {
|
thxbob.lib.recipe.add_new_ingredient("bi-large-substation", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "substation-3",
|
name = "substation-3",
|
||||||
amount = 6}
|
amount = 6
|
||||||
|
}
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -185,7 +188,8 @@ if BI.Settings.BI_Solar_Additions then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-large-substation", {
|
thxbob.lib.recipe.add_new_ingredient("bi-large-substation", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "electrum-alloy",
|
name = "electrum-alloy",
|
||||||
amount = 10}
|
amount = 10
|
||||||
|
}
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -195,7 +199,8 @@ if BI.Settings.BI_Solar_Additions then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-bio-accumulator", {
|
thxbob.lib.recipe.add_new_ingredient("bi-bio-accumulator", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "large-accumulator",
|
name = "large-accumulator",
|
||||||
amount = 30}
|
amount = 30
|
||||||
|
}
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -204,7 +209,8 @@ if BI.Settings.BI_Solar_Additions then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-bio-accumulator", {
|
thxbob.lib.recipe.add_new_ingredient("bi-bio-accumulator", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "aluminium-plate",
|
name = "aluminium-plate",
|
||||||
amount = 50}
|
amount = 50
|
||||||
|
}
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -214,7 +220,8 @@ if BI.Settings.BI_Solar_Additions then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-solar-mat", {
|
thxbob.lib.recipe.add_new_ingredient("bi-solar-mat", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "aluminium-plate",
|
name = "aluminium-plate",
|
||||||
amount = 1}
|
amount = 1
|
||||||
|
}
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -223,7 +230,8 @@ if BI.Settings.BI_Solar_Additions then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-solar-mat", {
|
thxbob.lib.recipe.add_new_ingredient("bi-solar-mat", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "silicon-wafer",
|
name = "silicon-wafer",
|
||||||
amount = 4}
|
amount = 4
|
||||||
|
}
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -233,7 +241,8 @@ if BI.Settings.BI_Solar_Additions then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-solar-boiler-hidden-panel", {
|
thxbob.lib.recipe.add_new_ingredient("bi-solar-boiler-hidden-panel", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "angels-electric-boiler",
|
name = "angels-electric-boiler",
|
||||||
amount = 1}
|
amount = 1
|
||||||
|
}
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -280,10 +289,10 @@ if BI.Settings.BI_Bio_Fuel then
|
||||||
else
|
else
|
||||||
thxbob.lib.tech.add_recipe_unlock("bi-tech-advanced-biotechnology", "bi-sulfur")
|
thxbob.lib.tech.add_recipe_unlock("bi-tech-advanced-biotechnology", "bi-sulfur")
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-adv-fertilizer-1", {type = "item", name = "fertilizer", amount = 50})
|
thxbob.lib.recipe.add_new_ingredient("bi-adv-fertilizer-1", { type = "item", name = "fertilizer", amount = 50 })
|
||||||
thxbob.lib.recipe.remove_ingredient ("bi-adv-fertilizer-2", "fertilizer")
|
thxbob.lib.recipe.remove_ingredient("bi-adv-fertilizer-2", "fertilizer")
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-adv-fertilizer-2", {type = "item", name = "fertilizer", amount = 30})
|
thxbob.lib.recipe.add_new_ingredient("bi-adv-fertilizer-2", { type = "item", name = "fertilizer", amount = 30 })
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -294,7 +303,8 @@ if data.raw.item["alien-artifact"] then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-adv-fertilizer-1", {
|
thxbob.lib.recipe.add_new_ingredient("bi-adv-fertilizer-1", {
|
||||||
type = "item",
|
type = "item",
|
||||||
name = "alien-artifact",
|
name = "alien-artifact",
|
||||||
amount = 5}
|
amount = 5
|
||||||
|
}
|
||||||
)
|
)
|
||||||
thxbob.lib.tech.add_recipe_unlock("bi-tech-advanced-biotechnology", "bi-adv-fertilizer-1")
|
thxbob.lib.tech.add_recipe_unlock("bi-tech-advanced-biotechnology", "bi-adv-fertilizer-1")
|
||||||
end
|
end
|
||||||
|
@ -307,7 +317,8 @@ if mods["Natural_Evolution_Buildings"] then
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-adv-fertilizer-1", {
|
thxbob.lib.recipe.add_new_ingredient("bi-adv-fertilizer-1", {
|
||||||
type = "fluid",
|
type = "fluid",
|
||||||
name = "NE_enhanced-nutrient-solution",
|
name = "NE_enhanced-nutrient-solution",
|
||||||
amount = 50}
|
amount = 50
|
||||||
|
}
|
||||||
)
|
)
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -323,7 +334,7 @@ if data.raw["item"]["bob-greenhouse"] then
|
||||||
data.raw["item"]["fertilizer"].place_as_tile = {
|
data.raw["item"]["fertilizer"].place_as_tile = {
|
||||||
result = BioInd.AB_tiles() and "vegetation-green-grass-3" or "grass-3",
|
result = BioInd.AB_tiles() and "vegetation-green-grass-3" or "grass-3",
|
||||||
condition_size = 1,
|
condition_size = 1,
|
||||||
condition = { layers = { water_tile = true }}
|
condition = { layers = { water_tile = true } }
|
||||||
}
|
}
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -348,32 +359,32 @@ if mods["angelspetrochem"] then
|
||||||
data.raw.item["pellet-coke"].fuel_top_speed_multiplier = 1.2
|
data.raw.item["pellet-coke"].fuel_top_speed_multiplier = 1.2
|
||||||
|
|
||||||
data.raw.recipe["pellet-coke"].category = "biofarm-mod-smelting"
|
data.raw.recipe["pellet-coke"].category = "biofarm-mod-smelting"
|
||||||
thxbob.lib.tech.remove_recipe_unlock ("angels-coal-processing-2", "pellet-coke")
|
thxbob.lib.tech.remove_recipe_unlock("angels-coal-processing-2", "pellet-coke")
|
||||||
thxbob.lib.tech.add_recipe_unlock("angels-coal-cracking", "pellet-coke")
|
thxbob.lib.tech.add_recipe_unlock("angels-coal-cracking", "pellet-coke")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
if data.raw.item["ash"] and mods["pycoalprocessing"] then
|
if data.raw.item["ash"] and mods["pycoalprocessing"] then
|
||||||
thxbob.lib.recipe.replace_ingredient ("bi-fertilizer-2", "bi-ash", "ash")
|
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "bi-ash", "ash")
|
||||||
|
|
||||||
if mods["angelsrefining"] then
|
if mods["angelsrefining"] then
|
||||||
thxbob.lib.recipe.replace_ingredient ("bi-slag-slurry", "bi-ash", "ash")
|
thxbob.lib.recipe.replace_ingredient("bi-slag-slurry", "bi-ash", "ash")
|
||||||
end
|
end
|
||||||
|
|
||||||
thxbob.lib.recipe.replace_ingredient ("bi-seed-2", "bi-ash", "ash")
|
thxbob.lib.recipe.replace_ingredient("bi-seed-2", "bi-ash", "ash")
|
||||||
thxbob.lib.recipe.replace_ingredient ("bi-seedling-2", "bi-ash", "ash")
|
thxbob.lib.recipe.replace_ingredient("bi-seedling-2", "bi-ash", "ash")
|
||||||
thxbob.lib.recipe.replace_ingredient ("bi-logs-2", "bi-ash", "ash")
|
thxbob.lib.recipe.replace_ingredient("bi-logs-2", "bi-ash", "ash")
|
||||||
|
|
||||||
data.raw.recipe["bi-ash-1"].result = "ash"
|
data.raw.recipe["bi-ash-1"].result = "ash"
|
||||||
data.raw.recipe["bi-ash-2"].result = "ash"
|
data.raw.recipe["bi-ash-2"].result = "ash"
|
||||||
|
|
||||||
thxbob.lib.recipe.replace_ingredient ("bi-stone-brick", "bi-ash", "ash")
|
thxbob.lib.recipe.replace_ingredient("bi-stone-brick", "bi-ash", "ash")
|
||||||
thxbob.lib.recipe.replace_ingredient ("bi-fertilizer-1", "bi-ash", "ash")
|
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "bi-ash", "ash")
|
||||||
|
|
||||||
if BI.Settings.BI_Bio_Fuel then
|
if BI.Settings.BI_Bio_Fuel then
|
||||||
thxbob.lib.recipe.replace_ingredient ("bi-biomass-3", "bi-ash", "ash")
|
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "bi-ash", "ash")
|
||||||
thxbob.lib.recipe.replace_ingredient ("bi-sulfur", "bi-ash", "ash")
|
thxbob.lib.recipe.replace_ingredient("bi-sulfur", "bi-ash", "ash")
|
||||||
thxbob.lib.recipe.replace_ingredient ("bi-sulfur-angels", "bi-ash", "ash")
|
thxbob.lib.recipe.replace_ingredient("bi-sulfur-angels", "bi-ash", "ash")
|
||||||
|
|
||||||
data.raw.recipe["bi-sulfur"].icon = ICONPATH .. "py_bio_sulfur.png"
|
data.raw.recipe["bi-sulfur"].icon = ICONPATH .. "py_bio_sulfur.png"
|
||||||
data.raw.recipe["bi-sulfur"].icon_size = 64
|
data.raw.recipe["bi-sulfur"].icon_size = 64
|
||||||
|
@ -398,11 +409,11 @@ if data.raw.item["ash"] and mods["pycoalprocessing"] then
|
||||||
data.raw.recipe["bi-ash-2"].icon_size = 64
|
data.raw.recipe["bi-ash-2"].icon_size = 64
|
||||||
data.raw.recipe["bi-stone-brick"].icon = ICONPATH .. "py_bi_stone_brick.png"
|
data.raw.recipe["bi-stone-brick"].icon = ICONPATH .. "py_bi_stone_brick.png"
|
||||||
data.raw.recipe["bi-stone-brick"].icon_size = 64
|
data.raw.recipe["bi-stone-brick"].icon_size = 64
|
||||||
end
|
end
|
||||||
|
|
||||||
----- If Bob's bobrevamp, then ----
|
----- If Bob's bobrevamp, then ----
|
||||||
if mods["bobrevamp"] then
|
if mods["bobrevamp"] then
|
||||||
thxbob.lib.tech.remove_recipe_unlock ("bi-tech-coal-processing-1", "bi-solid-fuel")
|
thxbob.lib.tech.remove_recipe_unlock("bi-tech-coal-processing-1", "bi-solid-fuel")
|
||||||
thxbob.lib.tech.add_recipe_unlock("solid-fuel", "bi-solid-fuel")
|
thxbob.lib.tech.add_recipe_unlock("solid-fuel", "bi-solid-fuel")
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -419,11 +430,11 @@ end
|
||||||
-- We may need liquid air and nitrogen -- but not if any of the following mods is active!
|
-- We may need liquid air and nitrogen -- but not if any of the following mods is active!
|
||||||
|
|
||||||
|
|
||||||
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
-- We only want to create nitrogen if it doesn't exist yet. We then also need to create
|
-- We only want to create nitrogen if it doesn't exist yet. We then also need to create
|
||||||
-- liquid air.
|
-- liquid air.
|
||||||
if not data.raw.fluid["nitrogen"] then
|
if not data.raw.fluid["nitrogen"] then
|
||||||
data:extend({
|
data:extend({
|
||||||
{
|
{
|
||||||
type = "fluid",
|
type = "fluid",
|
||||||
|
@ -441,8 +452,8 @@ end
|
||||||
gas_temperature = -210,
|
gas_temperature = -210,
|
||||||
max_temperature = 100,
|
max_temperature = 100,
|
||||||
heat_capacity = "1kJ",
|
heat_capacity = "1kJ",
|
||||||
base_color = {r = 0.0, g = 0.0, b = 1.0},
|
base_color = { r = 0.0, g = 0.0, b = 1.0 },
|
||||||
flow_color = {r = 0.0, g = 0.0, b = 1.0},
|
flow_color = { r = 0.0, g = 0.0, b = 1.0 },
|
||||||
pressure_to_speed_ratio = 0.4,
|
pressure_to_speed_ratio = 0.4,
|
||||||
flow_to_energy_ratio = 0.59,
|
flow_to_energy_ratio = 0.59,
|
||||||
order = "a[fluid]-b[nitrogen]"
|
order = "a[fluid]-b[nitrogen]"
|
||||||
|
@ -468,8 +479,8 @@ end
|
||||||
gas_temperature = -100,
|
gas_temperature = -100,
|
||||||
max_temperature = 100,
|
max_temperature = 100,
|
||||||
heat_capacity = "1kJ",
|
heat_capacity = "1kJ",
|
||||||
base_color = {r = 0, g = 0, b = 0},
|
base_color = { r = 0, g = 0, b = 0 },
|
||||||
flow_color = {r = 0.5, g = 1.0, b = 1.0},
|
flow_color = { r = 0.5, g = 1.0, b = 1.0 },
|
||||||
pressure_to_speed_ratio = 0.4,
|
pressure_to_speed_ratio = 0.4,
|
||||||
flow_to_energy_ratio = 0.59,
|
flow_to_energy_ratio = 0.59,
|
||||||
order = "a[fluid]-b[liquid-air]"
|
order = "a[fluid]-b[liquid-air]"
|
||||||
|
@ -479,7 +490,7 @@ end
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Recipes for "bi-liquid-air" and "bi-nitrogen" aren't needed!
|
-- Recipes for "bi-liquid-air" and "bi-nitrogen" aren't needed!
|
||||||
else
|
else
|
||||||
-- Remove recipe unlocks
|
-- Remove recipe unlocks
|
||||||
thxbob.lib.tech.remove_recipe_unlock("bi-tech-fertilizer", "bi-liquid-air")
|
thxbob.lib.tech.remove_recipe_unlock("bi-tech-fertilizer", "bi-liquid-air")
|
||||||
thxbob.lib.tech.remove_recipe_unlock("bi-tech-fertilizer", "bi-nitrogen")
|
thxbob.lib.tech.remove_recipe_unlock("bi-tech-fertilizer", "bi-nitrogen")
|
||||||
|
@ -501,28 +512,28 @@ end
|
||||||
data.raw.recipe["bi-liquid-air"] = nil
|
data.raw.recipe["bi-liquid-air"] = nil
|
||||||
data.raw.recipe["bi-nitrogen"] = nil
|
data.raw.recipe["bi-nitrogen"] = nil
|
||||||
BioInd.writeDebug("Removed recipes for \"nitrogen\" and \"liquid air\".")
|
BioInd.writeDebug("Removed recipes for \"nitrogen\" and \"liquid air\".")
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Moved here from data-final-fixes.lua for 0.18.34/1.1.4! (Fixes https://mods.factorio.com/mod/Bio_Industries/discussion/5ff570bd916993002371332a)
|
-- Moved here from data-final-fixes.lua for 0.18.34/1.1.4! (Fixes https://mods.factorio.com/mod/Bio_Industries/discussion/5ff570bd916993002371332a)
|
||||||
---- Game Tweaks ---- Recipes
|
---- Game Tweaks ---- Recipes
|
||||||
if BI.Settings.BI_Game_Tweaks_Recipe then
|
if BI.Settings.BI_Game_Tweaks_Recipe then
|
||||||
--- Concrete Recipe Tweak
|
--- Concrete Recipe Tweak
|
||||||
thxbob.lib.recipe.remove_ingredient("concrete", "iron-ore")
|
thxbob.lib.recipe.remove_ingredient("concrete", "iron-ore")
|
||||||
thxbob.lib.recipe.add_new_ingredient("concrete", {type = "item", name = "iron-stick", amount = 2})
|
thxbob.lib.recipe.add_new_ingredient("concrete", { type = "item", name = "iron-stick", amount = 2 })
|
||||||
|
|
||||||
--- Stone Wall
|
--- Stone Wall
|
||||||
thxbob.lib.recipe.add_new_ingredient("stone-wall", {type = "item", name = "iron-stick", amount = 1})
|
thxbob.lib.recipe.add_new_ingredient("stone-wall", { type = "item", name = "iron-stick", amount = 1 })
|
||||||
|
|
||||||
--- Rail (Remove Stone and Add Crushed Stone)
|
--- Rail (Remove Stone and Add Crushed Stone)
|
||||||
if data.raw.item["stone-crushed"] then
|
if data.raw.item["stone-crushed"] then
|
||||||
thxbob.lib.recipe.remove_ingredient("rail", "stone")
|
thxbob.lib.recipe.remove_ingredient("rail", "stone")
|
||||||
thxbob.lib.recipe.add_new_ingredient("rail", {type = "item", name = "stone-crushed", amount = 6})
|
thxbob.lib.recipe.add_new_ingredient("rail", { type = "item", name = "stone-crushed", amount = 6 })
|
||||||
thxbob.lib.recipe.remove_ingredient("bi-rail-wood", "stone")
|
thxbob.lib.recipe.remove_ingredient("bi-rail-wood", "stone")
|
||||||
thxbob.lib.recipe.add_new_ingredient("bi-rail-wood", {type = "item", name = "stone-crushed", amount = 6})
|
thxbob.lib.recipe.add_new_ingredient("bi-rail-wood", { type = "item", name = "stone-crushed", amount = 6 })
|
||||||
end
|
end
|
||||||
|
|
||||||
-- vanilla rail recipe update
|
-- vanilla rail recipe update
|
||||||
thxbob.lib.recipe.add_new_ingredient("rail", {type = "item", name = "concrete", amount = 6})
|
thxbob.lib.recipe.add_new_ingredient("rail", { type = "item", name = "concrete", amount = 6 })
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -540,7 +551,6 @@ if BI.Settings.BI_Game_Tweaks_Disassemble then
|
||||||
}) do
|
}) do
|
||||||
thxbob.lib.tech.add_recipe_unlock(tech, recipe)
|
thxbob.lib.tech.add_recipe_unlock(tech, recipe)
|
||||||
end
|
end
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Enable Productivity in Recipes
|
--- Enable Productivity in Recipes
|
||||||
|
@ -598,7 +608,7 @@ for h_key, h_names in pairs(BI.hidden_entities.types) do
|
||||||
for h_name, h in pairs(h_names) do
|
for h_name, h in pairs(h_names) do
|
||||||
data.raw[h_type][h_name].resistances = resistances
|
data.raw[h_type][h_name].resistances = resistances
|
||||||
BioInd.writeDebug("Added resistances to %s (%s): %s",
|
BioInd.writeDebug("Added resistances to %s (%s): %s",
|
||||||
{h_name, h_type, data.raw[h_type][h_name].resistances})
|
{ h_name, h_type, data.raw[h_type][h_name].resistances })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
@ -612,7 +622,7 @@ if b and r then
|
||||||
local resistances = data.raw[b.type][b.name].resistances
|
local resistances = data.raw[b.type][b.name].resistances
|
||||||
if resistances then
|
if resistances then
|
||||||
data.raw[r.type][r.name].resistances = util.table.deepcopy(resistances)
|
data.raw[r.type][r.name].resistances = util.table.deepcopy(resistances)
|
||||||
BioInd.writeDebug("Copied resistances from %s to %s!", {b.name, r.name})
|
BioInd.writeDebug("Copied resistances from %s to %s!", { b.name, r.name })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
|
@ -625,7 +635,7 @@ if mods["omnimatter_fluid"] then
|
||||||
forbidden_boilers = forbidden_boilers or {}
|
forbidden_boilers = forbidden_boilers or {}
|
||||||
forbidden_boilers["bi-solar-boiler"] = true
|
forbidden_boilers["bi-solar-boiler"] = true
|
||||||
end
|
end
|
||||||
BioInd.writeDebug("OMNIFLUID Test! forbidden_boilers = %s", {forbidden_boilers})
|
BioInd.writeDebug("OMNIFLUID Test! forbidden_boilers = %s", { forbidden_boilers })
|
||||||
|
|
||||||
|
|
||||||
------------------------------------------------------------------------------------
|
------------------------------------------------------------------------------------
|
||||||
|
@ -647,7 +657,7 @@ if mods["pyrawores"] then
|
||||||
for i = 1, 3 do
|
for i = 1, 3 do
|
||||||
for u, unlock in ipairs(unlocks[i]) do
|
for u, unlock in ipairs(unlocks[i]) do
|
||||||
thxbob.lib.tech.add_recipe_unlock("coal-mk0" .. i, unlock.recipe)
|
thxbob.lib.tech.add_recipe_unlock("coal-mk0" .. i, unlock.recipe)
|
||||||
BioInd.writeDebug("Added recipe %s to unlocks of %s", {unlock.recipe, "coal-mk0" .. i})
|
BioInd.writeDebug("Added recipe %s to unlocks of %s", { unlock.recipe, "coal-mk0" .. i })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -669,7 +679,7 @@ if mods["pycoalprocessing"] and not set then
|
||||||
for i = 1, 3 do
|
for i = 1, 3 do
|
||||||
for u, unlock in ipairs(unlocks[i]) do
|
for u, unlock in ipairs(unlocks[i]) do
|
||||||
thxbob.lib.tech.add_recipe_unlock("coal-processing-" .. i, unlock.recipe)
|
thxbob.lib.tech.add_recipe_unlock("coal-processing-" .. i, unlock.recipe)
|
||||||
BioInd.writeDebug("Added recipe %s to unlocks of %s", {unlock.recipe, "coal-processing-" .. i})
|
BioInd.writeDebug("Added recipe %s to unlocks of %s", { unlock.recipe, "coal-processing-" .. i })
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -677,7 +687,7 @@ end
|
||||||
if set then
|
if set then
|
||||||
for i = 1, 3 do
|
for i = 1, 3 do
|
||||||
data.raw.technology["bi-tech-coal-processing-" .. i] = nil
|
data.raw.technology["bi-tech-coal-processing-" .. i] = nil
|
||||||
BioInd.writeDebug("Removed technology " .. "bi-tech-coal-processing-" .. i)
|
BioInd.writeDebug("Removed technology " .. "bi-tech-coal-processing-" .. i)
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
|
@ -27,76 +27,75 @@ for var, name in pairs({
|
||||||
end
|
end
|
||||||
|
|
||||||
--- Help Files
|
--- Help Files
|
||||||
require ("libs.item-functions") -- From Bob's Libary
|
require("libs.item-functions") -- From Bob's Libary
|
||||||
require ("libs.recipe-functions") -- From Bob's Libary
|
require("libs.recipe-functions") -- From Bob's Libary
|
||||||
require ("libs.technology-functions") -- From Bob's Libary
|
require("libs.technology-functions") -- From Bob's Libary
|
||||||
require ("libs.functions") -- From Bob's Libary
|
require("libs.functions") -- From Bob's Libary
|
||||||
require ("libs.category-functions") -- From Bob's Libary
|
require("libs.category-functions") -- From Bob's Libary
|
||||||
require ("libs.bi_functions") -- Functions
|
require("libs.bi_functions") -- Functions
|
||||||
|
|
||||||
require ("prototypes.category")
|
require("prototypes.category")
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
--- Bio Farm
|
--- Bio Farm
|
||||||
require ("prototypes.Bio_Farm.entities")
|
require("prototypes.Bio_Farm.entities")
|
||||||
require ("prototypes.Bio_Farm.item")
|
require("prototypes.Bio_Farm.item")
|
||||||
require ("prototypes.Bio_Farm.recipe")
|
require("prototypes.Bio_Farm.recipe")
|
||||||
require ("prototypes.Bio_Farm.liquids")
|
require("prototypes.Bio_Farm.liquids")
|
||||||
require ("prototypes.Bio_Farm.recipe-categories")
|
require("prototypes.Bio_Farm.recipe-categories")
|
||||||
require ("prototypes.Bio_Farm.pipeConnectors")
|
require("prototypes.Bio_Farm.pipeConnectors")
|
||||||
require ("prototypes.Bio_Farm.technology")
|
require("prototypes.Bio_Farm.technology")
|
||||||
require ("prototypes.Bio_Farm.tree_entities")
|
require("prototypes.Bio_Farm.tree_entities")
|
||||||
|
|
||||||
-- Bio Garden
|
-- Bio Garden
|
||||||
require ("prototypes.Bio_Garden.entities")
|
require("prototypes.Bio_Garden.entities")
|
||||||
require ("prototypes.Bio_Garden.item")
|
require("prototypes.Bio_Garden.item")
|
||||||
require ("prototypes.Bio_Garden.recipe")
|
require("prototypes.Bio_Garden.recipe")
|
||||||
require ("prototypes.Bio_Garden.recipe-categories")
|
require("prototypes.Bio_Garden.recipe-categories")
|
||||||
|
|
||||||
|
|
||||||
--- Bio Solar Farm
|
--- Bio Solar Farm
|
||||||
require ("prototypes.Bio_Solar_Farm.entities")
|
require("prototypes.Bio_Solar_Farm.entities")
|
||||||
require ("prototypes.Bio_Solar_Farm.item")
|
require("prototypes.Bio_Solar_Farm.item")
|
||||||
require ("prototypes.Bio_Solar_Farm.recipe")
|
require("prototypes.Bio_Solar_Farm.recipe")
|
||||||
|
|
||||||
|
|
||||||
--- Wood Products
|
--- Wood Products
|
||||||
require ("prototypes.Wood_Products.entities")
|
require("prototypes.Wood_Products.entities")
|
||||||
require ("prototypes.Wood_Products.item")
|
require("prototypes.Wood_Products.item")
|
||||||
require ("prototypes.Wood_Products.recipe")
|
require("prototypes.Wood_Products.recipe")
|
||||||
require ("prototypes.Wood_Products.containers-entities")
|
require("prototypes.Wood_Products.containers-entities")
|
||||||
require ("prototypes.Wood_Products.containers-item")
|
require("prototypes.Wood_Products.containers-item")
|
||||||
require ("prototypes.Wood_Products.containers-recipe")
|
require("prototypes.Wood_Products.containers-recipe")
|
||||||
|
|
||||||
|
|
||||||
if not mods["Natural_Evolution_Buildings"] then
|
if not mods["Natural_Evolution_Buildings"] then
|
||||||
--- Dart Turret (Bio turret)
|
--- Dart Turret (Bio turret)
|
||||||
require ("prototypes.Bio_Turret.item-group")
|
require("prototypes.Bio_Turret.item-group")
|
||||||
require ("prototypes.Bio_Turret.damage-type")
|
require("prototypes.Bio_Turret.damage-type")
|
||||||
require ("prototypes.Bio_Turret.item")
|
require("prototypes.Bio_Turret.item")
|
||||||
require ("prototypes.Bio_Turret.recipe")
|
require("prototypes.Bio_Turret.recipe")
|
||||||
require ("prototypes.Bio_Turret.entity")
|
require("prototypes.Bio_Turret.entity")
|
||||||
|
|
||||||
|
|
||||||
--- Bio Cannon
|
--- Bio Cannon
|
||||||
|
|
||||||
|
|
||||||
-- Items Groups
|
-- Items Groups
|
||||||
require ("prototypes.Bio_Cannon.item-group")
|
require("prototypes.Bio_Cannon.item-group")
|
||||||
|
|
||||||
-- Cannon
|
-- Cannon
|
||||||
require ("prototypes.Bio_Cannon.item")
|
require("prototypes.Bio_Cannon.item")
|
||||||
require ("prototypes.Bio_Cannon.recipe")
|
require("prototypes.Bio_Cannon.recipe")
|
||||||
require ("prototypes.Bio_Cannon.entity")
|
require("prototypes.Bio_Cannon.entity")
|
||||||
require ("prototypes.Bio_Cannon.technology")
|
require("prototypes.Bio_Cannon.technology")
|
||||||
|
|
||||||
-- Projectiles
|
-- Projectiles
|
||||||
require ("prototypes.Bio_Cannon.projectiles-item")
|
require("prototypes.Bio_Cannon.projectiles-item")
|
||||||
require ("prototypes.Bio_Cannon.projectiles-recipe")
|
require("prototypes.Bio_Cannon.projectiles-recipe")
|
||||||
require ("prototypes.Bio_Cannon.projectiles-entity")
|
require("prototypes.Bio_Cannon.projectiles-entity")
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|
||||||
---- Add Bio Fuel & Plastic, etc.
|
---- Add Bio Fuel & Plastic, etc.
|
||||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 22 KiB |
Binary file not shown.
Before Width: | Height: | Size: 5.6 KiB |
|
@ -1,9 +0,0 @@
|
||||||
Icons:
|
|
||||||
======
|
|
||||||
cokery.png bi_cokery.png
|
|
||||||
stone_crusher.png bi_stone_crusher.png
|
|
||||||
liquid-air.png bi_liquid_air.png
|
|
||||||
liquid-nitrogen.png bi_liquid_nitrogen.png
|
|
||||||
|
|
||||||
bi-recipe-battery bi-battery
|
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
{
|
{
|
||||||
"name": "Bio_Industries_2",
|
"name": "Bio_Industries_2",
|
||||||
"version": "2.0.0",
|
"version": "2.0.1",
|
||||||
"factorio_version": "2.0",
|
"factorio_version": "2.0",
|
||||||
"title": "Bio Industries",
|
"title": "Bio Industries",
|
||||||
"author": "cackling fiend",
|
"author": "cackling fiend",
|
||||||
|
@ -8,13 +8,13 @@
|
||||||
"description": "Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.",
|
"description": "Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.",
|
||||||
"dependencies": [
|
"dependencies": [
|
||||||
"base >= 2.0.55",
|
"base >= 2.0.55",
|
||||||
|
"? space-age",
|
||||||
"kry_stdlib >= 2.0.6",
|
"kry_stdlib >= 2.0.6",
|
||||||
"? alien-biomes",
|
"? alien-biomes",
|
||||||
"? Krastorio2",
|
"? Krastorio2",
|
||||||
"(?) angelspetrochem",
|
"(?) angelspetrochem",
|
||||||
"(?) Transport_Drones",
|
"(?) Transport_Drones",
|
||||||
"(?) Natural_Evolution_Buildings",
|
"(?) Natural_Evolution_Buildings",
|
||||||
"(?) Natural_Evolution_Enemies",
|
"(?) Natural_Evolution_Enemies"
|
||||||
"!space-age"
|
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
|
|
Binary file not shown.
|
@ -1,51 +1,51 @@
|
||||||
[entity-description]
|
[entity-description]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-arboretum = Ein __ENTITY__bi-arboretum__ kann die Bodenfertilität im Umkreis verbessern und Bäume anpflanzen.
|
bi-arboretum=Ein __ENTITY__bi-arboretum__ kann die Bodenfertilität im Umkreis verbessern und Bäume anpflanzen.
|
||||||
bi-bio-farm = In der __ENTITY__bi-bio-farm__ wachsen __ENTITY__seedling__e zu Bäumen heran und werden gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet. Tagsüber deckt ein integriertes Solarpanel einen Teil des Strombedarfs.
|
bi-bio-farm=In der __ENTITY__bi-bio-farm__ wachsen __ENTITY__seedling__e zu Bäumen heran und werden gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet. Tagsüber deckt ein integriertes Solarpanel einen Teil des Strombedarfs.
|
||||||
bi-bio-garden = Der __ENTITY__bi-bio-garden__ reinigt die Luft und absorbiert Schadstoffe.\n(Ein __ENTITY__bi-bio-garden__ kann pro Sekunde 45 Schadstoffeinheiten absorbieren — etwa so viel wie 1500 Bäume!)
|
bi-bio-garden=Der __ENTITY__bi-bio-garden__ reinigt die Luft und absorbiert Schadstoffe.\n(Ein __ENTITY__bi-bio-garden__ kann pro Sekunde 45 Schadstoffeinheiten absorbieren — etwa so viel wie 1500 Bäume!)
|
||||||
bi-bio-greenhouse = Im __ENTITY__bi-bio-greenhouse__ werden __ENTITY__seedling__e gezüchtet.
|
bi-bio-greenhouse=Im __ENTITY__bi-bio-greenhouse__ werden __ENTITY__seedling__e gezüchtet.
|
||||||
seedling = Ein junger Baum, der in der __ENTITY__bi-bio-farm__ zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird, sobald er ausgewachsen ist. Du kannst ihn auch direkt in die Erde pflanzen und dabei zusehen, wie er in der freien Natur zu einem großen Baum heranwächst. \nHinweis: Die __ENTITY__seedling__e wachsen besser, wenn du vorher den Boden düngst!
|
seedling=Ein junger Baum, der in der __ENTITY__bi-bio-farm__ zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird, sobald er ausgewachsen ist. Du kannst ihn auch direkt in die Erde pflanzen und dabei zusehen, wie er in der freien Natur zu einem großen Baum heranwächst. \nHinweis: Die __ENTITY__seedling__e wachsen besser, wenn du vorher den Boden düngst!
|
||||||
|
|
||||||
bi-bio-reactor = Im __ENTITY__bi-bio-reactor__ wird Biomasse hergestellt und weiterverarbeitet.
|
bi-bio-reactor=Im __ENTITY__bi-bio-reactor__ wird Biomasse hergestellt und weiterverarbeitet.
|
||||||
bi-cokery = In der __ENTITY__bi-cokery__ werden __ITEM__wood__ und __ITEM__bi-woodpulp__ zu __ITEM__wood-charcoal__ und anderen Brennstoffen veredelt.
|
bi-cokery=In der __ENTITY__bi-cokery__ werden __ITEM__wood__ und __ITEM__bi-woodpulp__ zu __ITEM__wood-charcoal__ und anderen Brennstoffen veredelt.
|
||||||
bi-stone-crusher = Diese Maschinen zerkleinern __ITEM__stone__ und __ITEM__concrete__ in allen Varianten zu __ITEM__stone-crushed__.
|
bi-stone-crusher=Diese Maschinen zerkleinern __ITEM__stone__ und __ITEM__concrete__ in allen Varianten zu __ITEM__stone-crushed__.
|
||||||
|
|
||||||
|
|
||||||
## Energieversorgung
|
## Energieversorgung
|
||||||
bi-bio-accumulator = Ein __ENTITY__bi-bio-accumulator__ kann sehr viel Energie speichern. Größe spielt manchmal eben doch eine Rolle!
|
bi-bio-accumulator=Ein __ENTITY__bi-bio-accumulator__ kann sehr viel Energie speichern. Größe spielt manchmal eben doch eine Rolle!
|
||||||
bi-bio-boiler = __ENTITY__bi-bio-boiler__ sind genauso leistungsfähig wie normale __ENTITY__boiler__, aber bedeutend umweltfreundlicher.\n(75% weniger Umweltverschmutzung!)
|
bi-bio-boiler=__ENTITY__bi-bio-boiler__ sind genauso leistungsfähig wie normale __ENTITY__boiler__, aber bedeutend umweltfreundlicher.\n(75% weniger Umweltverschmutzung!)
|
||||||
bi-bio-solar-farm = Viele Solarmodule werden zu einer kompakten Einheit verdichtet. Damit lässt sich auf kleinem Raum eine große Menge Energie erzeugen!
|
bi-bio-solar-farm=Viele Solarmodule werden zu einer kompakten Einheit verdichtet. Damit lässt sich auf kleinem Raum eine große Menge Energie erzeugen!
|
||||||
bi-large-substation = __ENTITY__bi-large-substation__ — damit kannst du ein großes Gebiet mit Elektrizität versorgen!
|
bi-large-substation=__ENTITY__bi-large-substation__ — damit kannst du ein großes Gebiet mit Elektrizität versorgen!
|
||||||
bi-solar-boiler = __ENTITY__bi-solar-boiler__ — erzeugt Elektrizität oder Dampf mittels Solarenergie.
|
bi-solar-boiler=__ENTITY__bi-solar-boiler__ — erzeugt Elektrizität oder Dampf mittels Solarenergie.
|
||||||
bi-solar-mat = Dank eingebetteter Solarpanele erzeugen hiermit gebaute Wege 10kW Elektrizität pro Feld und erlauben eine höhere Bewegungsgeschwindigkeit. (Danke, Elon Musk!)
|
bi-solar-mat=Dank eingebetteter Solarpanele erzeugen hiermit gebaute Wege 10kW Elektrizität pro Feld und erlauben eine höhere Bewegungsgeschwindigkeit. (Danke, Elon Musk!)
|
||||||
|
|
||||||
|
|
||||||
## Waffen
|
## Waffen
|
||||||
bi-dart-turret = Diese Geschütztürme sind sofort verfügbar und bieten ohne großen Aufwand Schutz vor Angriffen. Die Pfeile verursachen zwar weniger Schaden als Kugeln und Schrotpatronen, dafür haben diese Geschütztürme aber eine etwas größere Schussweite und eine höhere Feuerrate als die herkömmlichen.
|
bi-dart-turret=Diese Geschütztürme sind sofort verfügbar und bieten ohne großen Aufwand Schutz vor Angriffen. Die Pfeile verursachen zwar weniger Schaden als Kugeln und Schrotpatronen, dafür haben diese Geschütztürme aber eine etwas größere Schussweite und eine höhere Feuerrate als die herkömmlichen.
|
||||||
bi-bio-cannon = Dieser frühe Prototyp eines Artillerie-Geschützturms kann NUR Würmer sowie Nester von Beißern und Speiern attackieren (maximale Reichweite: 90) und hat noch keine manuelle Zielvorrichtung.
|
bi-bio-cannon=Dieser frühe Prototyp eines Artillerie-Geschützturms kann NUR Würmer sowie Nester von Beißern und Speiern attackieren (maximale Reichweite: 90) und hat noch keine manuelle Zielvorrichtung.
|
||||||
|
|
||||||
|
|
||||||
## Schienen
|
## Schienen
|
||||||
bi-power-to-rail-pole = Hiermit kannst du __ENTITY__bi-rail-power__ mit dem Stromnetz verbinden.\nACHTUNG: Ein __ENTITY__bi-power-to-rail-pole__ in Reichweite von zwei parallel verlaufenden oder sich kreuzenden __ENTITY__bi-rail-power__ kann die beiden Netzwerke miteinander verbinden!
|
bi-power-to-rail-pole=Hiermit kannst du __ENTITY__bi-rail-power__ mit dem Stromnetz verbinden.\nACHTUNG: Ein __ENTITY__bi-power-to-rail-pole__ in Reichweite von zwei parallel verlaufenden oder sich kreuzenden __ENTITY__bi-rail-power__ kann die beiden Netzwerke miteinander verbinden!
|
||||||
bi-rail-power = Diese Schienen leiten auch Strom. Baue einen __ENTITY__bi-power-to-rail-pole__ daneben, um sie mit einem Stromnetz zu verbinden!
|
bi-rail-power=Diese Schienen leiten auch Strom. Baue einen __ENTITY__bi-power-to-rail-pole__ daneben, um sie mit einem Stromnetz zu verbinden!
|
||||||
bi-rail-wood-bridge = Auf dieser hölzernen Eisenbahnbrücke können Züge Gewässer überqueren.\nHinweis: Du kannst diese Brücke nicht betreten – sie ist wirklich nur für Züge geeignet!
|
bi-rail-wood-bridge=Auf dieser hölzernen Eisenbahnbrücke können Züge Gewässer überqueren.\nHinweis: Du kannst diese Brücke nicht betreten – sie ist wirklich nur für Züge geeignet!
|
||||||
bi-rail-wood = Holzschienen
|
bi-rail-wood=Holzschienen
|
||||||
rail-remnants-wood-bridge = Überreste einer hölzernen Eisenbahnbrücke
|
rail-remnants-wood-bridge=Überreste einer hölzernen Eisenbahnbrücke
|
||||||
rail-remnants-wood = Überreste hölzerner Schienen
|
rail-remnants-wood=Überreste hölzerner Schienen
|
||||||
|
|
||||||
|
|
||||||
## Diverse Holzprodukte
|
## Diverse Holzprodukte
|
||||||
bi-wood-pipe-to-ground = __ENTITY__pipe-to-ground__ aus __ITEM__wood__ und Kupfer
|
bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ aus __ITEM__wood__ und Kupfer
|
||||||
bi-wood-pipe = __ENTITY__pipe__ aus __ITEM__wood__ und Kupfer
|
bi-wood-pipe=__ENTITY__pipe__ aus __ITEM__wood__ und Kupfer
|
||||||
bi-wooden-chest-giga = Eine RIESIGE Holzkiste
|
bi-wooden-chest-giga=Eine RIESIGE Holzkiste
|
||||||
bi-wooden-chest-huge = Eine sehr große Holzkiste
|
bi-wooden-chest-huge=Eine sehr große Holzkiste
|
||||||
bi-wooden-chest-large = Eine mittelgroße Holzkiste
|
bi-wooden-chest-large=Eine mittelgroße Holzkiste
|
||||||
bi-wooden-fence = __ENTITY__bi-wooden-fence__ halten zwar starken Gegnern nicht lange stand, verschaffen dir aber am Anfang Zeit, in Ruhe deine Fabrik auszubauen.
|
bi-wooden-fence=__ENTITY__bi-wooden-fence__ halten zwar starken Gegnern nicht lange stand, verschaffen dir aber am Anfang Zeit, in Ruhe deine Fabrik auszubauen.
|
||||||
bi-wooden-pole-big = Diese großen hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
bi-wooden-pole-big=Diese großen hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
||||||
bi-wooden-pole-bigger = Diese hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
bi-wooden-pole-bigger=Diese hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
||||||
bi-wooden-pole-huge = Mit diesen riesigen Masten aus __ITEM__wood__ kannst du große Entfernungen (64 Felder) überbrücken, wenn du dein Strom- oder Schaltungsnetz aufbaust.
|
bi-wooden-pole-huge=Mit diesen riesigen Masten aus __ITEM__wood__ kannst du große Entfernungen (64 Felder) überbrücken, wenn du dein Strom- oder Schaltungsnetz aufbaust.
|
||||||
wooden-chest = Kleine Holzkiste
|
wooden-chest=Kleine Holzkiste
|
||||||
|
|
||||||
|
|
||||||
## Unterstützung für andere Mods
|
## Unterstützung für andere Mods
|
||||||
bi-stone-crusher-sand = Diese Maschinen zerkleinern __ITEM__stone__ und __ITEM__concrete__ in allen Varianten zu __ITEM__stone-crushed__. Sie können auch __ITEM__stone-crushed__ zu __ITEM__sand__ weiterverarbeiten.
|
bi-stone-crusher-sand=Diese Maschinen zerkleinern __ITEM__stone__ und __ITEM__concrete__ in allen Varianten zu __ITEM__stone-crushed__. Sie können auch __ITEM__stone-crushed__ zu __ITEM__sand__ weiterverarbeiten.
|
||||||
|
|
|
@ -1,52 +1,52 @@
|
||||||
[entity-name]
|
[entity-name]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-arboretum = Terraformer
|
bi-arboretum=Terraformer
|
||||||
bi-arboretum-hidden-radar = __ENTITY__bi-arboretum__ (__ENTITY__radar__)
|
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
|
||||||
bi-bio-farm = Bio-Baumschule
|
bi-bio-farm=Bio-Baumschule
|
||||||
bi-bio-garden = Bio-Garten
|
bi-bio-garden=Bio-Garten
|
||||||
bi-bio-garden-large = Großer __ENTITY__bi-bio-garden__
|
bi-bio-garden-large=Großer __ENTITY__bi-bio-garden__
|
||||||
bi-bio-garden-huge = Riesiger __ENTITY__bi-bio-garden__
|
bi-bio-garden-huge=Riesiger __ENTITY__bi-bio-garden__
|
||||||
bi-bio-greenhouse = Bio-Gewächshaus
|
bi-bio-greenhouse=Bio-Gewächshaus
|
||||||
seedling = Setzling
|
seedling=Setzling
|
||||||
|
|
||||||
bi-bio-reactor = Bio-Reaktor
|
bi-bio-reactor=Bio-Reaktor
|
||||||
bi-cokery = Kokerei
|
bi-cokery=Kokerei
|
||||||
bi-stone-crusher = Steinbrecher
|
bi-stone-crusher=Steinbrecher
|
||||||
|
|
||||||
|
|
||||||
## Energieversorgung
|
## Energieversorgung
|
||||||
bi-bio-accumulator = Großer Akkumulator
|
bi-bio-accumulator=Großer Akkumulator
|
||||||
bi-bio-boiler = Bio-Heizkessel
|
bi-bio-boiler=Bio-Heizkessel
|
||||||
bi-bio-solar-farm = Bio-Solarpark
|
bi-bio-solar-farm=Bio-Solarpark
|
||||||
bi-large-substation = Großes Umspannwerk
|
bi-large-substation=Großes Umspannwerk
|
||||||
bi-solar-boiler = Solarbetriebener Heizkessel
|
bi-solar-boiler=Solarbetriebener Heizkessel
|
||||||
bi-solar-mat = Musk-Panel
|
bi-solar-mat=Musk-Panel
|
||||||
|
|
||||||
|
|
||||||
## Waffen
|
## Waffen
|
||||||
bi-bio-cannon = Artillerie-Geschützturm (Prototyp)
|
bi-bio-cannon=Artillerie-Geschützturm (Prototyp)
|
||||||
bi-dart-turret = Pfeil-Geschützturm
|
bi-dart-turret=Pfeil-Geschützturm
|
||||||
|
|
||||||
|
|
||||||
## Schienen
|
## Schienen
|
||||||
bi-power-to-rail-pole = Anschluss für Stromschienen
|
bi-power-to-rail-pole=Anschluss für Stromschienen
|
||||||
bi-rail-power = Stromschienen
|
bi-rail-power=Stromschienen
|
||||||
bi-rail-wood-bridge = Hölzerne Eisenbahnbrücke
|
bi-rail-wood-bridge=Hölzerne Eisenbahnbrücke
|
||||||
bi-rail-wood = Hölzerne Schienen
|
bi-rail-wood=Hölzerne Schienen
|
||||||
rail-remnants-wood-bridge = Zerstörte hölzerne Eisenbahnbrücke
|
rail-remnants-wood-bridge=Zerstörte hölzerne Eisenbahnbrücke
|
||||||
rail-remnants-wood = Zerstörte hölzerne Schienen
|
rail-remnants-wood=Zerstörte hölzerne Schienen
|
||||||
|
|
||||||
|
|
||||||
## Diverse Holzprodukte
|
## Diverse Holzprodukte
|
||||||
bi-wood-pipe-to-ground = Unterirdisches Holzrohr
|
bi-wood-pipe-to-ground=Unterirdisches Holzrohr
|
||||||
bi-wood-pipe = Holzrohr
|
bi-wood-pipe=Holzrohr
|
||||||
bi-wooden-chest-giga = RIESIGE Holzkiste
|
bi-wooden-chest-giga=RIESIGE Holzkiste
|
||||||
bi-wooden-chest-huge = Große Holzkiste
|
bi-wooden-chest-huge=Große Holzkiste
|
||||||
bi-wooden-chest-large = Mittelgroße Holzkiste
|
bi-wooden-chest-large=Mittelgroße Holzkiste
|
||||||
bi-wooden-fence = Hölzerne Palisaden
|
bi-wooden-fence=Hölzerne Palisaden
|
||||||
bi-wooden-pole-big = Großer Strommast aus Holz
|
bi-wooden-pole-big=Großer Strommast aus Holz
|
||||||
bi-wooden-pole-bigger = Größerer Strommast aus Holz
|
bi-wooden-pole-bigger=Größerer Strommast aus Holz
|
||||||
bi-wooden-pole-huge = Riesiger Strommast aus Holz
|
bi-wooden-pole-huge=Riesiger Strommast aus Holz
|
||||||
#~ Just another name for the vanilla wood-chest
|
#~ Just another name for the vanilla wood-chest
|
||||||
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
|
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
|
||||||
bi-wooden-chest = Kleine Holzkiste
|
bi-wooden-chest=Kleine Holzkiste
|
||||||
|
|
|
@ -2,54 +2,54 @@
|
||||||
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
||||||
# so we hard-code its content here.
|
# so we hard-code its content here.
|
||||||
#~ fertilizer=__ITEM__fertilizer__ lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
#~ fertilizer=__ITEM__fertilizer__ lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
||||||
fertilizer = Düngemittel 08/15 lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
fertilizer=Düngemittel 08/15 lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
||||||
|
|
||||||
[item-description]
|
[item-description]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-adv-fertilizer = __ITEM__bi-adv-fertilizer__ – die spezielle Zutat, ohne die eine Superproduktion nicht möglich ist. Nur für Nutzer von Bio Industries! :-)
|
bi-adv-fertilizer=__ITEM__bi-adv-fertilizer__ – die spezielle Zutat, ohne die eine Superproduktion nicht möglich ist. Nur für Nutzer von Bio Industries! :-)
|
||||||
fertilizer = __ITEM__fertilizer__ lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
fertilizer=__ITEM__fertilizer__ lässt Pflanzen besser wachsen und wird auch zur Herstellung von Biomasse benötigt.
|
||||||
|
|
||||||
bi-purified-air = Saubere, unverschmutzte Luft!
|
bi-purified-air=Saubere, unverschmutzte Luft!
|
||||||
|
|
||||||
bi-arboretum-r1 = Pflanzt Bäume im Umkreis des Terraformers
|
bi-arboretum-r1=Pflanzt Bäume im Umkreis des Terraformers
|
||||||
bi-arboretum-r2 = Düngt den Boden um den Terraformer mit __ITEM__fertilizer__
|
bi-arboretum-r2=Düngt den Boden um den Terraformer mit __ITEM__fertilizer__
|
||||||
bi-arboretum-r3 = Düngt den Boden um den Terraformer mit __ITEM__bi-adv-fertilizer__
|
bi-arboretum-r3=Düngt den Boden um den Terraformer mit __ITEM__bi-adv-fertilizer__
|
||||||
bi-arboretum-r4 = Düngt den Boden um den Terraformer mit __ITEM__fertilizer__ und pflanzt Bäume
|
bi-arboretum-r4=Düngt den Boden um den Terraformer mit __ITEM__fertilizer__ und pflanzt Bäume
|
||||||
bi-arboretum-r5 = Düngt den Boden um den Terraformer mit __ITEM__bi-adv-fertilizer__ und pflanzt Bäume
|
bi-arboretum-r5=Düngt den Boden um den Terraformer mit __ITEM__bi-adv-fertilizer__ und pflanzt Bäume
|
||||||
|
|
||||||
bi-seed-bomb-advanced = Diese __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 30 Feldern um den Einschlagort. Der Einsatz von __ITEM__bi-adv-fertilizer__ garantiert eine hohe Wahrscheinlichkeit dafür, dass das __ITEM__bi-seed__ gut anwächst und die Bäume schnell gedeihen.
|
bi-seed-bomb-advanced=Diese __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 30 Feldern um den Einschlagort. Der Einsatz von __ITEM__bi-adv-fertilizer__ garantiert eine hohe Wahrscheinlichkeit dafür, dass das __ITEM__bi-seed__ gut anwächst und die Bäume schnell gedeihen.
|
||||||
bi-seed-bomb-basic = Diese einfache __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 24 Feldern um den Einschlagort. Wenn du Glück hast, wachsen daraus auch ein paar Bäume!
|
bi-seed-bomb-basic=Diese einfache __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 24 Feldern um den Einschlagort. Wenn du Glück hast, wachsen daraus auch ein paar Bäume!
|
||||||
bi-seed-bomb-standard = Diese __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 27 Feldern um den Einschlagort. __ITEM__fertilizer__ verbessert die Wahrscheinlichkeit, dass das __ITEM__bi-seed__ anwächst und gedeiht!
|
bi-seed-bomb-standard=Diese __ITEM__bi-seed-bomb-basic__ verstreut __ITEM__bi-seed__ im Radius von 27 Feldern um den Einschlagort. __ITEM__fertilizer__ verbessert die Wahrscheinlichkeit, dass das __ITEM__bi-seed__ anwächst und gedeiht!
|
||||||
|
|
||||||
bi-seed = Daraus wird einmal ein __ENTITY__seedling__.
|
bi-seed=Daraus wird einmal ein __ENTITY__seedling__.
|
||||||
|
|
||||||
|
|
||||||
## Waffen
|
## Waffen
|
||||||
bi-bio-cannon-basic-ammo = Raketenbetrieben, geringer physischer Schaden
|
bi-bio-cannon-basic-ammo=Raketenbetrieben, geringer physischer Schaden
|
||||||
bi-bio-cannon-biological-ammo = Raketenbetrieben, hoher biologischer Schaden
|
bi-bio-cannon-biological-ammo=Raketenbetrieben, hoher biologischer Schaden
|
||||||
bi-bio-cannon-poison-ammo = Raketenbetrieben, mittlerer Giftschaden
|
bi-bio-cannon-poison-ammo=Raketenbetrieben, mittlerer Giftschaden
|
||||||
bi-bio-cannon-proto-ammo = Geringer Schaden, der größte Teil des TNT wird für den Antrieb verwendet.
|
bi-bio-cannon-proto-ammo=Geringer Schaden, der größte Teil des TNT wird für den Antrieb verwendet.
|
||||||
|
|
||||||
bi-dart-magazine-basic = __ITEM__bi-dart-magazine-basic__ pieken nur ein bisschen.
|
bi-dart-magazine-basic=__ITEM__bi-dart-magazine-basic__ pieken nur ein bisschen.
|
||||||
bi-dart-magazine-enhanced = __ITEM__bi-dart-magazine-enhanced__ verursachen auch Säureschaden!
|
bi-dart-magazine-enhanced=__ITEM__bi-dart-magazine-enhanced__ verursachen auch Säureschaden!
|
||||||
bi-dart-magazine-poison = __ITEM__bi-dart-magazine-enhanced__ — mit Gift!
|
bi-dart-magazine-poison=__ITEM__bi-dart-magazine-enhanced__ — mit Gift!
|
||||||
bi-dart-magazine-standard = __ITEM__bi-dart-magazine-standard__ können Ziele durchdringen.
|
bi-dart-magazine-standard=__ITEM__bi-dart-magazine-standard__ können Ziele durchdringen.
|
||||||
bi-dart-rifle = Diese billige Waffe verschießt leicht herstellbare Munition und ist gut zur Verteidigung gegen schwächere Gegner geeignet.
|
bi-dart-rifle=Diese billige Waffe verschießt leicht herstellbare Munition und ist gut zur Verteidigung gegen schwächere Gegner geeignet.
|
||||||
|
|
||||||
|
|
||||||
## Rohstoffe
|
## Rohstoffe
|
||||||
bi-ash = __ITEM__bi-ash__ ist durchaus ein wertvoller Rohstoff!
|
bi-ash=__ITEM__bi-ash__ ist durchaus ein wertvoller Rohstoff!
|
||||||
bi-cellulose = __ITEM__bi-cellulose__ wird aus __ITEM__wood__ gewonnen. Es ist schier unglaublich, was man daraus alles machen kann!
|
bi-cellulose=__ITEM__bi-cellulose__ wird aus __ITEM__wood__ gewonnen. Es ist schier unglaublich, was man daraus alles machen kann!
|
||||||
bi-woodpulp = __ITEM__bi-woodpulp__ können für verschiedene Zwecke eingesetzt werden. Verbrennt man sie, emittieren sie zwar weniger Schadstoffe als __ITEM__wood__, geben aber auch nur halb so viel Energie ab.
|
bi-woodpulp=__ITEM__bi-woodpulp__ können für verschiedene Zwecke eingesetzt werden. Verbrennt man sie, emittieren sie zwar weniger Schadstoffe als __ITEM__wood__, geben aber auch nur halb so viel Energie ab.
|
||||||
coal = Du wirst __ITEM__coal__ brauchen!
|
coal=Du wirst __ITEM__coal__ brauchen!
|
||||||
pellet-coke = Mehr Energie als __ITEM__solid-fuel__ bei ca. 40% weniger Schadstoffausstoß, dazu noch ein kleiner Bonus zur Höchstgeschwindigkeit — __ITEM__pellet-coke__ ist einfach der ideale Treibstoff für deine Fahrzeuge!
|
pellet-coke=Mehr Energie als __ITEM__solid-fuel__ bei ca. 40% weniger Schadstoffausstoß, dazu noch ein kleiner Bonus zur Höchstgeschwindigkeit — __ITEM__pellet-coke__ ist einfach der ideale Treibstoff für deine Fahrzeuge!
|
||||||
resin = __ITEM__resin__ ist nicht nur klebrig, man kann daraus auch Flüssiggas gewinnen!
|
resin=__ITEM__resin__ ist nicht nur klebrig, man kann daraus auch Flüssiggas gewinnen!
|
||||||
solid-fuel = Bietet weniger Energie als __ITEM__wood-bricks__, emittiert aber noch weniger Schadstoffe und lässt Fahrzeuge schneller fahren und beschleunigen.
|
solid-fuel=Bietet weniger Energie als __ITEM__wood-bricks__, emittiert aber noch weniger Schadstoffe und lässt Fahrzeuge schneller fahren und beschleunigen.
|
||||||
stone-crushed = __ITEM__stone-crushed__ wird hauptsächlich beim Gleis- und Straßenbau verwendet.
|
stone-crushed=__ITEM__stone-crushed__ wird hauptsächlich beim Gleis- und Straßenbau verwendet.
|
||||||
wood-bricks = Komprimierte __ITEM__bi-woodpulp__ geben eine Menge Energie ab, emittieren aber weniger Schadstoffe. Sie sind eine frühe Alternative zu __ITEM__solid-fuel__.
|
wood-bricks=Komprimierte __ITEM__bi-woodpulp__ geben eine Menge Energie ab, emittieren aber weniger Schadstoffe. Sie sind eine frühe Alternative zu __ITEM__solid-fuel__.
|
||||||
wood-charcoal = __ITEM__wood-charcoal__ gibt bedeutend mehr Energie ab als __ITEM__coal__ und emittiert deutlich weniger Schadstoffe, ist aber nicht so vielseitig verwendbar.
|
wood-charcoal=__ITEM__wood-charcoal__ gibt bedeutend mehr Energie ab als __ITEM__coal__ und emittiert deutlich weniger Schadstoffe, ist aber nicht so vielseitig verwendbar.
|
||||||
wood = Stelle deine Energieversorgung auf diesen nachhaltigen Rohstoff um!\nHinweis: Man kann mit __ITEM__wood__ noch mehr anfangen, als es einfach nur zu verbrennen!
|
wood=Stelle deine Energieversorgung auf diesen nachhaltigen Rohstoff um!\nHinweis: Man kann mit __ITEM__wood__ noch mehr anfangen, als es einfach nur zu verbrennen!
|
||||||
|
|
||||||
|
|
||||||
## Unterstützung für andere Mods
|
## Unterstützung für andere Mods
|
||||||
sand = __ITEM__sand__
|
sand=__ITEM__sand__
|
||||||
|
|
|
@ -1,56 +1,56 @@
|
||||||
[BI-item-name]
|
[BI-item-name]
|
||||||
fertilizer = Düngemittel 08/15
|
fertilizer=Düngemittel 08/15
|
||||||
|
|
||||||
[item-name]
|
[item-name]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-adv-fertilizer = BI-Super-Dünger(™)
|
bi-adv-fertilizer=BI-Super-Dünger(™)
|
||||||
fertilizer = Düngemittel 08/15
|
fertilizer=Düngemittel 08/15
|
||||||
|
|
||||||
bi-purified-air = Aufbereitete Luft
|
bi-purified-air=Aufbereitete Luft
|
||||||
|
|
||||||
bi-arboretum-r1 = Bäume pflanzen
|
bi-arboretum-r1=Bäume pflanzen
|
||||||
bi-arboretum-r2 = Geländeveränderung (einfach)
|
bi-arboretum-r2=Geländeveränderung (einfach)
|
||||||
bi-arboretum-r3 = Geländeveränderung (verbessert)
|
bi-arboretum-r3=Geländeveränderung (verbessert)
|
||||||
bi-arboretum-r4 = Gelände verändern & Bäume pflanzen (einfach)
|
bi-arboretum-r4=Gelände verändern & Bäume pflanzen (einfach)
|
||||||
bi-arboretum-r5 = Gelände verändern & Bäume pflanzen (verbessert)
|
bi-arboretum-r5=Gelände verändern & Bäume pflanzen (verbessert)
|
||||||
|
|
||||||
bi-seed-bomb-advanced = Saatgutbombe mit __ITEM__bi-adv-fertilizer__
|
bi-seed-bomb-advanced=Saatgutbombe mit __ITEM__bi-adv-fertilizer__
|
||||||
bi-seed-bomb-basic = Saatgutbombe
|
bi-seed-bomb-basic=Saatgutbombe
|
||||||
bi-seed-bomb-standard = Saatgutbombe mit __ITEM__fertilizer__
|
bi-seed-bomb-standard=Saatgutbombe mit __ITEM__fertilizer__
|
||||||
bi-seed = Saatgut
|
bi-seed=Saatgut
|
||||||
|
|
||||||
|
|
||||||
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
||||||
bi-biomass = Biomasse
|
bi-biomass=Biomasse
|
||||||
liquid-air = Flüssigluft
|
liquid-air=Flüssigluft
|
||||||
nitrogen = Nitrogen
|
nitrogen=Nitrogen
|
||||||
|
|
||||||
## Waffen
|
## Waffen
|
||||||
bi-bio-cannon-basic-ammo = Munition für frühe Artillerie-Geschütztürme (Raketen)
|
bi-bio-cannon-basic-ammo=Munition für frühe Artillerie-Geschütztürme (Raketen)
|
||||||
bi-bio-cannon-biological-ammo = Munition für frühe Artillerie-Geschütztürme (biologische Kampfstoffe)
|
bi-bio-cannon-biological-ammo=Munition für frühe Artillerie-Geschütztürme (biologische Kampfstoffe)
|
||||||
bi-bio-cannon-poison-ammo = Munition für frühe Artillerie-Geschütztürme (Gift)
|
bi-bio-cannon-poison-ammo=Munition für frühe Artillerie-Geschütztürme (Gift)
|
||||||
bi-bio-cannon-proto-ammo = Munition für frühe Artillerie-Geschütztürme (normal)
|
bi-bio-cannon-proto-ammo=Munition für frühe Artillerie-Geschütztürme (normal)
|
||||||
|
|
||||||
bi-dart-magazine-basic = Einfache Pfeile
|
bi-dart-magazine-basic=Einfache Pfeile
|
||||||
bi-dart-magazine-enhanced = Verbesserte Pfeile
|
bi-dart-magazine-enhanced=Verbesserte Pfeile
|
||||||
bi-dart-magazine-poison = Giftpfeile
|
bi-dart-magazine-poison=Giftpfeile
|
||||||
bi-dart-magazine-standard = Normale Pfeile
|
bi-dart-magazine-standard=Normale Pfeile
|
||||||
bi-dart-rifle = Pfeilschussgewehr
|
bi-dart-rifle=Pfeilschussgewehr
|
||||||
|
|
||||||
|
|
||||||
## Rohstoffe
|
## Rohstoffe
|
||||||
bi-ash = Asche
|
bi-ash=Asche
|
||||||
bi-cellulose = Zellulose
|
bi-cellulose=Zellulose
|
||||||
bi-woodpulp = Holzfasern
|
bi-woodpulp=Holzfasern
|
||||||
pellet-coke = Pellet-Koks
|
pellet-coke=Pellet-Koks
|
||||||
resin = Harz
|
resin=Harz
|
||||||
stone-crushed = Schotter
|
stone-crushed=Schotter
|
||||||
wood-bricks = Holzziegel
|
wood-bricks=Holzziegel
|
||||||
wood-charcoal = Holzkohle
|
wood-charcoal=Holzkohle
|
||||||
|
|
||||||
|
|
||||||
## Unterstützung für andere Mods
|
## Unterstützung für andere Mods
|
||||||
sand = Sand
|
sand=Sand
|
||||||
slag = Schlacke
|
slag=Schlacke
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
gravel = Schotter
|
gravel=Schotter
|
||||||
|
|
|
@ -1,48 +1,48 @@
|
||||||
[fluid-name]
|
[fluid-name]
|
||||||
##~ bi-biomass=Algen-Biomasse
|
##~ bi-biomass=Algen-Biomasse
|
||||||
#~ bi-biomass=Biomasse
|
#~ bi-biomass=Biomasse
|
||||||
bi-biomass = __ITEM__bi-biomass__
|
bi-biomass=__ITEM__bi-biomass__
|
||||||
#~ Obsolete?
|
#~ Obsolete?
|
||||||
bi-ground-water = Wasser
|
bi-ground-water=Wasser
|
||||||
liquid-air = Flüssigluft
|
liquid-air=Flüssigluft
|
||||||
nitrogen = Stickstoff
|
nitrogen=Stickstoff
|
||||||
water-saline = Salzwasser
|
water-saline=Salzwasser
|
||||||
|
|
||||||
# Added for 0.18.32/1.1.
|
# Added for 0.18.32/1.1.
|
||||||
bi-fertilizer-fluid = Flüssiges __ITEM__fertilizer__
|
bi-fertilizer-fluid=Flüssiges __ITEM__fertilizer__
|
||||||
bi-adv-fertilizer-fluid = Flüssiger __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Flüssiger __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
# Added for 0.18.32/1.1.
|
# Added for 0.18.32/1.1.
|
||||||
[fluid-description]
|
[fluid-description]
|
||||||
bi-fertilizer-fluid = Etwas __ITEM__fertilizer__, gelöst in Wasser -- und das Gras wird grün!
|
bi-fertilizer-fluid=Etwas __ITEM__fertilizer__, gelöst in Wasser -- und das Gras wird grün!
|
||||||
bi-adv-fertilizer-fluid = Auch in flüssiger Form lässt __ITEM__bi-adv-fertilizer__ alles noch viel grüner erscheinen!
|
bi-adv-fertilizer-fluid=Auch in flüssiger Form lässt __ITEM__bi-adv-fertilizer__ alles noch viel grüner erscheinen!
|
||||||
|
|
||||||
[tile-name]
|
[tile-name]
|
||||||
bi-solar-mat = Musk-Boden
|
bi-solar-mat=Musk-Boden
|
||||||
bi-wood-floor = Holzboden
|
bi-wood-floor=Holzboden
|
||||||
|
|
||||||
[item-group-name]
|
[item-group-name]
|
||||||
bio-industries = Bio-Industries
|
bio-industries=Bio-Industries
|
||||||
|
|
||||||
[ammo-category-name]
|
[ammo-category-name]
|
||||||
Bio_Cannon_Ammo = Munition für frühe Artillerie-Geschütztürme
|
Bio_Cannon_Ammo=Munition für frühe Artillerie-Geschütztürme
|
||||||
Bio_Turret_Ammo = Munition für Pfeil-Geschütztürme
|
Bio_Turret_Ammo=Munition für Pfeil-Geschütztürme
|
||||||
|
|
||||||
[damage-type-name]
|
[damage-type-name]
|
||||||
Biological = Biologisch
|
Biological=Biologisch
|
||||||
bob-pierce = Pierce
|
bob-pierce=Pierce
|
||||||
|
|
||||||
|
|
||||||
[modifier-description]
|
[modifier-description]
|
||||||
Bio_Cannon_Ammo-damage-bonus = Munition für frühe Artillerie-Geschütztürme, Schaden: +__1__
|
Bio_Cannon_Ammo-damage-bonus=Munition für frühe Artillerie-Geschütztürme, Schaden: +__1__
|
||||||
Bio_Cannon_Ammo-shooting-speed-bonus = Munition für frühe Artillerie-Geschütztürme, Feuerrate: +__1__
|
Bio_Cannon_Ammo-shooting-speed-bonus=Munition für frühe Artillerie-Geschütztürme, Feuerrate: +__1__
|
||||||
Bio_Turret_Ammo-damage-bonus = Pfeil-Schaden: +__1__
|
Bio_Turret_Ammo-damage-bonus=Pfeil-Schaden: +__1__
|
||||||
Bio_Turret_Ammo-shooting-speed-bonus = Pfeil-Feuerrate: +__1__
|
Bio_Turret_Ammo-shooting-speed-bonus=Pfeil-Feuerrate: +__1__
|
||||||
bi-dart-turret-attack-bonus = Pfeil-Geschützturm, Schaden: +__1__
|
bi-dart-turret-attack-bonus=Pfeil-Geschützturm, Schaden: +__1__
|
||||||
bi-dart-turret-damage-bonus = Dart-Turm-Schadensbonus, zusätzlicher Schaden: +__1__
|
bi-dart-turret-damage-bonus=Dart-Turm-Schadensbonus, zusätzlicher Schaden: +__1__
|
||||||
|
|
||||||
[bi-misc]
|
[bi-misc]
|
||||||
growing-tree = Wachsender Baum
|
growing-tree=Wachsender Baum
|
||||||
growing-tree-desc = Dieser __ENTITY__seedling__ wird zu einem großen Baum heranwachsen.
|
growing-tree-desc=Dieser __ENTITY__seedling__ wird zu einem großen Baum heranwachsen.
|
||||||
young-tree = Junger Baum
|
young-tree=Junger Baum
|
||||||
young-tree-desc = Dieser Baum ist noch jung und wird noch nicht viel Holz liefern. Warte lieber, bis er ausgewachsen ist, bevor du ihn fällst!
|
young-tree-desc=Dieser Baum ist noch jung und wird noch nicht viel Holz liefern. Warte lieber, bis er ausgewachsen ist, bevor du ihn fällst!
|
||||||
|
|
|
@ -2,51 +2,51 @@
|
||||||
# No liability or damage, correctness or completeness of this text is assumed by the author.
|
# No liability or damage, correctness or completeness of this text is assumed by the author.
|
||||||
# License: MIT https://opensource.org/licenses/MIT
|
# License: MIT https://opensource.org/licenses/MIT
|
||||||
[mod-name]
|
[mod-name]
|
||||||
Bio_Industries = Bio Industries
|
Bio_Industries=Bio Industries
|
||||||
|
|
||||||
[mod-setting-name]
|
[mod-setting-name]
|
||||||
BI_Bio_Cannon = Aktivieren: Artillerie-Geschützturm (Prototyp)
|
BI_Bio_Cannon=Aktivieren: Artillerie-Geschützturm (Prototyp)
|
||||||
BI_Bio_Fuel = Aktivieren: Bio-Kraftstoffe
|
BI_Bio_Fuel=Aktivieren: Bio-Kraftstoffe
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
BI_Easy_Bio_Gardens = Aktivieren: __ENTITY__bi-bio-garden__ vereinfacht
|
BI_Easy_Bio_Gardens=Aktivieren: __ENTITY__bi-bio-garden__ vereinfacht
|
||||||
# Added for 1.1.8
|
# Added for 1.1.8
|
||||||
BI_Bigger_Wooden_Chests = Aktivieren: Größere Holzkisten
|
BI_Bigger_Wooden_Chests=Aktivieren: Größere Holzkisten
|
||||||
BI_Enable_gvv_support = Mod-Kompatibilität: Lua API global Variable Viewer (gvv)
|
BI_Enable_gvv_support=Mod-Kompatibilität: Lua API global Variable Viewer (gvv)
|
||||||
BI_Game_Tweaks_Bot = Spielanpassungen: Roboter
|
BI_Game_Tweaks_Bot=Spielanpassungen: Roboter
|
||||||
BI_Game_Tweaks_Disassemble = Spielanpassungen: Demontage
|
BI_Game_Tweaks_Disassemble=Spielanpassungen: Demontage
|
||||||
BI_Game_Tweaks_Emissions_Multiplier = Spielanpassungen: Faktor für Treibstoffemissionen
|
BI_Game_Tweaks_Emissions_Multiplier=Spielanpassungen: Faktor für Treibstoffemissionen
|
||||||
BI_Game_Tweaks_Player = Spielanpassungen: Spieler
|
BI_Game_Tweaks_Player=Spielanpassungen: Spieler
|
||||||
BI_Game_Tweaks_Production_Science = Spielanpassungen: __ITEM__production-science-pack__ (alternativer Bauplan)
|
BI_Game_Tweaks_Production_Science=Spielanpassungen: __ITEM__production-science-pack__ (alternativer Bauplan)
|
||||||
BI_Game_Tweaks_Recipe = Spielanpassungen: Rezepte
|
BI_Game_Tweaks_Recipe=Spielanpassungen: Rezepte
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox = Spielanpassungen: Kleinere Kollisionsboxen für Bäume
|
BI_Game_Tweaks_Small_Tree_Collisionbox=Spielanpassungen: Kleinere Kollisionsboxen für Bäume
|
||||||
BI_Game_Tweaks_Stack_Size = Spielanpassungen: Stapelgröße
|
BI_Game_Tweaks_Stack_Size=Spielanpassungen: Stapelgröße
|
||||||
BI_Game_Tweaks_Tree = Spielanpassungen: Holzertrag/Baum
|
BI_Game_Tweaks_Tree=Spielanpassungen: Holzertrag/Baum
|
||||||
#~ BI_Hide_musk_floor_in_mapview=Stromnetz-Overlay fuer den Musk-Boden in der Kartenansicht ausblenden
|
#~ BI_Hide_musk_floor_in_mapview=Stromnetz-Overlay fuer den Musk-Boden in der Kartenansicht ausblenden
|
||||||
BI_Show_musk_floor_in_mapview = Aktivieren: Stromnetz-Overlay für __ENTITY__bi-solar-mat__
|
BI_Show_musk_floor_in_mapview=Aktivieren: Stromnetz-Overlay für __ENTITY__bi-solar-mat__
|
||||||
BI_Solar_Additions = Aktivieren: Erweiterungen für Solarenergie
|
BI_Solar_Additions=Aktivieren: Erweiterungen für Solarenergie
|
||||||
|
|
||||||
|
|
||||||
[mod-setting-description]
|
[mod-setting-description]
|
||||||
BI_Bio_Cannon = Dieser früh verfügbare Artillerie-Geschützturm ist sehr mächtig, attackiert aber nur Würmer sowie Nester von Beißern und Speiern.\n(Standard: an)
|
BI_Bio_Cannon=Dieser früh verfügbare Artillerie-Geschützturm ist sehr mächtig, attackiert aber nur Würmer sowie Nester von Beißern und Speiern.\n(Standard: an)
|
||||||
BI_Bio_Fuel = Ermöglicht die Herstellung von Erdölprodukten aus __ITEM__bi-biomass__\n(Standard: an)
|
BI_Bio_Fuel=Ermöglicht die Herstellung von Erdölprodukten aus __ITEM__bi-biomass__\n(Standard: an)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
BI_Easy_Bio_Gardens = Im __ENTITY__bi-bio-garden__ wird mit fertig gemischtem flüssigen Dünger gearbeitet, so dass eine einzige Rohrleitung zur Versorgung ausreicht. Allerdings erfordert die Zubereitung des flüssigen Düngers 50% mehr Dünger als das Mischen von Dünger und Wasser vor Ort.\nIm Raster angeordnet, mit nicht mehr als einem Feld Abstand, leitet jeder __ENTITY__bi-bio-garden__ Strom an seine Nachbarn weiter.\n(Standard: aus)
|
BI_Easy_Bio_Gardens=Im __ENTITY__bi-bio-garden__ wird mit fertig gemischtem flüssigen Dünger gearbeitet, so dass eine einzige Rohrleitung zur Versorgung ausreicht. Allerdings erfordert die Zubereitung des flüssigen Düngers 50% mehr Dünger als das Mischen von Dünger und Wasser vor Ort.\nIm Raster angeordnet, mit nicht mehr als einem Feld Abstand, leitet jeder __ENTITY__bi-bio-garden__ Strom an seine Nachbarn weiter.\n(Standard: aus)
|
||||||
# Added for 1.1.8
|
# Added for 1.1.8
|
||||||
BI_Bigger_Wooden_Chests = __ENTITY__bi-wooden-chest-large__, __ENTITY__bi-wooden-chest-huge__, __ENTITY__bi-wooden-chest-giga__
|
BI_Bigger_Wooden_Chests=__ENTITY__bi-wooden-chest-large__, __ENTITY__bi-wooden-chest-huge__, __ENTITY__bi-wooden-chest-giga__
|
||||||
BI_Enable_gvv_support = Mit "Lua Api global Variable Viewer" (gvv) ist es möglich, den Inhalt der Tabelle "global" anderer Mods zu inspizieren. Wenn du dabei helfen willst, Fehler in "Bio Industries" zu beheben, aktiviere diese Option und gib "\gvv" auf der Lua-Konsole ein!\n(Standard: aus)
|
BI_Enable_gvv_support=Mit "Lua Api global Variable Viewer" (gvv) ist es möglich, den Inhalt der Tabelle "global" anderer Mods zu inspizieren. Wenn du dabei helfen willst, Fehler in "Bio Industries" zu beheben, aktiviere diese Option und gib "\gvv" auf der Lua-Konsole ein!\n(Standard: aus)
|
||||||
#~ BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging __MOD__Bio_Industries__, enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
#~ BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging __MOD__Bio_Industries__, enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
||||||
BI_Game_Tweaks_Bot = Roboter können nicht eingesammelt werden oder Feuer fangen.\n(Standard: aus)
|
BI_Game_Tweaks_Bot=Roboter können nicht eingesammelt werden oder Feuer fangen.\n(Standard: aus)
|
||||||
BI_Game_Tweaks_Disassemble = Aktiviert einige Rezepte zur Demontage von Gegenständen. Du erhältst etwa 50% der Ressourcen zurück.\n(Standard: an)
|
BI_Game_Tweaks_Disassemble=Aktiviert einige Rezepte zur Demontage von Gegenständen. Du erhältst etwa 50% der Ressourcen zurück.\n(Standard: an)
|
||||||
BI_Game_Tweaks_Emissions_Multiplier = Bob hat damit angefangen! Die Idee ist, dass unbehandelte Brennstoffe mehr Umweltverschmutzung verursachen als veredelte Brennstoffe. So erzeugt __ITEM__coal__ eine Umweltverschmutzung von 200%, __ITEM__solid-fuel__ dagegen nur 85%. Weitere Informationen sind in der Datei "Fuel Values.xlsx" im mod-Ordner zu finden.\n(Standard: an)
|
BI_Game_Tweaks_Emissions_Multiplier=Bob hat damit angefangen! Die Idee ist, dass unbehandelte Brennstoffe mehr Umweltverschmutzung verursachen als veredelte Brennstoffe. So erzeugt __ITEM__coal__ eine Umweltverschmutzung von 200%, __ITEM__solid-fuel__ dagegen nur 85%. Weitere Informationen sind in der Datei "Fuel Values.xlsx" im mod-Ordner zu finden.\n(Standard: an)
|
||||||
BI_Game_Tweaks_Player = Reichweite beim Bauen/Öffnen/Manipulieren/Ablegen von Gegenständen: 6 => 20; beim Aufheben von Gegenständen: 1 => 4; beim Abbauen von Ressourcen: 2.7 => 4; beim Einsammeln von Beute: 2 => 5\n(Standard: aus)
|
BI_Game_Tweaks_Player=Reichweite beim Bauen/Öffnen/Manipulieren/Ablegen von Gegenständen: 6 => 20; beim Aufheben von Gegenständen: 1 => 4; beim Abbauen von Ressourcen: 2.7 => 4; beim Einsammeln von Beute: 2 => 5\n(Standard: aus)
|
||||||
#~ BI_Game_Tweaks_Production_Science=Wenn diese Einstellung aktiviert ist, wird ein alternatives Rezept zur Herstellung von Wissenschaftspaketen für Produktion verfügbar sein.\n(Standard: ein)
|
#~ BI_Game_Tweaks_Production_Science=Wenn diese Einstellung aktiviert ist, wird ein alternatives Rezept zur Herstellung von Wissenschaftspaketen für Produktion verfügbar sein.\n(Standard: ein)
|
||||||
BI_Game_Tweaks_Production_Science = Das __ITEM__production-science-pack__ kann nach einem alternativen Bauplan hergestellt werden.\n(Standard: an)
|
BI_Game_Tweaks_Production_Science=Das __ITEM__production-science-pack__ kann nach einem alternativen Bauplan hergestellt werden.\n(Standard: an)
|
||||||
#~ BI_Game_Tweaks_Recipe=Betroffene Rezepte: BETON (Eisenerz => Eisenstab); STEINMAUER (+ Eisenstab); SCHIENEN (Stein => Schotter + Beton); STAHLAXT (Eisenstange => Eisenaxt)
|
#~ BI_Game_Tweaks_Recipe=Betroffene Rezepte: BETON (Eisenerz => Eisenstab); STEINMAUER (+ Eisenstab); SCHIENEN (Stein => Schotter + Beton); STAHLAXT (Eisenstange => Eisenaxt)
|
||||||
#~ BI_Game_Tweaks_Recipe=Betroffene Rezepte:\nBeton (Eisenerz => Eisenstab)\nSteinmauer (+ Eisenstab)\nGleise (Stein => Schotter + Beton)
|
#~ BI_Game_Tweaks_Recipe=Betroffene Rezepte:\nBeton (Eisenerz => Eisenstab)\nSteinmauer (+ Eisenstab)\nGleise (Stein => Schotter + Beton)
|
||||||
BI_Game_Tweaks_Recipe = Betroffene Rezepte:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (+ __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Standard: an)
|
BI_Game_Tweaks_Recipe=Betroffene Rezepte:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (+ __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Standard: an)
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox = EXPERIMENTELL: Wenn diese Einstellung aktiviert ist, haben Bäume eine kleinere Kollisionsbox, so dass Spieler, Fahrzeuge und Gegner nicht ständig von Bäumen behindert werden, wenn sie Wälder passieren. Du solltest diese Einstellung nicht aktivieren, wenn Wälder auch weiterhin eine natürliche Barriere für deine Gegner sein sollen!\n(Standard: an)
|
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTELL: Wenn diese Einstellung aktiviert ist, haben Bäume eine kleinere Kollisionsbox, so dass Spieler, Fahrzeuge und Gegner nicht ständig von Bäumen behindert werden, wenn sie Wälder passieren. Du solltest diese Einstellung nicht aktivieren, wenn Wälder auch weiterhin eine natürliche Barriere für deine Gegner sein sollen!\n(Standard: an)
|
||||||
BI_Game_Tweaks_Stack_Size = Beeinflusst Stapelgrößen von __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__, und __ITEM__slag__.\n(Standard: an)
|
BI_Game_Tweaks_Stack_Size=Beeinflusst Stapelgrößen von __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__, und __ITEM__slag__.\n(Standard: an)
|
||||||
BI_Game_Tweaks_Tree = Bäume liefern eine variable Menge __ITEM__wood__ (1-6), wenn sie gefällt werden.\n(Vanilla: 4)\n(Standard: an)
|
BI_Game_Tweaks_Tree=Bäume liefern eine variable Menge __ITEM__wood__ (1-6), wenn sie gefällt werden.\n(Vanilla: 4)\n(Standard: an)
|
||||||
BI_Show_musk_floor_in_mapview = In der Kartenansicht wird das Stromnetz-Overlay für __ENTITY__bi-solar-mat__ angezeigt, wenn diese Einstellung aktiviert ist. Dies sollte in einem laufenden Spiel nicht geändert werden, da das Anwenden der Einstellung auf jedes betroffene Element einige Zeit dauern kann! (Standard: an)
|
BI_Show_musk_floor_in_mapview=In der Kartenansicht wird das Stromnetz-Overlay für __ENTITY__bi-solar-mat__ angezeigt, wenn diese Einstellung aktiviert ist. Dies sollte in einem laufenden Spiel nicht geändert werden, da das Anwenden der Einstellung auf jedes betroffene Element einige Zeit dauern kann! (Standard: an)
|
||||||
#~ BI_Solar_Additions=Aktiviert Solarobjekte wie den Solarpark, das Solarkraftwerk, den Bio-Akkumulator und das riesige Umspannwerk.
|
#~ BI_Solar_Additions=Aktiviert Solarobjekte wie den Solarpark, das Solarkraftwerk, den Bio-Akkumulator und das riesige Umspannwerk.
|
||||||
BI_Solar_Additions = Aktiviert Solarobjekte wie __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__\n(Standard: an)
|
BI_Solar_Additions=Aktiviert Solarobjekte wie __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__\n(Standard: an)
|
||||||
|
|
|
@ -1,118 +1,118 @@
|
||||||
[recipe-description]
|
[recipe-description]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-adv-fertilizer-1 = __ITEM__bi-adv-fertilizer__ für die Superproduktion! (Mit __ITEM__alien-artifact__)
|
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__ für die Superproduktion! (Mit __ITEM__alien-artifact__)
|
||||||
bi-adv-fertilizer-2 = __ITEM__bi-adv-fertilizer__ für die Superproduktion!
|
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__ für die Superproduktion!
|
||||||
bi-fertilizer-1 = __ITEM__fertilizer__
|
bi-fertilizer-1=__ITEM__fertilizer__
|
||||||
bi-fertilizer-2 = __ITEM__fertilizer__ (mit Natriumhydroxid)
|
bi-fertilizer-2=__ITEM__fertilizer__ (mit Natriumhydroxid)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid = Viel Wasser mit einer Prise __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Viel Wasser mit einer Prise __ITEM__bi-adv-fertilizer__
|
||||||
bi-fertilizer-fluid = Viel Wasser mit einer Prise Liquid __ITEM__fertilizer__
|
bi-fertilizer-fluid=Viel Wasser mit einer Prise Liquid __ITEM__fertilizer__
|
||||||
|
|
||||||
bi-arboretum-r1 = Pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r1=Pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r2 = Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r2=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r3 = Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r3=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r4 = Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r4=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
bi-arboretum-r5 = Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
bi-arboretum-r5=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
||||||
|
|
||||||
bi-basic-gas-processing = Man muss nicht Öl fördern, um Flüssiggas zu gewinnen, wenn man genug __ITEM__coal__ und __ITEM__resin__ hat. Leider ist das Verfahren nicht sehr effizient.
|
bi-basic-gas-processing=Man muss nicht Öl fördern, um Flüssiggas zu gewinnen, wenn man genug __ITEM__coal__ und __ITEM__resin__ hat. Leider ist das Verfahren nicht sehr effizient.
|
||||||
|
|
||||||
bi-battery = Wenn man es genau nimmt, ist diese __ITEM__battery__ aus __ITEM__wood__ gemacht.
|
bi-battery=Wenn man es genau nimmt, ist diese __ITEM__battery__ aus __ITEM__wood__ gemacht.
|
||||||
bi-rail-wood-to-concrete = __ENTITY__bi-rail-wood__ sind günstig herstellbar und erleichtern den Aufbau eines Eisenbahnnetzes. Wenn du aber __ENTITY__bi-rail-power__ nutzen willst, brauchst du normale Gleise.
|
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ sind günstig herstellbar und erleichtern den Aufbau eines Eisenbahnnetzes. Wenn du aber __ENTITY__bi-rail-power__ nutzen willst, brauchst du normale Gleise.
|
||||||
|
|
||||||
bi-biomass-1 = Nimm __ITEM__fertilizer__, vermische es mit Wasser — und fertig ist die erste Biomasse!
|
bi-biomass-1=Nimm __ITEM__fertilizer__, vermische es mit Wasser — und fertig ist die erste Biomasse!
|
||||||
bi-biomass-2 = Vermische etwas __ITEM__bi-biomass__ mit Wasser und __ITEM__liquid-air__, und du erhältst mehr __ITEM__bi-biomass__!
|
bi-biomass-2=Vermische etwas __ITEM__bi-biomass__ mit Wasser und __ITEM__liquid-air__, und du erhältst mehr __ITEM__bi-biomass__!
|
||||||
bi-biomass-3 = Durch Zugabe von __ITEM__bi-ash__ lässt sich in kurzer Zeit ein Vielfaches an __ITEM__bi-biomass__ herstellen!
|
bi-biomass-3=Durch Zugabe von __ITEM__bi-ash__ lässt sich in kurzer Zeit ein Vielfaches an __ITEM__bi-biomass__ herstellen!
|
||||||
|
|
||||||
bi-biomass-conversion-1 = Stelle __ITEM__bi-cellulose__ und Leichtöl aus __ITEM__bi-biomass__ her!
|
bi-biomass-conversion-1=Stelle __ITEM__bi-cellulose__ und Leichtöl aus __ITEM__bi-biomass__ her!
|
||||||
bi-biomass-conversion-2 = Stelle Flüssiggas aus __ITEM__bi-biomass__ her!
|
bi-biomass-conversion-2=Stelle Flüssiggas aus __ITEM__bi-biomass__ her!
|
||||||
bi-biomass-conversion-3 = Stelle Schmiermittel aus __ITEM__bi-biomass__ her!
|
bi-biomass-conversion-3=Stelle Schmiermittel aus __ITEM__bi-biomass__ her!
|
||||||
#~ bi-biomass-conversion-4=Stelle Rohöl und Wasser/Schwefelhaltiges Wasser aus Biomasse her!
|
#~ bi-biomass-conversion-4=Stelle Rohöl und Wasser/Schwefelhaltiges Wasser aus Biomasse her!
|
||||||
bi-biomass-conversion-4 = Stelle Rohöl und Wasser aus Biomasse her!
|
bi-biomass-conversion-4=Stelle Rohöl und Wasser aus Biomasse her!
|
||||||
|
|
||||||
bi-seed-1 = Man braucht nicht viel mehr als __ITEM__wood__ und Wasser, um an __ITEM__bi-seed__ zu kommen.
|
bi-seed-1=Man braucht nicht viel mehr als __ITEM__wood__ und Wasser, um an __ITEM__bi-seed__ zu kommen.
|
||||||
bi-seed-2 = Durch Zugabe von __ITEM__bi-ash__ erzielt man in kürzerer Zeit höhere Erträge.
|
bi-seed-2=Durch Zugabe von __ITEM__bi-ash__ erzielt man in kürzerer Zeit höhere Erträge.
|
||||||
bi-seed-3 = Mit __ITEM__fertilizer__ erhältst du noch viel mehr __ITEM__bi-seed__.
|
bi-seed-3=Mit __ITEM__fertilizer__ erhältst du noch viel mehr __ITEM__bi-seed__.
|
||||||
bi-seed-4 = __ITEM__bi-adv-fertilizer__ – für die Superproduktion von __ITEM__bi-seed__!
|
bi-seed-4=__ITEM__bi-adv-fertilizer__ – für die Superproduktion von __ITEM__bi-seed__!
|
||||||
|
|
||||||
bi-seed-bomb-advanced = Diese __ITEM__bi-seed-bomb-basic__ enthält neben __ITEM__bi-seed__ auch __ITEM__bi-adv-fertilizer__ — besser geht es nicht!!
|
bi-seed-bomb-advanced=Diese __ITEM__bi-seed-bomb-basic__ enthält neben __ITEM__bi-seed__ auch __ITEM__bi-adv-fertilizer__ — besser geht es nicht!!
|
||||||
bi-seed-bomb-basic = Diese __ITEM__bi-seed-bomb-basic__ enthält nur __ITEM__bi-seed__.
|
bi-seed-bomb-basic=Diese __ITEM__bi-seed-bomb-basic__ enthält nur __ITEM__bi-seed__.
|
||||||
bi-seed-bomb-standard = Diese __ITEM__bi-seed-bomb-basic__ enthält neben __ITEM__bi-seed__ auch __ITEM__fertilizer__.
|
bi-seed-bomb-standard=Diese __ITEM__bi-seed-bomb-basic__ enthält neben __ITEM__bi-seed__ auch __ITEM__fertilizer__.
|
||||||
|
|
||||||
bi-seedling-1 = Mit etwas Wasser wächst aus __ITEM__bi-seed__ ein __ENTITY__seedling__ heran.
|
bi-seedling-1=Mit etwas Wasser wächst aus __ITEM__bi-seed__ ein __ENTITY__seedling__ heran.
|
||||||
bi-seedling-2 = __ITEM__bi-ash__ verbessert das Wachstum.
|
bi-seedling-2=__ITEM__bi-ash__ verbessert das Wachstum.
|
||||||
bi-seedling-3 = Wer seine Produktion steigern will, kommt nicht an __ITEM__fertilizer__ vorbei!
|
bi-seedling-3=Wer seine Produktion steigern will, kommt nicht an __ITEM__fertilizer__ vorbei!
|
||||||
bi-seedling-4 = Durch die Verwendung von __ITEM__bi-adv-fertilizer__ sind Supererträge garantiert!
|
bi-seedling-4=Durch die Verwendung von __ITEM__bi-adv-fertilizer__ sind Supererträge garantiert!
|
||||||
|
|
||||||
bi-logs-1 = Bekommt er ordentlich Wasser, wächst aus einem Setzling ein Baum, der gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird.
|
bi-logs-1=Bekommt er ordentlich Wasser, wächst aus einem Setzling ein Baum, der gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird.
|
||||||
bi-logs-2 = __ITEM__bi-ash__ beschleunigt das Wachstum.
|
bi-logs-2=__ITEM__bi-ash__ beschleunigt das Wachstum.
|
||||||
bi-logs-3 = __ITEM__fertilizer__ ist wohl sehr bekömmlich für Flora und Fauna – jedenfalls wachsen die Bäume damit noch schneller heran.
|
bi-logs-3=__ITEM__fertilizer__ ist wohl sehr bekömmlich für Flora und Fauna – jedenfalls wachsen die Bäume damit noch schneller heran.
|
||||||
bi-logs-4 = Hier wird __ITEM__bi-adv-fertilizer__ eingesetzt. Sagt das nicht schon alles?
|
bi-logs-4=Hier wird __ITEM__bi-adv-fertilizer__ eingesetzt. Sagt das nicht schon alles?
|
||||||
|
|
||||||
|
|
||||||
## Ressourcen
|
## Ressourcen
|
||||||
bi-ash-1 = Verbrennst du __ITEM__wood__, erhältst du __ITEM__bi-ash__.
|
bi-ash-1=Verbrennst du __ITEM__wood__, erhältst du __ITEM__bi-ash__.
|
||||||
bi-ash-2 = Verbrennst du __ITEM__bi-woodpulp__, erhältst du __ITEM__bi-ash__.
|
bi-ash-2=Verbrennst du __ITEM__bi-woodpulp__, erhältst du __ITEM__bi-ash__.
|
||||||
|
|
||||||
bi-cellulose-1 = __ITEM__bi-woodpulp__, Schwefelsäure — und schon hast du __ITEM__bi-cellulose__!
|
bi-cellulose-1=__ITEM__bi-woodpulp__, Schwefelsäure — und schon hast du __ITEM__bi-cellulose__!
|
||||||
bi-cellulose-2 = Wenn du richtig Dampf machst, kannst du die vierfache Menge an __ITEM__bi-cellulose__ produzieren!
|
bi-cellulose-2=Wenn du richtig Dampf machst, kannst du die vierfache Menge an __ITEM__bi-cellulose__ produzieren!
|
||||||
|
|
||||||
bi-charcoal-1 = Wenn du __ITEM__bi-woodpulp__ verbrennst, hat die so produzierte __ITEM__wood-charcoal__ nur 20% der Energie, die in derselben Zeit hergestellte __ITEM__wood-bricks__ haben. Allerdings kannst du __ITEM__wood-charcoal__ zu __ITEM__coal__ weiterverarbeiten!
|
bi-charcoal-1=Wenn du __ITEM__bi-woodpulp__ verbrennst, hat die so produzierte __ITEM__wood-charcoal__ nur 20% der Energie, die in derselben Zeit hergestellte __ITEM__wood-bricks__ haben. Allerdings kannst du __ITEM__wood-charcoal__ zu __ITEM__coal__ weiterverarbeiten!
|
||||||
bi-charcoal-2 = Das Verbrennen von __ITEM__wood__ bringt dir 60% mehr Ertrag an __ITEM__wood-charcoal__ als das Verbrennen von __ITEM__bi-woodpulp__.
|
bi-charcoal-2=Das Verbrennen von __ITEM__wood__ bringt dir 60% mehr Ertrag an __ITEM__wood-charcoal__ als das Verbrennen von __ITEM__bi-woodpulp__.
|
||||||
bi-coal-1 = __ITEM__wood-charcoal__ kommt rein, __ITEM__coal__ kommt raus.
|
bi-coal-1=__ITEM__wood-charcoal__ kommt rein, __ITEM__coal__ kommt raus.
|
||||||
bi-coal-2 = __ITEM__wood-charcoal__ kommt rein, noch mehr __ITEM__coal__ kommt raus. Fortschritte in der Technologie ermöglichen eine beachtliche Produktionssteigerung!
|
bi-coal-2=__ITEM__wood-charcoal__ kommt rein, noch mehr __ITEM__coal__ kommt raus. Fortschritte in der Technologie ermöglichen eine beachtliche Produktionssteigerung!
|
||||||
bi-coke-coal = Verarbeitest du __ITEM__coal__ zu __ITEM__pellet-coke__, erhältst du einen Brennstoff mit höherem Energiegehalt, der weniger Schadstoffe emittiert und Fahrzeuge schneller fahren und beschleunigen lässt.
|
bi-coke-coal=Verarbeitest du __ITEM__coal__ zu __ITEM__pellet-coke__, erhältst du einen Brennstoff mit höherem Energiegehalt, der weniger Schadstoffe emittiert und Fahrzeuge schneller fahren und beschleunigen lässt.
|
||||||
bi-pellet-coke = __ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
||||||
bi-pellet-coke-2 = __ITEM__pellet-coke__ aus Kohlenstoff
|
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
|
||||||
bi-solid-fuel = __ITEM__wood-bricks__ zu __ITEM__solid-fuel__ verarbeiten — gibt es einen besseren Weg, __ITEM__bi-woodpulp__ loszuwerden?
|
bi-solid-fuel=__ITEM__wood-bricks__ zu __ITEM__solid-fuel__ verarbeiten — gibt es einen besseren Weg, __ITEM__bi-woodpulp__ loszuwerden?
|
||||||
bi-wood-fuel-brick = In komprimierter Form sind __ITEM__bi-woodpulp__ leichter zu handhaben.
|
bi-wood-fuel-brick=In komprimierter Form sind __ITEM__bi-woodpulp__ leichter zu handhaben.
|
||||||
|
|
||||||
bi-crushed-stone-1 = __ITEM__stone__ ist der natürliche Ausgangsstoff für die Produktion von __ITEM__stone-crushed__.
|
bi-crushed-stone-1=__ITEM__stone__ ist der natürliche Ausgangsstoff für die Produktion von __ITEM__stone-crushed__.
|
||||||
#~ bi-crushed-stone-2=__ITEM__stone-crushed__ aus __ITEM__concrete__
|
#~ bi-crushed-stone-2=__ITEM__stone-crushed__ aus __ITEM__concrete__
|
||||||
#~ bi-crushed-stone-3=__ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
#~ bi-crushed-stone-3=__ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
||||||
#~ bi-crushed-stone-4=__ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
#~ bi-crushed-stone-4=__ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
||||||
#~ bi-crushed-stone-5=__ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
#~ bi-crushed-stone-5=__ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
||||||
bi-crushed-stone = Aus überflüssigem __ITEM__concrete__ in allen Varianten kannst du __ITEM__stone-crushed__ machen.
|
bi-crushed-stone=Aus überflüssigem __ITEM__concrete__ in allen Varianten kannst du __ITEM__stone-crushed__ machen.
|
||||||
bi-stone-brick = So stellst du __ITEM__stone-brick__ schneller her und verbrauchst weniger __ITEM__stone__.
|
bi-stone-brick=So stellst du __ITEM__stone-brick__ schneller her und verbrauchst weniger __ITEM__stone__.
|
||||||
|
|
||||||
bi-purified-air-1 = Wenn du immer genug Wasser und __ITEM__fertilizer__ vorrätig hast, verbessert der __ENTITY__bi-bio-garden__ nachhaltig die Luftqualität.
|
bi-purified-air-1=Wenn du immer genug Wasser und __ITEM__fertilizer__ vorrätig hast, verbessert der __ENTITY__bi-bio-garden__ nachhaltig die Luftqualität.
|
||||||
bi-purified-air-1-fluid = Flüssiger __ITEM__fertilizer__ kommt rein, saubere Luft kommt raus.
|
bi-purified-air-1-fluid=Flüssiger __ITEM__fertilizer__ kommt rein, saubere Luft kommt raus.
|
||||||
bi-purified-air-2 = Verwendest du __ITEM__bi-adv-fertilizer__, hält der __ENTITY__bi-bio-garden__ die Luft mehr als doppelt so lange rein. So verbrauchst du viel weniger Wasser!
|
bi-purified-air-2=Verwendest du __ITEM__bi-adv-fertilizer__, hält der __ENTITY__bi-bio-garden__ die Luft mehr als doppelt so lange rein. So verbrauchst du viel weniger Wasser!
|
||||||
bi-purified-air-2-fluid = Flüssiger __ITEM__bi-adv-fertilizer__ kommt rein, viel saubere Luft kommt raus.
|
bi-purified-air-2-fluid=Flüssiger __ITEM__bi-adv-fertilizer__ kommt rein, viel saubere Luft kommt raus.
|
||||||
|
|
||||||
bi-resin-pulp = Du kannst __ITEM__resin__ aus __ITEM__bi-woodpulp__ gewinnen, aber das ist nicht sehr effizient.
|
bi-resin-pulp=Du kannst __ITEM__resin__ aus __ITEM__bi-woodpulp__ gewinnen, aber das ist nicht sehr effizient.
|
||||||
bi-resin-wood = Aus __ITEM__wood__ gewinnst du mehr __ITEM__resin__ als aus __ITEM__bi-woodpulp__!
|
bi-resin-wood=Aus __ITEM__wood__ gewinnst du mehr __ITEM__resin__ als aus __ITEM__bi-woodpulp__!
|
||||||
bi-wood-from-pulp = Verklebe __ITEM__bi-woodpulp__ mit __ITEM__resin__ und du erhältst -- __ITEM__wood__!
|
bi-wood-from-pulp=Verklebe __ITEM__bi-woodpulp__ mit __ITEM__resin__ und du erhältst -- __ITEM__wood__!
|
||||||
bi-woodpulp = Du kannst __ITEM__bi-woodpulp__ verbrennen (roh oder veredelt), aber auch zur Herstellung von __ITEM__resin__, __ITEM__bi-cellulose__ und __ITEM__bi-adv-fertilizer__ verwenden.
|
bi-woodpulp=Du kannst __ITEM__bi-woodpulp__ verbrennen (roh oder veredelt), aber auch zur Herstellung von __ITEM__resin__, __ITEM__bi-cellulose__ und __ITEM__bi-adv-fertilizer__ verwenden.
|
||||||
|
|
||||||
bi-acid = Man braucht kein Öl, um Schwefelsäure zu gewinnen — es geht auch mit nachwachsenden Ressourcen!
|
bi-acid=Man braucht kein Öl, um Schwefelsäure zu gewinnen — es geht auch mit nachwachsenden Ressourcen!
|
||||||
bi-liquid-air = __ITEM__bi-liquid-air__ wird bei der Herstellung von Stickstoff und Biomasse verwendet.
|
bi-liquid-air=__ITEM__bi-liquid-air__ wird bei der Herstellung von Stickstoff und Biomasse verwendet.
|
||||||
bi-nitrogen = Stickstoff ist zur Herstellung von __ITEM__fertilizer__ nötig.
|
bi-nitrogen=Stickstoff ist zur Herstellung von __ITEM__fertilizer__ nötig.
|
||||||
bi-sulfur = Bio-__ITEM__sulfur__ — so natürlich, so schwefelig!
|
bi-sulfur=Bio-__ITEM__sulfur__ — so natürlich, so schwefelig!
|
||||||
bi-plastic-1 = Aus __ITEM__wood__ gemachte __ITEM__plastic-bar__
|
bi-plastic-1=Aus __ITEM__wood__ gemachte __ITEM__plastic-bar__
|
||||||
bi-plastic-2 = Aus __ITEM__bi-cellulose__ gemachte __ITEM__plastic-bar__
|
bi-plastic-2=Aus __ITEM__bi-cellulose__ gemachte __ITEM__plastic-bar__
|
||||||
|
|
||||||
|
|
||||||
## Demontage
|
## Demontage
|
||||||
bi-disassemble-recipes = Einen Teil der Materialien kannst du wiederverwenden.
|
bi-disassemble-recipes=Einen Teil der Materialien kannst du wiederverwenden.
|
||||||
|
|
||||||
|
|
||||||
## Unterstützung für andere Mods
|
## Unterstützung für andere Mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste = Aus __ITEM__stone-crushed__, __ITEM__bi-charcoal__ und reinem Wasser werden mineralisiertes Wasser — und schwefelhaltige Abfälle.
|
bi-mineralized-sulfuric-waste=Aus __ITEM__stone-crushed__, __ITEM__bi-charcoal__ und reinem Wasser werden mineralisiertes Wasser — und schwefelhaltige Abfälle.
|
||||||
bi-slag-slurry = Schlamm aus __ITEM__bi-ash__, __ITEM__stone-crushed__ und Salzwasser
|
bi-slag-slurry=Schlamm aus __ITEM__bi-ash__, __ITEM__stone-crushed__ und Salzwasser
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane = Stelle Methan aus Biomasse her!
|
bi-biomass-conversion-2-methane=Stelle Methan aus Biomasse her!
|
||||||
bi-biomass-conversion-4-yellow-waste = Stelle Rohöl und Schwefelhaltiges Wasser aus Biomasse her!
|
bi-biomass-conversion-4-yellow-waste=Stelle Rohöl und Schwefelhaltiges Wasser aus Biomasse her!
|
||||||
bi-sulfur-angels = Bio-__ITEM__sulfur__ — natürlich schwefelig!
|
bi-sulfur-angels=Bio-__ITEM__sulfur__ — natürlich schwefelig!
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand = __ENTITY__bi-stone-crusher__ können __ITEM__stone-crushed__ zu __ITEM__sand__ zermahlen.
|
bi-sand=__ENTITY__bi-stone-crusher__ können __ITEM__stone-crushed__ zu __ITEM__sand__ zermahlen.
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR = __ITEM__stone__ ist der natürliche Ausgangsstoff für die Produktion von __ITEM__gravel__.
|
bi-crushed-stone-1_IR=__ITEM__stone__ ist der natürliche Ausgangsstoff für die Produktion von __ITEM__gravel__.
|
||||||
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
|
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
|
||||||
#~ bi-crushed-stone-3=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__hazard-concrete__!
|
#~ bi-crushed-stone-3=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__hazard-concrete__!
|
||||||
#~ bi-crushed-stone-4=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-concrete__ instead of __ITEM__concrete__, but it takes twice as long!
|
#~ bi-crushed-stone-4=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-concrete__ instead of __ITEM__concrete__, but it takes twice as long!
|
||||||
#~ bi-crushed-stone-5=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-hazard-concrete__ instead of __ITEM__hazard-concrete__, but it takes twice as long!
|
#~ bi-crushed-stone-5=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-hazard-concrete__ instead of __ITEM__hazard-concrete__, but it takes twice as long!
|
||||||
bi-crushed-stone_IR = Aus überflüssigem __ITEM__concrete__ in allen Varianten kannst du __ITEM__gravel__ machen.
|
bi-crushed-stone_IR=Aus überflüssigem __ITEM__concrete__ in allen Varianten kannst du __ITEM__gravel__ machen.
|
||||||
|
|
||||||
|
|
||||||
#~ Really?
|
#~ Really?
|
||||||
|
@ -125,13 +125,13 @@ bi-crushed-stone_IR = Aus überflüssigem __ITEM__concrete__ in allen Varianten
|
||||||
#~ bi-wooden-pole-big=__ENTITY__bi-wooden-pole-big__s will be automatically healed if you use "Natural Evolution Enemies".
|
#~ bi-wooden-pole-big=__ENTITY__bi-wooden-pole-big__s will be automatically healed if you use "Natural Evolution Enemies".
|
||||||
#~ bi-wooden-pole-huge=__ENTITY__bi-wooden-pole-huge__s span vast distances (64 tiles) with __ITEM__copper-cable__, __ITEM__green-wire__, or __ITEM__red-wire__.
|
#~ bi-wooden-pole-huge=__ENTITY__bi-wooden-pole-huge__s span vast distances (64 tiles) with __ITEM__copper-cable__, __ITEM__green-wire__, or __ITEM__red-wire__.
|
||||||
|
|
||||||
bi-wood-pipe-to-ground = __ENTITY__pipe-to-ground__ aus __ITEM__wood__ und Kupfer
|
bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ aus __ITEM__wood__ und Kupfer
|
||||||
bi-wood-pipe = __ENTITY__pipe__ aus __ITEM__wood__ und Kupfer
|
bi-wood-pipe=__ENTITY__pipe__ aus __ITEM__wood__ und Kupfer
|
||||||
bi-wooden-chest-giga = Eine RIESIGE Holzkiste
|
bi-wooden-chest-giga=Eine RIESIGE Holzkiste
|
||||||
bi-wooden-chest-huge = Eine sehr große Holzkiste
|
bi-wooden-chest-huge=Eine sehr große Holzkiste
|
||||||
bi-wooden-chest-large = Eine mittelgroße Holzkiste
|
bi-wooden-chest-large=Eine mittelgroße Holzkiste
|
||||||
bi-wooden-fence = __ENTITY__bi-wooden-fence__ halten zwar starken Gegnern nicht lange stand, verschaffen dir aber am Anfang Zeit, in Ruhe deine Fabrik auszubauen.
|
bi-wooden-fence=__ENTITY__bi-wooden-fence__ halten zwar starken Gegnern nicht lange stand, verschaffen dir aber am Anfang Zeit, in Ruhe deine Fabrik auszubauen.
|
||||||
bi-wooden-pole-big = Diese großen hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
bi-wooden-pole-big=Diese großen hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
||||||
bi-wooden-pole-bigger = Diese hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
bi-wooden-pole-bigger=Diese hölzernen Masten werden automatisch repariert, wenn du die "Natural Evolution"-Mods verwendest.
|
||||||
bi-wooden-pole-huge = Mit diesen riesigen Masten aus __ITEM__wood__ kannst du große Entfernungen (64 Felder) überbrücken, wenn du dein Strom- oder Schaltungsnetz aufbaust.
|
bi-wooden-pole-huge=Mit diesen riesigen Masten aus __ITEM__wood__ kannst du große Entfernungen (64 Felder) überbrücken, wenn du dein Strom- oder Schaltungsnetz aufbaust.
|
||||||
wooden-chest = Kleine Holzkiste
|
wooden-chest=Kleine Holzkiste
|
||||||
|
|
|
@ -1,102 +0,0 @@
|
||||||
[recipe-description]
|
|
||||||
bi-acid=Man braucht kein Öl, um Schwefelsäure zu gewinnen — es geht auch mit nachwachsenden Ressourcen!
|
|
||||||
bi-adv-fertiliser-1=__ITEM__bi-adv-fertiliser__ (__ITEM__alien-artifact__)
|
|
||||||
bi-adv-fertiliser-2=__ITEM__bi-adv-fertiliser__
|
|
||||||
bi-fertiliser-1=__ITEM__fertiliser__
|
|
||||||
bi-fertiliser-2=__ITEM__fertiliser__ (mit Natriumhydroxid)
|
|
||||||
|
|
||||||
#~ bi-arboretum-r1=Bäume pflanzen
|
|
||||||
#~ bi-arboretum-r2=Gelände verändern (__ITEM__fertiliser__)
|
|
||||||
#~ bi-arboretum-r3=Gelände verändern (__ITEM__bi-adv-fertiliser__)y
|
|
||||||
#~ bi-arboretum-r4=Gelände verändern & Bäume pflanzen (__ITEM__fertiliser__)
|
|
||||||
#~ bi-arboretum-r5=Gelände verändern & Bäume pflanzen (__ITEM__bi-adv-fertiliser__)
|
|
||||||
#~ bi-arboretum-r-fertilise+plant=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
|
||||||
#~ bi-arboretum-r-fertilise=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
|
||||||
bi-arboretum-r1=Pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
|
||||||
bi-arboretum-r2=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
|
||||||
bi-arboretum-r3=Düngt den Boden, sobald der Radar einen Sektor vollständig abgetastet hat.
|
|
||||||
bi-arboretum-r4=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
|
||||||
bi-arboretum-r5=Düngt den Boden und pflanzt Bäume, sobald der Radar einen Sektor vollständig abgetastet hat.
|
|
||||||
|
|
||||||
bi-ash-1=__ITEM__bi-ash__ aus __ITEM__wood__
|
|
||||||
bi-ash-2=__ITEM__bi-ash__ aus __ITEM__bi-woodpulp__
|
|
||||||
bi-basic-gas-processing=Flüssiggas aus __ITEM__coal__ und __ITEM__resin__
|
|
||||||
#~ bi-basic-pumpjack-disassemble=Demontage: Brennerflüssigkeitspumpe
|
|
||||||
|
|
||||||
#~ bi-battery=Bio-Batterie
|
|
||||||
|
|
||||||
bi-biomass-1=Nimm __ITEM__fertiliser__, vermische es mit Wasser — und fertig ist die erste Biomasse!
|
|
||||||
bi-biomass-2=Vermische etwas Biomasse mit Wasser und Flüssigluft, damit sie sich vermehrt!
|
|
||||||
bi-biomass-3=Durch Zugabe von __ITEM__bi-ash__ lässt sich in kurzer Zeit ein Vielfaches an Biomasse herstellen!
|
|
||||||
|
|
||||||
bi-biomass-conversion-1=Stelle __ITEM__bi-cellulose__ und Leichtöl aus Biomasse her!
|
|
||||||
bi-biomass-conversion-2=Stelle Flüssiggas aus Biomasse her!
|
|
||||||
bi-biomass-conversion-3=Stelle Schmiermittel aus Biomasse her!
|
|
||||||
bi-biomass-conversion-4=Stelle Rohöl und Wasser/Schwefelhaltiges Wasser aus Biomasse her!
|
|
||||||
|
|
||||||
bi-disassemble-recipes=Ein Teil der Materialien kann wiederverwendet werden.
|
|
||||||
|
|
||||||
#~ bi-burner-inserter-disassemble=__ENTITY__burner-inserter__ zerlegen
|
|
||||||
#~ bi-burner-mining-drill-disassemble=__ENTITY__burner-mining-drill__ zerlegen
|
|
||||||
|
|
||||||
bi-cellulose-1=Produktion von __ITEM__bi-cellulose__ (einfach)
|
|
||||||
bi-cellulose-2=Produktion von __ITEM__bi-cellulose__ (verbessert)
|
|
||||||
bi-charcoal-1=__ITEM__wood-charcoal__ aus __ITEM__bi-woodpulp__
|
|
||||||
bi-charcoal-2=__ITEM__wood-charcoal__ aus __ITEM__wood__
|
|
||||||
bi-coal-1=Produktion von __ITEM__coal__ (einfach)
|
|
||||||
bi-coal-2=Produktion von __ITEM__coal__ (verbessert)
|
|
||||||
bi-coke-coal=__ITEM__pellet-coke__ aus __ITEM__coal__
|
|
||||||
|
|
||||||
bi-crushed-stone-1=__ITEM__stone-crushed__ aus __ITEM__stone__
|
|
||||||
bi-crushed-stone-2=__ITEM__stone-crushed__ aus __ITEM__concrete__
|
|
||||||
bi-crushed-stone-3=__ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
|
||||||
bi-crushed-stone-4=__ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
|
||||||
bi-crushed-stone-5=__ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
|
||||||
|
|
||||||
#~ bi-liquid-air=Flüssigluft
|
|
||||||
|
|
||||||
bi-logs-1=Bekommt er ordentlich Wasser, wächst aus einem Setzling ein Baum, der gleich zu __ITEM__wood__ und __ITEM__bi-woodpulp__ verarbeitet wird.
|
|
||||||
bi-logs-2=__ITEM__bi-ash__ beschleunigt das Wachstum.
|
|
||||||
bi-logs-3=__ITEM__fertiliser__ ist wohl gesund für Pflanzen – jedenfalls wachsen die Bäume damit noch schneller heran.
|
|
||||||
bi-logs-4=Hier wird __ITEM__bi-adv-fertiliser__ eingesetzt. Muss ich noch mehr sagen?
|
|
||||||
|
|
||||||
bi-seed-1=Man braucht nicht viel mehr als __ITEM__wood__ und Wasser, um an __ITEM__bi-seed__ zu kommen.
|
|
||||||
bi-seed-2=Durch Zugabe von __ITEM__bi-ash__ erzielt man in kürzerer Zeit höhere Erträge.
|
|
||||||
bi-seed-3=Mit __ITEM__fertiliser__ erhält man noch viel mehr __ITEM__bi-seed__.
|
|
||||||
bi-seed-4=__ITEM__bi-adv-fertiliser__ – für die Superproduktion von __ITEM__bi-seed__!
|
|
||||||
|
|
||||||
bi-seedling-1=Mit etwas Wasser wächst aus __ITEM__bi-seed__ ein __ENTITY__seedling__ heran.
|
|
||||||
bi-seedling-2=__ITEM__bi-ash__ verbessert das Wachstum.
|
|
||||||
bi-seedling-3=Wer seine Produktion steigern will, kommt nicht an __ITEM__fertiliser__ vorbei!
|
|
||||||
bi-seedling-4=__ITEM__bi-adv-fertiliser__ macht Supererträge bei der Produktion von __ENTITY__seedling__ möglich!
|
|
||||||
|
|
||||||
bi-seed-bomb-advanced=Pflanze Bäume in einem großen Radius mittels einer Samenbombe (__ITEM__bi-adv-fertiliser__)!
|
|
||||||
bi-seed-bomb-basic=Pflanze Bäume in einem großen Radius mittels einer Samenbombe!
|
|
||||||
bi-seed-bomb-standard=Pflanze Bäume in einem großen Radius mittels einer Samenbombe (__ITEM__fertiliser__)!
|
|
||||||
|
|
||||||
#~ bi-long-handed-inserter-disassemble=__ENTITY__long-handed-inserter__ zerlegen
|
|
||||||
#~ bi-mineralized-sulfuric-waste=Mineralized water & sulfuric waste from crushed stone, charcoal and pure water
|
|
||||||
|
|
||||||
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
|
||||||
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
|
|
||||||
bi-plastic-1=Bio-__ITEM__plastic-bar__ aus __ITEM__wood__
|
|
||||||
bi-plastic-2=Bio-__ITEM__plastic-bar__ aus __ITEM__bi-cellulose__
|
|
||||||
|
|
||||||
bi-purified-air-1=__ITEM__bi-purified-air__ (__ITEM__fertiliser__)
|
|
||||||
bi-purified-air-2=__ITEM__bi-purified-air__ (__ITEM__bi-adv-fertiliser__)
|
|
||||||
|
|
||||||
bi-resin-pulp=__ITEM__resin__ aus __ITEM__bi-woodpulp__
|
|
||||||
bi-resin-wood=__ITEM__resin__ aus __ITEM__wood__
|
|
||||||
|
|
||||||
bi-solid-fuel=__ITEM__solid-fuel__ aus __ITEM__wood-bricks__
|
|
||||||
#~ bi-steel-furnace-disassemble=__ENTITY__steel-furnace__ zerlegen
|
|
||||||
#~ bi-stone-brick=Bio-__ITEM__stone-brick__
|
|
||||||
|
|
||||||
#~ bi-stone-furnace-disassemble=__ENTITY__stone-furnace__ zerlegen
|
|
||||||
bi-sulfur-angels=Bio-__ITEM__sulfur__
|
|
||||||
bi-sulfur=Bio-__ITEM__sulfur__
|
|
||||||
bi-wood-from-pulp=__ITEM__wood__ aus __ITEM__bi-woodpulp__
|
|
||||||
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ aufwerten
|
|
||||||
|
|
||||||
bi-slag-slurry=Slag slurry from ash, crushed stone and saline water
|
|
||||||
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
|
|
|
@ -1,119 +1,119 @@
|
||||||
[recipe-name]
|
[recipe-name]
|
||||||
## Produktion
|
## Produktion
|
||||||
bi-adv-fertilizer-1 = __ITEM__bi-adv-fertilizer__ (__ITEM__alien-artifact__)
|
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__ (__ITEM__alien-artifact__)
|
||||||
bi-adv-fertilizer-2 = __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid = Flüssiger __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Flüssiger __ITEM__bi-adv-fertilizer__
|
||||||
bi-fertilizer-1 = __ITEM__fertilizer__
|
bi-fertilizer-1=__ITEM__fertilizer__
|
||||||
bi-fertilizer-2 = __ITEM__fertilizer__ (mit Natriumhydroxid)
|
bi-fertilizer-2=__ITEM__fertilizer__ (mit Natriumhydroxid)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-fertilizer-fluid = Flüssiges __ITEM__fertilizer__
|
bi-fertilizer-fluid=Flüssiges __ITEM__fertilizer__
|
||||||
|
|
||||||
bi-arboretum-r1 = Bäume pflanzen
|
bi-arboretum-r1=Bäume pflanzen
|
||||||
bi-arboretum-r2 = Gelände mit __ITEM__fertilizer__ verändern
|
bi-arboretum-r2=Gelände mit __ITEM__fertilizer__ verändern
|
||||||
bi-arboretum-r3 = Gelände mit __ITEM__bi-adv-fertilizer__ verändern
|
bi-arboretum-r3=Gelände mit __ITEM__bi-adv-fertilizer__ verändern
|
||||||
bi-arboretum-r4 = Gelände mit __ITEM__fertilizer__ verändern & Bäume pflanzen
|
bi-arboretum-r4=Gelände mit __ITEM__fertilizer__ verändern & Bäume pflanzen
|
||||||
bi-arboretum-r5 = Gelände mit __ITEM__bi-adv-fertilizer__ verändern & Bäume pflanzen
|
bi-arboretum-r5=Gelände mit __ITEM__bi-adv-fertilizer__ verändern & Bäume pflanzen
|
||||||
|
|
||||||
bi-ash-1 = __ITEM__bi-ash__ aus __ITEM__wood__
|
bi-ash-1=__ITEM__bi-ash__ aus __ITEM__wood__
|
||||||
bi-ash-2 = __ITEM__bi-ash__ aus __ITEM__bi-woodpulp__
|
bi-ash-2=__ITEM__bi-ash__ aus __ITEM__bi-woodpulp__
|
||||||
|
|
||||||
bi-basic-gas-processing = Flüssiggas aus __ITEM__coal__ und __ITEM__resin__
|
bi-basic-gas-processing=Flüssiggas aus __ITEM__coal__ und __ITEM__resin__
|
||||||
|
|
||||||
bi-battery = Bio-Batterie
|
bi-battery=Bio-Batterie
|
||||||
bi-rail-wood-to-concrete = __ENTITY__bi-rail-wood__ aufwerten
|
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ aufwerten
|
||||||
|
|
||||||
#~ bi-biomass-1=Produktion von Biomasse mit __ITEM__fertilizer__
|
#~ bi-biomass-1=Produktion von Biomasse mit __ITEM__fertilizer__
|
||||||
bi-biomass-1 = Produktion von Biomasse
|
bi-biomass-1=Produktion von Biomasse
|
||||||
bi-biomass-2 = Vermehrung von Biomasse
|
bi-biomass-2=Vermehrung von Biomasse
|
||||||
bi-biomass-3 = Vermehrung von Biomasse mit __ITEM__bi-ash__
|
bi-biomass-3=Vermehrung von Biomasse mit __ITEM__bi-ash__
|
||||||
|
|
||||||
bi-biomass-conversion-1 = Bio-Umwandlung von Brennstoffen 1: __ITEM__bi-cellulose__, Leichtöl
|
bi-biomass-conversion-1=Bio-Umwandlung von Brennstoffen 1: __ITEM__bi-cellulose__, Leichtöl
|
||||||
bi-biomass-conversion-2 = Bio-Umwandlung von Brennstoffen 2: Flüssiggas
|
bi-biomass-conversion-2=Bio-Umwandlung von Brennstoffen 2: Flüssiggas
|
||||||
bi-biomass-conversion-3 = Bio-Umwandlung von Brennstoffen 3: Schmiermittel
|
bi-biomass-conversion-3=Bio-Umwandlung von Brennstoffen 3: Schmiermittel
|
||||||
#~ bi-biomass-conversion-4=Bio-Umwandlung von Brennstoffen 4: Rohöl, Wasser/Schwefelhaltiges Wasser
|
#~ bi-biomass-conversion-4=Bio-Umwandlung von Brennstoffen 4: Rohöl, Wasser/Schwefelhaltiges Wasser
|
||||||
bi-biomass-conversion-4 = Bio-Umwandlung von Brennstoffen 4: Rohöl, Wasser
|
bi-biomass-conversion-4=Bio-Umwandlung von Brennstoffen 4: Rohöl, Wasser
|
||||||
|
|
||||||
bi-seed-1 = Produktion von __ITEM__bi-seed__
|
bi-seed-1=Produktion von __ITEM__bi-seed__
|
||||||
bi-seed-2 = Produktion von __ITEM__bi-seed__ mittels __ITEM__bi-ash__
|
bi-seed-2=Produktion von __ITEM__bi-seed__ mittels __ITEM__bi-ash__
|
||||||
bi-seed-3 = Produktion von __ITEM__bi-seed__ mittels __ITEM__fertilizer__
|
bi-seed-3=Produktion von __ITEM__bi-seed__ mittels __ITEM__fertilizer__
|
||||||
bi-seed-4 = Superproduktion von __ITEM__bi-seed__ mittels __ITEM__bi-adv-fertilizer__
|
bi-seed-4=Superproduktion von __ITEM__bi-seed__ mittels __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
bi-seed-bomb-advanced = __ITEM__bi-seed-bomb-basic__ mit __ITEM__bi-adv-fertilizer__
|
bi-seed-bomb-advanced=__ITEM__bi-seed-bomb-basic__ mit __ITEM__bi-adv-fertilizer__
|
||||||
bi-seed-bomb-basic = __ITEM__bi-seed-bomb-basic__
|
bi-seed-bomb-basic=__ITEM__bi-seed-bomb-basic__
|
||||||
bi-seed-bomb-standard = __ITEM__bi-seed-bomb-basic__ mit __ITEM__fertilizer__
|
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ mit __ITEM__fertilizer__
|
||||||
|
|
||||||
bi-seedling-1 = Produktion von Setzlingen
|
bi-seedling-1=Produktion von Setzlingen
|
||||||
bi-seedling-2 = Produktion von Setzlingen mittels __ITEM__bi-ash__
|
bi-seedling-2=Produktion von Setzlingen mittels __ITEM__bi-ash__
|
||||||
bi-seedling-3 = Produktion von Setzlingen mittels __ITEM__fertilizer__
|
bi-seedling-3=Produktion von Setzlingen mittels __ITEM__fertilizer__
|
||||||
bi-seedling-4 = Superproduktion von Setzlingen mittels __ITEM__bi-adv-fertilizer__
|
bi-seedling-4=Superproduktion von Setzlingen mittels __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
bi-logs-1 = Produktion von __ITEM__wood__
|
bi-logs-1=Produktion von __ITEM__wood__
|
||||||
bi-logs-2 = Produktion von __ITEM__wood__ mittels __ITEM__bi-ash__
|
bi-logs-2=Produktion von __ITEM__wood__ mittels __ITEM__bi-ash__
|
||||||
bi-logs-3 = Produktion von __ITEM__wood__ mittels __ITEM__fertilizer__
|
bi-logs-3=Produktion von __ITEM__wood__ mittels __ITEM__fertilizer__
|
||||||
bi-logs-4 = Superproduktion von __ITEM__wood__ mittels __ITEM__bi-adv-fertilizer__
|
bi-logs-4=Superproduktion von __ITEM__wood__ mittels __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
|
|
||||||
## Ressourcen
|
## Ressourcen
|
||||||
bi-cellulose-1 = Produktion von __ITEM__bi-cellulose__ (einfach)
|
bi-cellulose-1=Produktion von __ITEM__bi-cellulose__ (einfach)
|
||||||
bi-cellulose-2 = Produktion von __ITEM__bi-cellulose__ (verbessert)
|
bi-cellulose-2=Produktion von __ITEM__bi-cellulose__ (verbessert)
|
||||||
|
|
||||||
bi-charcoal-1 = __ITEM__wood-charcoal__ aus __ITEM__bi-woodpulp__
|
bi-charcoal-1=__ITEM__wood-charcoal__ aus __ITEM__bi-woodpulp__
|
||||||
bi-charcoal-2 = __ITEM__wood-charcoal__ aus __ITEM__wood__
|
bi-charcoal-2=__ITEM__wood-charcoal__ aus __ITEM__wood__
|
||||||
bi-coal-1 = Produktion von __ITEM__coal__ (einfach)
|
bi-coal-1=Produktion von __ITEM__coal__ (einfach)
|
||||||
bi-coal-2 = Produktion von __ITEM__coal__ (verbessert)
|
bi-coal-2=Produktion von __ITEM__coal__ (verbessert)
|
||||||
bi-coke-coal = __ITEM__pellet-coke__
|
bi-coke-coal=__ITEM__pellet-coke__
|
||||||
bi-pellet-coke = __ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
bi-pellet-coke=__ITEM__pellet-coke__ aus __ITEM__solid-fuel__
|
||||||
bi-pellet-coke-2 = __ITEM__pellet-coke__ aus Kohlenstoff
|
bi-pellet-coke-2=__ITEM__pellet-coke__ aus Kohlenstoff
|
||||||
bi-solid-fuel = __ITEM__solid-fuel__ aus __ITEM__wood-bricks__n
|
bi-solid-fuel=__ITEM__solid-fuel__ aus __ITEM__wood-bricks__n
|
||||||
bi-wood-fuel-brick = __ITEM__wood-bricks__
|
bi-wood-fuel-brick=__ITEM__wood-bricks__
|
||||||
|
|
||||||
bi-crushed-stone-1 = __ITEM__stone-crushed__
|
bi-crushed-stone-1=__ITEM__stone-crushed__
|
||||||
bi-crushed-stone-2 = __ITEM__stone-crushed__ aus __ITEM__concrete__
|
bi-crushed-stone-2=__ITEM__stone-crushed__ aus __ITEM__concrete__
|
||||||
bi-crushed-stone-3 = __ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
bi-crushed-stone-3=__ITEM__stone-crushed__ aus __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4 = __ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
bi-crushed-stone-4=__ITEM__stone-crushed__ aus __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5 = __ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5=__ITEM__stone-crushed__ aus __ITEM__refined-hazard-concrete__
|
||||||
bi-stone-brick = Bio-__ITEM__stone-brick__
|
bi-stone-brick=Bio-__ITEM__stone-brick__
|
||||||
|
|
||||||
bi-purified-air-1 = __ITEM__bi-purified-air__ (mit __ITEM__fertilizer__)
|
bi-purified-air-1=__ITEM__bi-purified-air__ (mit __ITEM__fertilizer__)
|
||||||
bi-purified-air-2 = __ITEM__bi-purified-air__ (mit __ITEM__bi-adv-fertilizer__)
|
bi-purified-air-2=__ITEM__bi-purified-air__ (mit __ITEM__bi-adv-fertilizer__)
|
||||||
|
|
||||||
bi-resin-pulp = __ITEM__resin__ aus __ITEM__bi-woodpulp__
|
bi-resin-pulp=__ITEM__resin__ aus __ITEM__bi-woodpulp__
|
||||||
bi-resin-wood = __ITEM__resin__ aus __ITEM__wood__
|
bi-resin-wood=__ITEM__resin__ aus __ITEM__wood__
|
||||||
bi-woodpulp = __ITEM__bi-woodpulp__ aus __ITEM__wood__
|
bi-woodpulp=__ITEM__bi-woodpulp__ aus __ITEM__wood__
|
||||||
bi-wood-from-pulp = __ITEM__wood__ aus __ITEM__bi-woodpulp__
|
bi-wood-from-pulp=__ITEM__wood__ aus __ITEM__bi-woodpulp__
|
||||||
|
|
||||||
bi-acid = Schwefelsäure aus organischem Material
|
bi-acid=Schwefelsäure aus organischem Material
|
||||||
bi-liquid-air = Flüssigluft
|
bi-liquid-air=Flüssigluft
|
||||||
bi-nitrogen = Stickstoff
|
bi-nitrogen=Stickstoff
|
||||||
bi-sulfur = Bio-__ITEM__sulfur__
|
bi-sulfur=Bio-__ITEM__sulfur__
|
||||||
bi-plastic-1 = Bio-__ITEM__plastic-bar__ aus __ITEM__wood__
|
bi-plastic-1=Bio-__ITEM__plastic-bar__ aus __ITEM__wood__
|
||||||
bi-plastic-2 = Bio-__ITEM__plastic-bar__ aus __ITEM__bi-cellulose__
|
bi-plastic-2=Bio-__ITEM__plastic-bar__ aus __ITEM__bi-cellulose__
|
||||||
|
|
||||||
|
|
||||||
## Demontage
|
## Demontage
|
||||||
bi-burner-inserter-disassemble = Demontage: __ENTITY__burner-inserter__
|
bi-burner-inserter-disassemble=Demontage: __ENTITY__burner-inserter__
|
||||||
bi-burner-mining-drill-disassemble = Demontage: __ENTITY__burner-mining-drill__
|
bi-burner-mining-drill-disassemble=Demontage: __ENTITY__burner-mining-drill__
|
||||||
bi-long-handed-inserter-disassemble = Demontage: __ENTITY__long-handed-inserter__
|
bi-long-handed-inserter-disassemble=Demontage: __ENTITY__long-handed-inserter__
|
||||||
bi-steel-furnace-disassemble = Demontage: __ENTITY__steel-furnace__
|
bi-steel-furnace-disassemble=Demontage: __ENTITY__steel-furnace__
|
||||||
bi-stone-furnace-disassemble = Demontage: __ENTITY__stone-furnace__
|
bi-stone-furnace-disassemble=Demontage: __ENTITY__stone-furnace__
|
||||||
|
|
||||||
|
|
||||||
## Unterstützung für andere Mods
|
## Unterstützung für andere Mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste = Mineralisiertes Wasser
|
bi-mineralized-sulfuric-waste=Mineralisiertes Wasser
|
||||||
bi-slag-slurry = Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane = Bio-Umwandlung von Brennstoffen 2: Methan
|
bi-biomass-conversion-2-methane=Bio-Umwandlung von Brennstoffen 2: Methan
|
||||||
bi-biomass-conversion-4-yellow-waste = Bio-Umwandlung von Brennstoffen 4: Rohöl, Schwefelhaltiges Wasser
|
bi-biomass-conversion-4-yellow-waste=Bio-Umwandlung von Brennstoffen 4: Rohöl, Schwefelhaltiges Wasser
|
||||||
bi-sulfur-angels = Bio-__ITEM__sulfur__
|
bi-sulfur-angels=Bio-__ITEM__sulfur__
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand = __ITEM__sand__ aus __ITEM__stone-crushed__
|
bi-sand=__ITEM__sand__ aus __ITEM__stone-crushed__
|
||||||
## bobelectronics
|
## bobelectronics
|
||||||
bi-press-wood = Pressholz
|
bi-press-wood=Pressholz
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR = __ITEM__gravel__
|
bi-crushed-stone-1_IR=__ITEM__gravel__
|
||||||
bi-crushed-stone-2_IR = __ITEM__gravel__ aus __ITEM__concrete__
|
bi-crushed-stone-2_IR=__ITEM__gravel__ aus __ITEM__concrete__
|
||||||
bi-crushed-stone-3_IR = __ITEM__gravel__ aus __ITEM__hazard-concrete__
|
bi-crushed-stone-3_IR=__ITEM__gravel__ aus __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4_IR = __ITEM__gravel__ aus __ITEM__refined-concrete__
|
bi-crushed-stone-4_IR=__ITEM__gravel__ aus __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5_IR = __ITEM__gravel__ aus __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5_IR=__ITEM__gravel__ aus __ITEM__refined-hazard-concrete__
|
||||||
|
|
|
@ -1,19 +1,19 @@
|
||||||
[technology-name]
|
[technology-name]
|
||||||
bi-tech-advanced-biotechnology = Fortgeschrittene Biotechnologie
|
bi-tech-advanced-biotechnology=Fortgeschrittene Biotechnologie
|
||||||
bi-tech-bio-cannon = Artillerie-Geschützturm (Prototyp)
|
bi-tech-bio-cannon=Artillerie-Geschützturm (Prototyp)
|
||||||
bi-tech-bio-farming = Bio-Baumschule
|
bi-tech-bio-farming=Bio-Baumschule
|
||||||
bi-tech-coal-processing-1 = Kohleverarbeitung 1
|
bi-tech-coal-processing-1=Kohleverarbeitung 1
|
||||||
bi-tech-coal-processing-2 = Kohleverarbeitung 2
|
bi-tech-coal-processing-2=Kohleverarbeitung 2
|
||||||
bi-tech-coal-processing-3 = Kohleverarbeitung 3
|
bi-tech-coal-processing-3=Kohleverarbeitung 3
|
||||||
bi-tech-fertilizer = Düngemittel
|
bi-tech-fertilizer=Düngemittel
|
||||||
bi-tech-organic-plastic = Organischer Kunststoff
|
bi-tech-organic-plastic=Organischer Kunststoff
|
||||||
|
|
||||||
[technology-description]
|
[technology-description]
|
||||||
bi-tech-advanced-biotechnology = Neue Technologien erhöhen die Effizienz der Holzproduktion so sehr, dass sie als Basis für eine alternative chemische Industrie dienen kann.
|
bi-tech-advanced-biotechnology=Neue Technologien erhöhen die Effizienz der Holzproduktion so sehr, dass sie als Basis für eine alternative chemische Industrie dienen kann.
|
||||||
bi-tech-bio-cannon = Diese Artillerie-Geschütztürme sind noch auf einem frühen Entwicklungsstand. Man kann sie nur mit spezieller Munition verwenden, und manuelles Zielen ist damit noch nicht möglich.
|
bi-tech-bio-cannon=Diese Artillerie-Geschütztürme sind noch auf einem frühen Entwicklungsstand. Man kann sie nur mit spezieller Munition verwenden, und manuelles Zielen ist damit noch nicht möglich.
|
||||||
bi-tech-bio-farming = Die Aufzucht von Bäumen aus Samen und Setzlingen sorgt für eine stabile Versorgung mit Holz. Holz kann in bestimmten Produkten wertvolle Rohstoffe ersetzen. Es kann zu effizienteren Brennstoffen verarbeitet und als Grundstoff für eine alternative chemische Industrie verwenden werden.
|
bi-tech-bio-farming=Die Aufzucht von Bäumen aus Samen und Setzlingen sorgt für eine stabile Versorgung mit Holz. Holz kann in bestimmten Produkten wertvolle Rohstoffe ersetzen. Es kann zu effizienteren Brennstoffen verarbeitet und als Grundstoff für eine alternative chemische Industrie verwenden werden.
|
||||||
bi-tech-coal-processing-1 = Verbrenne Holz, um Holzkohle und Asche zu gewinnen!
|
bi-tech-coal-processing-1=Verbrenne Holz, um Holzkohle und Asche zu gewinnen!
|
||||||
bi-tech-coal-processing-2 = Holzkohle lässt sich zu höherwertigeren Energieträgern verarbeiten!
|
bi-tech-coal-processing-2=Holzkohle lässt sich zu höherwertigeren Energieträgern verarbeiten!
|
||||||
bi-tech-coal-processing-3 = Selbst Kohle kann man noch veredeln!
|
bi-tech-coal-processing-3=Selbst Kohle kann man noch veredeln!
|
||||||
bi-tech-fertilizer = Mit __ITEM__fertilizer__ erzielst du höhere Erträge!
|
bi-tech-fertilizer=Mit __ITEM__fertilizer__ erzielst du höhere Erträge!
|
||||||
bi-tech-organic-plastic = Mittels hochentwickelter Technologien lassen sich Kunststoffe aus organischen Materialien herstellen.
|
bi-tech-organic-plastic=Mittels hochentwickelter Technologien lassen sich Kunststoffe aus organischen Materialien herstellen.
|
||||||
|
|
|
@ -1,50 +1,50 @@
|
||||||
[entity-description]
|
[entity-description]
|
||||||
## Production
|
## Production
|
||||||
bi-arboretum = __ENTITY__bi-arboretum__s change the surrounding terrain with fertilizer or plant trees.
|
bi-arboretum=__ENTITY__bi-arboretum__s change the surrounding terrain with fertilizer or plant trees.
|
||||||
bi-bio-farm = __ENTITY__bi-bio-farm__s are where __ENTITY__seedling__s grow into trees that are processed to __ITEM__wood__ and __ITEM__bi-woodpulp__. An integrated solar panel provides some of the energy during the day.
|
bi-bio-farm=__ENTITY__bi-bio-farm__s are where __ENTITY__seedling__s grow into trees that are processed to __ITEM__wood__ and __ITEM__bi-woodpulp__. An integrated solar panel provides some of the energy during the day.
|
||||||
bi-bio-garden = The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 45 pollution units per second — as much as 1500 trees!)
|
bi-bio-garden=The __ENTITY__bi-bio-garden__ scrubs pollution from the air. (One bio garden can absorb 45 pollution units per second — as much as 1500 trees!)
|
||||||
bi-bio-greenhouse = Just the right place to grow __ITEM__bi-seed__s and __ENTITY__seedling__s!
|
bi-bio-greenhouse=Just the right place to grow __ITEM__bi-seed__s and __ENTITY__seedling__s!
|
||||||
seedling = A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing!
|
seedling=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing!
|
||||||
|
|
||||||
bi-bio-reactor = __ENTITY__bi-bio-reactor__ are used to produce and process biomass.
|
bi-bio-reactor=__ENTITY__bi-bio-reactor__ are used to produce and process biomass.
|
||||||
bi-cokery = __ITEM__wood__ and __ITEM__bi-woodpulp__ are refined to __ITEM__wood-charcoal__ and other fuels in the __ENTITY__bi-cokery__.
|
bi-cokery=__ITEM__wood__ and __ITEM__bi-woodpulp__ are refined to __ITEM__wood-charcoal__ and other fuels in the __ENTITY__bi-cokery__.
|
||||||
bi-stone-crusher = These machines crush __ITEM__stone__ and __ITEM__concrete__ in all forms.
|
bi-stone-crusher=These machines crush __ITEM__stone__ and __ITEM__concrete__ in all forms.
|
||||||
|
|
||||||
|
|
||||||
## Power
|
## Power
|
||||||
bi-bio-accumulator = __ENTITY__bi-bio-accumulator__ that can store very large amounts of energy. Sometimes, size really does matter …
|
bi-bio-accumulator=__ENTITY__bi-bio-accumulator__ that can store very large amounts of energy. Sometimes, size really does matter …
|
||||||
bi-bio-boiler = The __ENTITY__bi-bio-boiler__ is as efficient as a normal __ENTITY__boiler__, but produces 75% less pollution!
|
bi-bio-boiler=The __ENTITY__bi-bio-boiler__ is as efficient as a normal __ENTITY__boiler__, but produces 75% less pollution!
|
||||||
bi-bio-solar-farm = The __ENTITY__bi-bio-solar-farm__ is a huge __ENTITY__solar-panel__ that generates a lot of power on minimal space.
|
bi-bio-solar-farm=The __ENTITY__bi-bio-solar-farm__ is a huge __ENTITY__solar-panel__ that generates a lot of power on minimal space.
|
||||||
bi-large-substation = This __ENTITY__bi-large-substation__ can power stuff in a large area.
|
bi-large-substation=This __ENTITY__bi-large-substation__ can power stuff in a large area.
|
||||||
bi-solar-boiler = This __ENTITY__bi-solar-boiler__ uses solar energy to generate electricity and steam.
|
bi-solar-boiler=This __ENTITY__bi-solar-boiler__ uses solar energy to generate electricity and steam.
|
||||||
bi-solar-mat = This special pavement contains solar panels. Each tile will generate 10kW of electricity while increasing your speed. (Thanks, Elon Musk!)
|
bi-solar-mat=This special pavement contains solar panels. Each tile will generate 10kW of electricity while increasing your speed. (Thanks, Elon Musk!)
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon = Can ONLY fire at spawners and worms! (Range: 120)\nThis prototype isn't capable of manual targeting.
|
bi-bio-cannon=Can ONLY fire at spawners and worms! (Range: 120)\nThis prototype isn't capable of manual targeting.
|
||||||
bi-dart-turret = These turrets are immediately available and protect you from enemy attacks at a minimal cost. Of course, the darts inflict less damage than bullets, but __ENTITY__bi-dart-turret__s have a higher range and can fire at a higher speed than normal __ENTITY__gun-turret__s.
|
bi-dart-turret=These turrets are immediately available and protect you from enemy attacks at a minimal cost. Of course, the darts inflict less damage than bullets, but __ENTITY__bi-dart-turret__s have a higher range and can fire at a higher speed than normal __ENTITY__gun-turret__s.
|
||||||
|
|
||||||
|
|
||||||
## Rail stuff
|
## Rail stuff
|
||||||
bi-power-to-rail-pole = Connect your __ENTITY__bi-rail-power__ to the power grid!\nATTENTION: When you place a __ENTITY__bi-power-to-rail-pole__ in reach of two __ENTITY__bi-rail-power__ that are running parallel or crossing each other, you will connect these power grids!
|
bi-power-to-rail-pole=Connect your __ENTITY__bi-rail-power__ to the power grid!\nATTENTION: When you place a __ENTITY__bi-power-to-rail-pole__ in reach of two __ENTITY__bi-rail-power__ that are running parallel or crossing each other, you will connect these power grids!
|
||||||
bi-rail-power = Rails that also conducts electricity. Connect them to a power grid with a __ENTITY__bi-power-to-rail-pole__!
|
bi-rail-power=Rails that also conducts electricity. Connect them to a power grid with a __ENTITY__bi-power-to-rail-pole__!
|
||||||
bi-rail-wood-bridge = A wooden bridge with rails.\nNote: You can't walk on this!
|
bi-rail-wood-bridge=A wooden bridge with rails.\nNote: You can't walk on this!
|
||||||
bi-rail-wood = Wooden rails
|
bi-rail-wood=Wooden rails
|
||||||
rail-remnants-wood-bridge = Remnants of a wooden bridge
|
rail-remnants-wood-bridge=Remnants of a wooden bridge
|
||||||
rail-remnants-wood = Remnants of wooden rails
|
rail-remnants-wood=Remnants of wooden rails
|
||||||
|
|
||||||
|
|
||||||
## Miscallenous wooden products
|
## Miscallenous wooden products
|
||||||
bi-wood-pipe-to-ground = __ENTITY__pipe-to-ground__ made of __ITEM__wood__ and Copper
|
bi-wood-pipe-to-ground=__ENTITY__pipe-to-ground__ made of __ITEM__wood__ and Copper
|
||||||
bi-wood-pipe = __ENTITY__pipe__ made of __ITEM__wood__ and Copper
|
bi-wood-pipe=__ENTITY__pipe__ made of __ITEM__wood__ and Copper
|
||||||
bi-wooden-chest-giga = A HUGE wooden chest
|
bi-wooden-chest-giga=A HUGE wooden chest
|
||||||
bi-wooden-chest-huge = A very large wooden chest
|
bi-wooden-chest-huge=A very large wooden chest
|
||||||
bi-wooden-chest-large = A medium wooden chest
|
bi-wooden-chest-large=A medium wooden chest
|
||||||
bi-wooden-fence = A __ENTITY__bi-wooden-fence__ is cheap to make. It won't help you much against strong enemies, but will keep early enemies out so you can concentrate on starting your factory.
|
bi-wooden-fence=A __ENTITY__bi-wooden-fence__ is cheap to make. It won't help you much against strong enemies, but will keep early enemies out so you can concentrate on starting your factory.
|
||||||
bi-wooden-pole-big = __ENTITY__bi-wooden-pole-big__s will be automatically healed if you use "Natural Evolution Enemies".
|
bi-wooden-pole-big=__ENTITY__bi-wooden-pole-big__s will be automatically healed if you use "Natural Evolution Enemies".
|
||||||
bi-wooden-pole-bigger = __ENTITY__bi-wooden-pole-bigger__s will be automatically healed if you use "Natural Evolution Enemies".
|
bi-wooden-pole-bigger=__ENTITY__bi-wooden-pole-bigger__s will be automatically healed if you use "Natural Evolution Enemies".
|
||||||
bi-wooden-pole-huge = __ENTITY__bi-wooden-pole-huge__s span vast distances (64 tiles) with __ITEM__copper-cable__, __ITEM__green-wire__, or __ITEM__red-wire__.
|
bi-wooden-pole-huge=__ENTITY__bi-wooden-pole-huge__s span vast distances (64 tiles) with __ITEM__copper-cable__, __ITEM__green-wire__, or __ITEM__red-wire__.
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
bi-stone-crusher-sand = These machines produce __ITEM__stone-crushed__ from __ITEM__stone__ and __ITEM__concrete__ in all forms. They can also refine __ITEM__stone-crushed__ to __ITEM__sand__.
|
bi-stone-crusher-sand=These machines produce __ITEM__stone-crushed__ from __ITEM__stone__ and __ITEM__concrete__ in all forms. They can also refine __ITEM__stone-crushed__ to __ITEM__sand__.
|
||||||
|
|
|
@ -1,53 +1,53 @@
|
||||||
[entity-name]
|
[entity-name]
|
||||||
## Production
|
## Production
|
||||||
bi-arboretum = Terraformer
|
bi-arboretum=Terraformer
|
||||||
bi-arboretum-hidden-radar = __ENTITY__bi-arboretum__ (__ENTITY__radar__)
|
bi-arboretum-hidden-radar=__ENTITY__bi-arboretum__ (__ENTITY__radar__)
|
||||||
|
|
||||||
bi-bio-farm = Bio farm
|
bi-bio-farm=Bio farm
|
||||||
bi-bio-garden = Bio garden
|
bi-bio-garden=Bio garden
|
||||||
bi-bio-garden-large = Large bio garden
|
bi-bio-garden-large=Large bio garden
|
||||||
bi-bio-garden-huge = Huge bio garden
|
bi-bio-garden-huge=Huge bio garden
|
||||||
bi-bio-greenhouse = Bio nursery
|
bi-bio-greenhouse=Bio nursery
|
||||||
seedling = Sapling
|
seedling=Sapling
|
||||||
|
|
||||||
bi-bio-reactor = Bio-reactor
|
bi-bio-reactor=Bio-reactor
|
||||||
bi-cokery = Cokery
|
bi-cokery=Cokery
|
||||||
bi-stone-crusher = Stone crusher
|
bi-stone-crusher=Stone crusher
|
||||||
|
|
||||||
|
|
||||||
## Power
|
## Power
|
||||||
bi-bio-accumulator = Huge accumulator
|
bi-bio-accumulator=Huge accumulator
|
||||||
bi-bio-boiler = Bio-boiler
|
bi-bio-boiler=Bio-boiler
|
||||||
bi-bio-solar-farm = Solar farm
|
bi-bio-solar-farm=Solar farm
|
||||||
bi-large-substation = Huge substation
|
bi-large-substation=Huge substation
|
||||||
bi-solar-boiler = Solar power plant & boiler
|
bi-solar-boiler=Solar power plant & boiler
|
||||||
bi-solar-mat = Musk floor
|
bi-solar-mat=Musk floor
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon = Prototype artillery
|
bi-bio-cannon=Prototype artillery
|
||||||
bi-dart-turret = Dart turret
|
bi-dart-turret=Dart turret
|
||||||
|
|
||||||
|
|
||||||
## Rail stuff
|
## Rail stuff
|
||||||
bi-power-to-rail-pole = Powered rails connector
|
bi-power-to-rail-pole=Powered rails connector
|
||||||
bi-rail-power = Powered rails
|
bi-rail-power=Powered rails
|
||||||
bi-rail-wood-bridge = Wooden rail bridge
|
bi-rail-wood-bridge=Wooden rail bridge
|
||||||
bi-rail-wood = Wooden rails
|
bi-rail-wood=Wooden rails
|
||||||
rail-remnants-wood-bridge = Remnants of a wooden rail bridge
|
rail-remnants-wood-bridge=Remnants of a wooden rail bridge
|
||||||
rail-remnants-wood = Remnants of wooden rails
|
rail-remnants-wood=Remnants of wooden rails
|
||||||
|
|
||||||
|
|
||||||
## Miscallenous wooden products
|
## Miscallenous wooden products
|
||||||
bi-wood-pipe-to-ground = Wood pipe to ground
|
bi-wood-pipe-to-ground=Wood pipe to ground
|
||||||
bi-wood-pipe = Wood pipe
|
bi-wood-pipe=Wood pipe
|
||||||
bi-wooden-chest-giga = Huge wooden chest
|
bi-wooden-chest-giga=Huge wooden chest
|
||||||
bi-wooden-chest-huge = Large wooden chest
|
bi-wooden-chest-huge=Large wooden chest
|
||||||
bi-wooden-chest-large = Medium wooden chest
|
bi-wooden-chest-large=Medium wooden chest
|
||||||
bi-wooden-fence = Wooden fence
|
bi-wooden-fence=Wooden fence
|
||||||
bi-wooden-pole-big = Big wooden pole
|
bi-wooden-pole-big=Big wooden pole
|
||||||
bi-wooden-pole-bigger = Bigger wooden pole
|
bi-wooden-pole-bigger=Bigger wooden pole
|
||||||
bi-wooden-pole-huge = Huge wooden pole
|
bi-wooden-pole-huge=Huge wooden pole
|
||||||
#~ Just another name for the vanilla wood-chest
|
#~ Just another name for the vanilla wood-chest
|
||||||
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
|
#~ (No need to overwrite the vanilla name if our bigger wooden chests aren't used!)
|
||||||
bi-wooden-chest = Small wooden chest
|
bi-wooden-chest=Small wooden chest
|
||||||
|
|
|
@ -2,53 +2,53 @@
|
||||||
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
||||||
# so we hard-code its content here.
|
# so we hard-code its content here.
|
||||||
#~ fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
#~ fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
||||||
fertilizer = Common fertilizer lets stuff grow faster and is also used to produce Algae biomass.
|
fertilizer=Common fertilizer lets stuff grow faster and is also used to produce Algae biomass.
|
||||||
|
|
||||||
[item-description]
|
[item-description]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer = __ITEM__bi-adv-fertilizer__ — the special ingredient that turns a greatly improved into a super production. Available only to users of Bio Industries! :-)
|
bi-adv-fertilizer=__ITEM__bi-adv-fertilizer__ — the special ingredient that turns a greatly improved into a super production. Available only to users of Bio Industries! :-)
|
||||||
fertilizer = __ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
||||||
|
|
||||||
bi-purified-air = Clean air, pollution removed!
|
bi-purified-air=Clean air, pollution removed!
|
||||||
|
|
||||||
bi-arboretum-r1 = Plant trees around the building
|
bi-arboretum-r1=Plant trees around the building
|
||||||
bi-arboretum-r2 = __ITEM__fertilizer__ is used to improve the ground around the building.
|
bi-arboretum-r2=__ITEM__fertilizer__ is used to improve the ground around the building.
|
||||||
bi-arboretum-r3 = __ITEM__bi-adv-fertilizer__ is used to improve the ground around the building.
|
bi-arboretum-r3=__ITEM__bi-adv-fertilizer__ is used to improve the ground around the building.
|
||||||
bi-arboretum-r4 = Plants trees and uses __ITEM__fertilizer__ to improve the ground around the building.
|
bi-arboretum-r4=Plants trees and uses __ITEM__fertilizer__ to improve the ground around the building.
|
||||||
bi-arboretum-r5 = Plants trees and uses __ITEM__bi-adv-fertilizer__ to improve the ground around the building.
|
bi-arboretum-r5=Plants trees and uses __ITEM__bi-adv-fertilizer__ to improve the ground around the building.
|
||||||
|
|
||||||
bi-seed-bomb-advanced = This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 30 tiles around the impact location. __ITEM__bi-adv-fertilizer__ guarantees a high chance that the __ITEM__bi-seed__ will grow into trees fast!
|
bi-seed-bomb-advanced=This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 30 tiles around the impact location. __ITEM__bi-adv-fertilizer__ guarantees a high chance that the __ITEM__bi-seed__ will grow into trees fast!
|
||||||
bi-seed-bomb-basic = This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 24 tiles around the impact location.
|
bi-seed-bomb-basic=This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 24 tiles around the impact location.
|
||||||
bi-seed-bomb-standard = This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 27 tiles around the impact location. __ITEM__fertilizer__ improves the chance that the __ITEM__bi-seed__ will grow into trees.
|
bi-seed-bomb-standard=This __ITEM__bi-seed-bomb-basic__ scatters __ITEM__bi-seed__ in a radius of 27 tiles around the impact location. __ITEM__fertilizer__ improves the chance that the __ITEM__bi-seed__ will grow into trees.
|
||||||
|
|
||||||
bi-seed = This will grow into a __ENTITY__seedling__.
|
bi-seed=This will grow into a __ENTITY__seedling__.
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon-basic-ammo = Rocket powered, low physical damage (fired by prototype artillery)
|
bi-bio-cannon-basic-ammo=Rocket powered, low physical damage (fired by prototype artillery)
|
||||||
bi-bio-cannon-biological-ammo = Rocket powered, high biological damage (fired by prototype artillery)
|
bi-bio-cannon-biological-ammo=Rocket powered, high biological damage (fired by prototype artillery)
|
||||||
bi-bio-cannon-poison-ammo = Rocket powered, medium poison damage (fired by prototype artillery)
|
bi-bio-cannon-poison-ammo=Rocket powered, medium poison damage (fired by prototype artillery)
|
||||||
bi-bio-cannon-proto-ammo = Propelled by TNT, low physical damage (fired by prototype artillery)
|
bi-bio-cannon-proto-ammo=Propelled by TNT, low physical damage (fired by prototype artillery)
|
||||||
|
|
||||||
bi-dart-magazine-basic = __ITEM__bi-dart-magazine-basic__ hurts just a little bit.
|
bi-dart-magazine-basic=__ITEM__bi-dart-magazine-basic__ hurts just a little bit.
|
||||||
bi-dart-magazine-enhanced = __ITEM__bi-dart-magazine-enhanced__ causes additional acid damage!
|
bi-dart-magazine-enhanced=__ITEM__bi-dart-magazine-enhanced__ causes additional acid damage!
|
||||||
bi-dart-magazine-poison = __ITEM__bi-dart-magazine-enhanced__ — with poison as a topping!
|
bi-dart-magazine-poison=__ITEM__bi-dart-magazine-enhanced__ — with poison as a topping!
|
||||||
bi-dart-magazine-standard = __ITEM__bi-dart-magazine-standard__ can pierce through targets.
|
bi-dart-magazine-standard=__ITEM__bi-dart-magazine-standard__ can pierce through targets.
|
||||||
bi-dart-rifle = This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
|
bi-dart-rifle=This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash = __ITEM__bi-ash__ is a valuable resource!
|
bi-ash=__ITEM__bi-ash__ is a valuable resource!
|
||||||
bi-cellulose = __ITEM__battery__, __ITEM__plastic-bar__, Sulfuric acid — all of these can be made with __ITEM__bi-cellulose__!
|
bi-cellulose=__ITEM__battery__, __ITEM__plastic-bar__, Sulfuric acid — all of these can be made with __ITEM__bi-cellulose__!
|
||||||
bi-woodpulp = __ITEM__bi-woodpulp__ can be used for many purposes. When burned, it will pollute less than raw __ITEM__wood__, but it will only give you half the energy.
|
bi-woodpulp=__ITEM__bi-woodpulp__ can be used for many purposes. When burned, it will pollute less than raw __ITEM__wood__, but it will only give you half the energy.
|
||||||
coal = You will need it!
|
coal=You will need it!
|
||||||
pellet-coke = More energy than __ITEM__solid-fuel__ with only about 60% the emissions, plus a little boost to the top speed – why don't you fuel your trains with __ITEM__pellet-coke__ already?!
|
pellet-coke=More energy than __ITEM__solid-fuel__ with only about 60% the emissions, plus a little boost to the top speed – why don't you fuel your trains with __ITEM__pellet-coke__ already?!
|
||||||
resin = __ITEM__resin__ is a sticky substance that can be processed to get Petroleum gas!
|
resin=__ITEM__resin__ is a sticky substance that can be processed to get Petroleum gas!
|
||||||
solid-fuel = __ITEM__solid-fuel__ provides less energy than __ITEM__wood-bricks__, but also burns with less pollution. Additionally, it will make your vehicles drive and accelerate faster.
|
solid-fuel=__ITEM__solid-fuel__ provides less energy than __ITEM__wood-bricks__, but also burns with less pollution. Additionally, it will make your vehicles drive and accelerate faster.
|
||||||
stone-crushed = __ITEM__stone-crushed__ is mainly used for building rails and roads.
|
stone-crushed=__ITEM__stone-crushed__ is mainly used for building rails and roads.
|
||||||
wood-bricks = Compressed __ITEM__bi-woodpulp__ provides a lot of energy while polluting less. It's an early substitute for __ITEM__solid-fuel__.
|
wood-bricks=Compressed __ITEM__bi-woodpulp__ provides a lot of energy while polluting less. It's an early substitute for __ITEM__solid-fuel__.
|
||||||
wood-charcoal = Provides more energy than __ITEM__coal__ while emitting far less pollution. Unfortunately, it's not as versatilely usable, so you will still need __ITEM__coal__!
|
wood-charcoal=Provides more energy than __ITEM__coal__ while emitting far less pollution. Unfortunately, it's not as versatilely usable, so you will still need __ITEM__coal__!
|
||||||
wood = Base your energy production on this renewable resource!\nPlease note: There's a lot more you can use it for than just burning it!
|
wood=Base your energy production on this renewable resource!\nPlease note: There's a lot more you can use it for than just burning it!
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
|
|
|
@ -1,54 +1,54 @@
|
||||||
[BI-item-name]
|
[BI-item-name]
|
||||||
fertilizer = Common fertilizer
|
fertilizer=Common fertilizer
|
||||||
|
|
||||||
[item-name]
|
[item-name]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer = BI-Super-Fertilizer(™)
|
bi-adv-fertilizer=BI-Super-Fertilizer(™)
|
||||||
#~ fertilizer=Fertilizer "Run of ye olde mill"(™)
|
#~ fertilizer=Fertilizer "Run of ye olde mill"(™)
|
||||||
fertilizer = Common fertilizer
|
fertilizer=Common fertilizer
|
||||||
|
|
||||||
bi-purified-air = Purified air
|
bi-purified-air=Purified air
|
||||||
|
|
||||||
bi-arboretum-r1 = Plant trees
|
bi-arboretum-r1=Plant trees
|
||||||
bi-arboretum-r2 = Change terrain (basic)
|
bi-arboretum-r2=Change terrain (basic)
|
||||||
bi-arboretum-r3 = Change terrain (advanced)
|
bi-arboretum-r3=Change terrain (advanced)
|
||||||
bi-arboretum-r4 = Change terrain & plant trees (basic)
|
bi-arboretum-r4=Change terrain & plant trees (basic)
|
||||||
bi-arboretum-r5 = Change terrain & plant trees (advanced)
|
bi-arboretum-r5=Change terrain & plant trees (advanced)
|
||||||
|
|
||||||
bi-seed-bomb-advanced = Advanced seed bomb
|
bi-seed-bomb-advanced=Advanced seed bomb
|
||||||
bi-seed-bomb-basic = Basic seed bomb
|
bi-seed-bomb-basic=Basic seed bomb
|
||||||
bi-seed-bomb-standard = Standard seed bomb
|
bi-seed-bomb-standard=Standard seed bomb
|
||||||
bi-seed = Tree seed
|
bi-seed=Tree seed
|
||||||
|
|
||||||
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
||||||
bi-biomass = Algae biomass
|
bi-biomass=Algae biomass
|
||||||
bi-liquid-air = Liquid air
|
bi-liquid-air=Liquid air
|
||||||
nitrogen = Nitrogen
|
nitrogen=Nitrogen
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon-basic-ammo = Prototype artillery - rocket ammo
|
bi-bio-cannon-basic-ammo=Prototype artillery - rocket ammo
|
||||||
bi-bio-cannon-biological-ammo = Prototype artillery - biological ammo
|
bi-bio-cannon-biological-ammo=Prototype artillery - biological ammo
|
||||||
bi-bio-cannon-poison-ammo = Prototype artillery - poison ammo
|
bi-bio-cannon-poison-ammo=Prototype artillery - poison ammo
|
||||||
bi-bio-cannon-proto-ammo = Prototype artillery - basic ammo
|
bi-bio-cannon-proto-ammo=Prototype artillery - basic ammo
|
||||||
|
|
||||||
bi-dart-magazine-basic = Basic dart ammo
|
bi-dart-magazine-basic=Basic dart ammo
|
||||||
bi-dart-magazine-enhanced = Enhanced dart ammo
|
bi-dart-magazine-enhanced=Enhanced dart ammo
|
||||||
bi-dart-magazine-poison = Poison dart ammo
|
bi-dart-magazine-poison=Poison dart ammo
|
||||||
bi-dart-magazine-standard = Standard dart ammo
|
bi-dart-magazine-standard=Standard dart ammo
|
||||||
bi-dart-rifle = Dart rifle
|
bi-dart-rifle=Dart rifle
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash = Ash
|
bi-ash=Ash
|
||||||
bi-cellulose = Cellulose
|
bi-cellulose=Cellulose
|
||||||
bi-woodpulp = Wood pulp
|
bi-woodpulp=Wood pulp
|
||||||
pellet-coke = Pellet coke
|
pellet-coke=Pellet coke
|
||||||
resin = Resin
|
resin=Resin
|
||||||
stone-crushed = Crushed stone
|
stone-crushed=Crushed stone
|
||||||
wood-bricks = Wood bricks
|
wood-bricks=Wood bricks
|
||||||
wood-charcoal = Charcoal
|
wood-charcoal=Charcoal
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
sand = Sand
|
sand=Sand
|
||||||
slag = Slag
|
slag=Slag
|
||||||
|
|
|
@ -1,569 +0,0 @@
|
||||||
[mod-setting-name]
|
|
||||||
BI_Bio_Cannon=Enable: Prototype Artillery
|
|
||||||
BI_Bio_Fuel=Enable: Bio fuel production
|
|
||||||
BI_Game_Tweaks_Bot=Game tweaks: Bots
|
|
||||||
BI_Game_Tweaks_Disassemble=Game tweaks: Disassemble recipes
|
|
||||||
BI_Game_Tweaks_Emissions_Multiplier=Game tweaks: Fuel emission multipliers
|
|
||||||
BI_Game_Tweaks_Player=Game tweaks: Player
|
|
||||||
BI_Game_Tweaks_Recipe=Game tweaks: Recipe
|
|
||||||
BI_Game_Tweaks_Stack_Size=Game tweaks: Stack size
|
|
||||||
BI_Game_Tweaks_Tree=Game tweaks: Tree yield
|
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=Game tweaks: Smaller collision boxes for trees
|
|
||||||
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
|
|
||||||
#~ BI_Hide_musk_floor_in_mapview=Hide electric grid overlay for Musk floor in map view
|
|
||||||
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view
|
|
||||||
BI_Solar_Additions=Enable: Bio solar additions
|
|
||||||
BI_Enable_gvv_support=Compatibility: Add support for GVV
|
|
||||||
|
|
||||||
|
|
||||||
[mod-setting-description]
|
|
||||||
BI_Bio_Cannon=The Prototype artillery is very powerful, but will only fire at spawners
|
|
||||||
BI_Bio_Fuel=Enables the production of oil products using bio fuels
|
|
||||||
BI_Game_Tweaks_Bot=Bots can't be mined or catch fire
|
|
||||||
BI_Game_Tweaks_Disassemble=Allow some disassemble recipes. You get about 50% of the resources back
|
|
||||||
BI_Game_Tweaks_Emissions_Multiplier=Bob started this. The general idea is that unprocessed fuels cause more pollution than more refined fules. Thus coal would produce 200% pollution, while solid fuel would produce only 85%. Please see "Fuel Values.xlsx" in mod folder for more info!
|
|
||||||
#~ BI_Game_Tweaks_Player=Build, drop & reach distance: 6 => 20; Reach for item pickup 1 => 4; Resource reach distance: 2.7 => 4; Loot pickup distance: 2 => 5
|
|
||||||
BI_Game_Tweaks_Player=Build, drop & reach distance: 6 => 20\nReach distance for item pickup 1 => 4\nResource reach distance: 2.7 => 4\nLoot pickup distance: 2 => 5
|
|
||||||
#~ BI_Game_Tweaks_Recipe=Recipes Affected: CONCRETE Remove: Iron Ore Add: Iron Stick, STONE-WALL Add: Iron Stick, RAIL Remove: stone Add: crushed-stone and Concrete, STEEL-AXE Remove: Iron-Stick Add: Iron-Axe
|
|
||||||
BI_Game_Tweaks_Recipe=Affected recipes:\nConcrete (Iron ore => Iron stick)\nStone wall(Iron stick added)\nRail (stone => crushed-stone + concrete)
|
|
||||||
BI_Game_Tweaks_Stack_Size=Affects stack sizes of wood, stone, crushed-stone, concrete & slag
|
|
||||||
BI_Game_Tweaks_Tree=Game tweaks - trees randomly provide 1 to 6 wood when chopped down. Vanilla = 4
|
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTAL: This setting is enabled per default. If it isn't, trees will have the bigger vanilla collision box, making forests more likely to block players, vehicles, and biters. Not sure if this will have any side effects!
|
|
||||||
BI_Game_Tweaks_Production_Science=If this is enabled, an alternative recipe for Production science packs will be available.\n(Default: on)
|
|
||||||
#~ BI_Hide_musk_floor_in_mapview=In map view, the electric grid overlay will be hidden for Musk floor if this setting is enabled. This shouldn't be changed in a running game as applying the setting to every Musk floor tile may take some time!
|
|
||||||
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!\n(Default: on)
|
|
||||||
BI_Solar_Additions=Enables solar items like the solar farm, solar power plant, bio accumulator and huge substation
|
|
||||||
BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
|
||||||
|
|
||||||
[technology-name]
|
|
||||||
bi-tech-advanced-biotechnology=Advanced biotechnology
|
|
||||||
bi-tech-bio-cannon=Prototype artillery
|
|
||||||
bi-tech-bio-farming=Bio farm
|
|
||||||
bi-tech-coal-processing-1=Coal processing 1
|
|
||||||
bi-tech-coal-processing-2=Coal processing 2
|
|
||||||
bi-tech-coal-processing-3=Coal processing 3
|
|
||||||
bi-tech-fertiliser=Fertilizer
|
|
||||||
bi-tech-organic-plastic=Organic plastic
|
|
||||||
|
|
||||||
[technology-description]
|
|
||||||
bi-tech-advanced-biotechnology=Unlock higher tiered recipes
|
|
||||||
bi-tech-bio-cannon=Prototype artillery turret technology. - Not yet capable of manual targeting
|
|
||||||
bi-tech-bio-farming=Learn how to grow trees -- the first step towards unlocking other wood products
|
|
||||||
bi-tech-coal-processing-1=Burn wood to get charcoal and ash
|
|
||||||
bi-tech-coal-processing-2=Process charcoal to coal and solid fuel to pellet-coke
|
|
||||||
bi-tech-coal-processing-3=Process charcoal more efficiently and produce pellet-coke from coal
|
|
||||||
bi-tech-fertiliser=Using fertilisers you can get much more output from recipes
|
|
||||||
bi-tech-organic-plastic=Produce plastics using organic materials
|
|
||||||
|
|
||||||
[entity-name]
|
|
||||||
bi-arboretum-area=Terraformer
|
|
||||||
bi-arboretum-radar=Terraformer radar
|
|
||||||
bi-arboretum=Terraformer
|
|
||||||
bi-bio-accumulator=Huge accumulator
|
|
||||||
bi-bio-boiler=Bio boiler
|
|
||||||
bi-bio-cannon-area=Prototype artillery
|
|
||||||
bi-bio-cannon=Prototype artillery
|
|
||||||
bi-bio-farm-electric-pole=Bio farm cabling
|
|
||||||
bi-bio-farm-light=Bio farm heat lamps
|
|
||||||
bi-bio-farm-solar-panel=Bio farm solar
|
|
||||||
bi-bio-farm=Bio farm
|
|
||||||
bi-bio-garden-light=Bio garden light
|
|
||||||
bi-bio-garden=Bio garden
|
|
||||||
bi-bio-greenhouse=Bio nursery
|
|
||||||
bi-bio-reactor=Bioreactor
|
|
||||||
bi-bio-solar-farm=Bio solar farm
|
|
||||||
bi-burner-pump=Burner fluid pump
|
|
||||||
bi-cokery=Cokery
|
|
||||||
#~ These strings are obsolete!
|
|
||||||
#~ bi-curved-rail-power=Powered rail
|
|
||||||
#~ bi-curved-rail-wood-bridge=Wooden curved rail used for bridges
|
|
||||||
#~ bi-curved-rail-wood=Wooden curved rail
|
|
||||||
bi-dart-magazine-basic=Basic dart ammo
|
|
||||||
bi-dart-magazine-enhanced=Enhanced dart ammo
|
|
||||||
bi-dart-magazine-poison=Poison dart ammo
|
|
||||||
bi-dart-magazine-standard=Standard dart ammo
|
|
||||||
bi-dart-turret=Dart turret
|
|
||||||
#~ These strings seem to be obsolete!
|
|
||||||
#~ bi-ground-steam=Natural steam
|
|
||||||
#~ bi-ground-sulfuric-acid=Natural sulfuric acid
|
|
||||||
#~ bi-ground-water=Water
|
|
||||||
bi-large-substation=Huge substation
|
|
||||||
bi-musk-mat-pole=Hidden power pole for Musk mat
|
|
||||||
bi-musk-mat-solar-panel=Musk floor
|
|
||||||
bi-power-to-rail-pole=Rail to power connector
|
|
||||||
# Obsolete
|
|
||||||
#~ bi-solar-boiler-panel=Solar power plant & boiler
|
|
||||||
bi-solar-boiler=Solar power plant & boiler
|
|
||||||
bi-solar-mat=Musk floor
|
|
||||||
bi-stone-crusher=Stone crusher
|
|
||||||
#~ bi-straight-rail-power=Powered rail
|
|
||||||
bi-rail-power=Powered rail
|
|
||||||
#~ bi-straight-rail-wood-bridge=Wooden straight rail used for bridges
|
|
||||||
bi-rail-wood-bridge=Wooden rail used for bridges
|
|
||||||
#~ bi-straight-rail-wood=Wooden straight rail
|
|
||||||
bi-rail-wood=Wooden rail
|
|
||||||
bi-wood-pipe-to-ground=Wood pipe to ground
|
|
||||||
bi-wood-pipe=Wood pipe
|
|
||||||
bi-wooden-chest-giga=Huge wooden chest
|
|
||||||
bi-wooden-chest-huge=Large wooden chest
|
|
||||||
bi-wooden-chest-large=Medium wooden chest
|
|
||||||
bi-wooden-fence=Wooden fence
|
|
||||||
bi-wooden-pole-big=Big wooden pole
|
|
||||||
bi-wooden-pole-huge=Huge wooden pole
|
|
||||||
seedling-2=Sapling
|
|
||||||
seedling-3=Sapling
|
|
||||||
seedling=Sapling
|
|
||||||
wooden-chest=Small wooden chest
|
|
||||||
|
|
||||||
rail-remnants-wood=Remnants of wooden rails
|
|
||||||
rail-remnants-wood-bridge=Remnants of a wooden bridge
|
|
||||||
|
|
||||||
|
|
||||||
[entity-description]
|
|
||||||
bi-arboretum-area=Terraformer to change the terrain or plant trees around the building
|
|
||||||
bi-arboretum-radar=Terraformer radar
|
|
||||||
bi-arboretum=Terraformer to change the terrain or plant trees around the building
|
|
||||||
bi-bio-accumulator=Can store very large amounts of energy, because size matters...
|
|
||||||
bi-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
|
|
||||||
#~ bi-bio-cannon-area=Can ONLY fire at spawners and worms! - Range 90 - Not yet capable of manual targeting
|
|
||||||
bi-bio-cannon=Can ONLY fire at spawners and worms! (Range: 90)\nThis prototype isn't capable of manual targeting.
|
|
||||||
#~ bi-bio-farm-electric-pole=Bio farm cabling (Hidden)
|
|
||||||
#~ bi-bio-farm-light=Bio farm heat lamps, so trees can grow at night (Hidden)
|
|
||||||
#~ bi-bio-farm-solar-panel=Bio farm solar (Hidden)
|
|
||||||
#~ bi-bio-farm=Bio farm, turn saplings into raw wood. Consumes more electricity at night
|
|
||||||
bi-bio-farm=Bio farms are where saplings grow into trees that are processed to raw wood and wood pulp. An integrated solar panel provides some of the energy during the day.
|
|
||||||
bi-bio-garden-light=The garden also acts as a lamp at night. (Hidden)
|
|
||||||
bi-bio-garden=The bio garden scrubs air, removing pollution. (One bio garden can absorb 45 pollution units per second -- as much as 1500 trees!)
|
|
||||||
bi-bio-greenhouse=Use a nursery to grow saplings
|
|
||||||
bi-bio-reactor=Bio-reactors are used to produce and process biomass.
|
|
||||||
bi-bio-solar-farm=Bio solar farm save space by condensing your solar panels into a compact unit. They create a lot of power!\Using Bio solar farms instead of the original solar panels will also improve performance because less entities require less updates per second (UPS).
|
|
||||||
bi-burner-pump=Burner fluid pump
|
|
||||||
bi-cokery=Wood and wood pulp are processed to charcoal and other fuels in the cokery.
|
|
||||||
#~ These strings are obsolete!
|
|
||||||
#~ bi-curved-rail-power=Rail that also conducts electricity. Connect to power grid using "power to rail" connector
|
|
||||||
#~ bi-curved-rail-wood-bridge=Wooden curved rail used for bridges.\nNote: You can't walk on this!
|
|
||||||
#~ bi-curved-rail-wood=Wooden curved rail
|
|
||||||
bi-dart-magazine-basic=Basic wooden projectiles
|
|
||||||
bi-dart-magazine-enhanced=Enhanced wooden projectiles
|
|
||||||
bi-dart-magazine-poison=Poisoned wooden projectiles
|
|
||||||
bi-dart-magazine-standard=Standard wooden projectiles
|
|
||||||
#~ These strings seem to be obsolete!
|
|
||||||
#~ bi-ground-steam=Natural steam
|
|
||||||
#~ bi-ground-sulfuric-acid=Natural sulfuric acid
|
|
||||||
#~ bi-ground-water=Water
|
|
||||||
bi-large-substation=Huge substation
|
|
||||||
bi-musk-mat-pole=Hidden power pole for Musk mat
|
|
||||||
bi-musk-mat-solar-panel=Power from Musk floor
|
|
||||||
bi-power-to-rail-pole=Connect your power rail to the power grid!\nATTENTION: When you place a connector in reach of two powered rails that are running parallel or crossing each other, you will connect these networks!
|
|
||||||
#~ Remove?
|
|
||||||
bi-solar-boiler-panel=A boiler that uses solar energy or electricity (also produces electricity).
|
|
||||||
#~ Changed
|
|
||||||
#~ bi-solar-boiler=A boiler that uses solar energy or electricity (also produces electricity).
|
|
||||||
bi-solar-boiler=This boiler uses solar energy or electricity to produce electricity.
|
|
||||||
#~ bi-solar-mat=A solar panel/floor that can be used as a pavement, generates 10kW electricity and fast movement. (Thanks Elon Musk!)
|
|
||||||
bi-solar-mat=This special pavement contains solar panels. Each tile will generate 10kW of electricity and grant you fast movement speed. (Thanks, Elon Musk!)
|
|
||||||
#~ bi-stone-crusher=Machine to break stone into crushed stone
|
|
||||||
bi-stone-crusher=These machines crush stone and concrete. If necessary, you can also use them to make sand from crushed stone.
|
|
||||||
#~ bi-straight-rail-wood-bridge=Wooden straight rail used for bridges.\nNote: You can't walk on this!
|
|
||||||
bi-rail-wood-bridge=Wooden straight rail used for bridges.\nNote: You can't walk on this!
|
|
||||||
#~ bi-straight-rail-wood=Wooden straight rail
|
|
||||||
bi-rail-wood=Wooden straight rail
|
|
||||||
#~ bi-straight-rail-power=Rail that also conducts electricity. Connect to power grid using "power to rail" connector
|
|
||||||
bi-rail-power=Rail that also conducts electricity. Connect to power grid using "power to rail" connector
|
|
||||||
bi-wood-pipe-to-ground=Wood pipe to ground
|
|
||||||
bi-wood-pipe=Wooden pipe
|
|
||||||
bi-wooden-chest-giga=A HUGE wooden chest
|
|
||||||
bi-wooden-chest-huge=A very large wooden chest
|
|
||||||
bi-wooden-chest-large=A medium wooden chest
|
|
||||||
#~ bi-wooden-fence=A defensive wall made from wood
|
|
||||||
bi-wooden-fence=Though not very strong, wooden fences help you right from the start to keep enemies out of your factory.
|
|
||||||
bi-wooden-pole-big=Big wooden power pole. Will auto heal if you play with NE enemies
|
|
||||||
bi-wooden-pole-huge=A huge wooden pole for spanning vast distances (64 tiles) with copper cable or circuit network wires
|
|
||||||
seedling-2=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing
|
|
||||||
seedling-3=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing
|
|
||||||
seedling=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing
|
|
||||||
|
|
||||||
rail-remnants-wood=Remnants of wooden rails
|
|
||||||
rail-remnants-wood-bridge=Remnants of a wooden bridge
|
|
||||||
|
|
||||||
[item-name]
|
|
||||||
bi-adv-fertiliser=Advanced fertiliser
|
|
||||||
bi-arboretum-area=Terraformer
|
|
||||||
bi-arboretum-r1=Plant trees
|
|
||||||
bi-arboretum-r2=Change terrain (basic)
|
|
||||||
bi-arboretum-r3=Change terrain (advanced)
|
|
||||||
bi-arboretum-r4=Change terrain & plant trees (basic)
|
|
||||||
bi-arboretum-r5=Change terrain & plant trees (advanced)
|
|
||||||
bi-arboretum=Terraformer
|
|
||||||
bi-ash=Ash
|
|
||||||
bi-bio-accumulator=Huge accumulator
|
|
||||||
bi-bio-boiler=Bio boiler
|
|
||||||
bi-bio-cannon-area=Prototype artillery
|
|
||||||
bi-bio-cannon-basic-ammo=Prototype artillery - rocket ammo
|
|
||||||
bi-bio-cannon-biological-ammo=Prototype artillery - biological ammo
|
|
||||||
bi-bio-cannon-poison-ammo=Prototype artillery - poison ammo
|
|
||||||
bi-bio-cannon-proto-ammo=Prototype artillery - basic ammo
|
|
||||||
bi-bio-cannon=Prototype artillery
|
|
||||||
bi-bio-farm=Bio farm
|
|
||||||
bi-bio-reactor=Bioreactor
|
|
||||||
bi-bio-solar-farm=Bio solar farm
|
|
||||||
bi-burner-pump=Burner fluid pump
|
|
||||||
bi-cellulose=Cellulose
|
|
||||||
bi-cokery=Cokery
|
|
||||||
bi-dart-magazine-basic=Basic dart ammo
|
|
||||||
bi-dart-magazine-enhanced=Enhanced dart ammo
|
|
||||||
bi-dart-magazine-poison=Poison dart ammo
|
|
||||||
bi-dart-magazine-standard=Standard dart ammo
|
|
||||||
bi-dart-rifle=Dart rifle
|
|
||||||
bi-dart-turret=Dart turret
|
|
||||||
bi-ground-water=Water
|
|
||||||
bi-large-substation=Huge substation
|
|
||||||
#~ Obsolete
|
|
||||||
#~ bi-medicine=Medicine
|
|
||||||
#~ Do we need localizations for hidden entities?
|
|
||||||
#~ bi-musk-mat-pole=Hidden power pole for Musk mat
|
|
||||||
#~ bi-musk-mat-solar-panel=Musk floor
|
|
||||||
#~ Obsolete?
|
|
||||||
#~ bi-nutrients=Nutrients
|
|
||||||
bi-power-to-rail-pole=Rail to power connector
|
|
||||||
bi-purified-air=Purified air
|
|
||||||
bi-rail-power=Power rail
|
|
||||||
bi-rail-wood-bridge=Wooden rail bridge
|
|
||||||
bi-rail-wood=Wooden rail
|
|
||||||
bi-seed-bomb-advanced=Advanced seed bomb
|
|
||||||
bi-seed-bomb-basic=Basic seed bomb
|
|
||||||
bi-seed-bomb-standard=Standard seed bomb
|
|
||||||
bi-seed=Seed
|
|
||||||
bi-solar-boiler=Solar power plant & boiler
|
|
||||||
bi-solar-boiler-panel=Solar power plant & boiler
|
|
||||||
bi-solar-mat=Musk floor
|
|
||||||
bi-stone-crusher=Stone crusher
|
|
||||||
bi-wood-pipe-to-ground=Wooden pipe to ground
|
|
||||||
bi-wood-pipe=Wooden pipe
|
|
||||||
bi-wooden-chest-giga=Huge wooden chest
|
|
||||||
bi-wooden-chest-huge=Large wooden chest
|
|
||||||
bi-wooden-chest-large=Medium wooden chest
|
|
||||||
bi-wooden-fence=Wooden fence
|
|
||||||
bi-wooden-pole-big=Big wooden power pole. Will auto heal if you play with NE enemies
|
|
||||||
bi-wooden-pole-huge=Huge wooden pole
|
|
||||||
bi-woodpulp=Wood pulp
|
|
||||||
fertiliser=Fertilizer
|
|
||||||
pellet-coke=Pellet coke
|
|
||||||
resin=Resin
|
|
||||||
seedling=Sapling
|
|
||||||
stone-crushed=Crushed stone
|
|
||||||
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
|
||||||
water-saline=Saline water
|
|
||||||
wood-bricks=Wood bricks
|
|
||||||
wood-charcoal=Charcoal
|
|
||||||
|
|
||||||
[item-description]
|
|
||||||
bi-adv-fertiliser=Improved fertilizer for growing stuff even faster or changing terrain quality
|
|
||||||
bi-arboretum-area=Terraformer to change the terrain or plant trees around the building
|
|
||||||
bi-arboretum-r1=Plant trees around the building
|
|
||||||
bi-arboretum-r2=Change terrain around the building (basic)
|
|
||||||
bi-arboretum-r3=Change terrain around the building (advanced)\nNote: Use advanced instead of basic fertiliser to make the ground more fertile.
|
|
||||||
bi-arboretum-r4=Change terrain & plant trees around the building (basic)
|
|
||||||
bi-arboretum-r5=Change terrain around the building (advanced)\nNote: Use advanced instead of basic fertiliser to make the ground more fertile, so that trees will grow faster.
|
|
||||||
bi-arboretum=Terraformer to change the terrain or plant trees around the building
|
|
||||||
bi-ash=Even ash can be used!
|
|
||||||
bi-bio-accumulator=Can store very large amounts of energy, because size matters...
|
|
||||||
#~ bi-bio-boiler=High efficiency boiler
|
|
||||||
bi-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
|
|
||||||
bi-bio-cannon-area=This early prototype of artillery can ONLY fire at spawners (maximum range: 90) and is not yet capable of manual targeting.
|
|
||||||
bi-bio-cannon-basic-ammo=Rocket powered, low physical damage
|
|
||||||
bi-bio-cannon-biological-ammo=Rocket powered, high biological damage
|
|
||||||
bi-bio-cannon-poison-ammo=Rocket powered, medium poison damage
|
|
||||||
bi-bio-cannon-proto-ammo=Low damage, most of the TNT is used for propulsion
|
|
||||||
bi-bio-cannon=This early prototype of artillery can ONLY fire at spawners (maximum range: 90) and is not yet capable of manual targeting.
|
|
||||||
bi-bio-farm=A greenhouse with powerful artificial lighting for growing saplings into trees (Wood)
|
|
||||||
bi-bio-solar-farm=Save space, by condensing your solar panels into a compact unit. Create a lot of power!
|
|
||||||
#~ Obsolete?
|
|
||||||
bi-burner-pump=Burner fluid pump
|
|
||||||
bi-dart-magazine-basic=Basic wooden projectiles
|
|
||||||
bi-dart-magazine-enhanced=Enhanced wooden projectiles
|
|
||||||
bi-dart-magazine-poison=Poisoned wooden projectiles
|
|
||||||
bi-dart-magazine-standard=Standard wooden projectiles
|
|
||||||
#~ bi-ground-water=Water
|
|
||||||
bi-large-substation=Huge substation
|
|
||||||
bi-musk-mat-pole=Hidden power pole for Musk mat
|
|
||||||
bi-musk-mat-solar-panel=Power from Musk floor
|
|
||||||
bi-power-to-rail-pole=Connect your power rail to the power grid
|
|
||||||
bi-purified-air=Clean air, pollution removed!
|
|
||||||
bi-rail-power=Rail that also conducts electricity (connect rails to the power grid with the "rail to power connector")
|
|
||||||
bi-rail-wood-bridge=Wooden rail bridge that can cross water.\nNote: You can't walk on this!
|
|
||||||
bi-rail-wood=Cheap rails made with wood
|
|
||||||
bi-seed-bomb-advanced=Plant trees in a large area, with advanced fertiliser via a seed bomb!
|
|
||||||
bi-seed-bomb-basic=Plant trees in a large area via a seed bomb!
|
|
||||||
bi-seed-bomb-standard=Plant trees in a large area, with fertiliser via a seed bomb!
|
|
||||||
bi-seed=Seed to grow a sapling from
|
|
||||||
bi-solar-boiler=A boiler that uses solar energy or electricity (also produces electricity).
|
|
||||||
bi-solar-boiler-panel=A boiler that uses solar energy or electricity (also produces electricity).
|
|
||||||
bi-solar-mat=A solar panel/floor that can be used as a pavement, generates 10kW electricity and fast movement. (Thanks Elon Musk!)
|
|
||||||
bi-stone-crusher=Machine to break stone into crushed stone
|
|
||||||
bi-wood-pipe-to-ground=A wood pipe to ground
|
|
||||||
bi-wood-pipe=A pipe made from wood
|
|
||||||
bi-wooden-chest-giga=A HUGE wooden chest
|
|
||||||
bi-wooden-chest-huge=A very large wooden chest
|
|
||||||
bi-wooden-chest-large=A medium wooden chest
|
|
||||||
bi-wooden-fence=A defensive wall made from wood
|
|
||||||
bi-wooden-pole-big=Big wooden power pole
|
|
||||||
bi-wooden-pole-huge=A huge wooden pole for spanning vast distances (64 tiles) with copper cable or circuit network wires
|
|
||||||
bi-woodpulp=Burn it to ash or charcoal, or convert it to wood bricks!
|
|
||||||
fertiliser=Fertilizer for growing stuff faster or changing terrain quality
|
|
||||||
pellet-coke=Pellet coke is a great train fuel
|
|
||||||
resin=Resin
|
|
||||||
seedling=A young tree, perfect for planting. You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing!
|
|
||||||
stone-crushed=Crushed stone
|
|
||||||
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
|
||||||
water-saline=Saline water
|
|
||||||
wood-bricks=Great processed fuel source with low emissions
|
|
||||||
|
|
||||||
[fluid-name]
|
|
||||||
bi-biomass=Algae biomass
|
|
||||||
#~ bi-ground-water=Water
|
|
||||||
liquid-air=Liquid air
|
|
||||||
nitrogen=Nitrogen
|
|
||||||
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
|
||||||
water-saline=Saline water
|
|
||||||
|
|
||||||
[recipe-name]
|
|
||||||
bi-acid=Bio-acid
|
|
||||||
bi-adv-fertiliser-1=Advanced fertiliser
|
|
||||||
bi-adv-fertiliser-2=Advanced fertiliser
|
|
||||||
bi-arboretum-r1=Plant trees
|
|
||||||
bi-arboretum-r2=Change terrain (basic)
|
|
||||||
bi-arboretum-r3=Change terrain (advanced)
|
|
||||||
bi-arboretum-r4=Change terrain & plant trees (basic)
|
|
||||||
bi-arboretum-r5=Change terrain & plant trees (advanced)
|
|
||||||
bi-arboretum=Terraformer
|
|
||||||
bi-ash-1=Ash from wood
|
|
||||||
bi-ash-2=Ash from wood pulp
|
|
||||||
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
|
||||||
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
|
||||||
bi-basic-gas-processing=Basic gas processing
|
|
||||||
bi-battery=Bio battery
|
|
||||||
bi-bio-accumulator=Huge accumulator
|
|
||||||
bi-bio-boiler=Bio boiler
|
|
||||||
bi-bio-cannon-area=Prototype artillery
|
|
||||||
bi-bio-cannon-basic-ammo=Prototype artillery (rocket ammo)
|
|
||||||
bi-bio-cannon-biological-ammo=Prototype artillery (biological ammo)
|
|
||||||
bi-bio-cannon-poison-ammo=Prototype artillery (poison ammo)
|
|
||||||
bi-bio-cannon-proto-ammo=Prototype artillery (basic ammo)
|
|
||||||
bi-bio-cannon=Prototype artillery
|
|
||||||
bi-bio-farm=Bio farm
|
|
||||||
bi-bio-garden=Bio garden
|
|
||||||
bi-bio-greenhouse=Bio nursery
|
|
||||||
bi-bio-reactor=Bioreactor
|
|
||||||
bi-bio-solar-farm=Bio solar farm
|
|
||||||
bi-biomass-1=Algae biomass production with fertiliser
|
|
||||||
bi-biomass-2=Algae biomass production with algae biomass (basic)
|
|
||||||
bi-biomass-3=Algae biomass production with algae biomass (advanced)
|
|
||||||
bi-biomass-conversion-1=Bio fuel conversion 1: Cellulose, light oil
|
|
||||||
bi-biomass-conversion-2=Bio fuel conversion 2: Petroleum gas
|
|
||||||
bi-biomass-conversion-3=Bio fuel conversion 3: Lubricant
|
|
||||||
bi-biomass-conversion-4=Bio fuel conversion 4: Crude oil, water/sulfuric waste water
|
|
||||||
bi-burner-inserter-disassemble=Disassemble burner inserter
|
|
||||||
bi-burner-mining-drill-disassemble=Disassemble burner miner
|
|
||||||
bi-cellulose-1=Basic cellulose production
|
|
||||||
bi-cellulose-2=Advanced cellulose production
|
|
||||||
bi-charcoal-1=Charcoal from wood pulp
|
|
||||||
bi-charcoal-2=Charcoal from wood
|
|
||||||
bi-coal-1=Basic coal production
|
|
||||||
bi-coal-2=Advanced coal production
|
|
||||||
bi-coke-coal=Pellet coke
|
|
||||||
bi-cokery=Cokery
|
|
||||||
bi-crushed-stone-1=Crushed stone from stone
|
|
||||||
bi-crushed-stone-2=Crushed stone from concrete
|
|
||||||
bi-crushed-stone-3=Crushed stone from hazard concrete
|
|
||||||
bi-crushed-stone-4=Crushed stone from refined concrete
|
|
||||||
bi-crushed-stone-5=Crushed stone from refined hazard concrete
|
|
||||||
bi-dart-magazine-basic=Basic dart ammo
|
|
||||||
bi-dart-magazine-enhanced=Enhanced dart ammo
|
|
||||||
bi-dart-magazine-poison=Poison dart ammo
|
|
||||||
bi-dart-magazine-standard=Standard dart ammo
|
|
||||||
bi-dart-rifle=Dart rifle
|
|
||||||
bi-dart-turret=Dart turret
|
|
||||||
bi-fertiliser-1=Fertilizer
|
|
||||||
bi-fertiliser-2=Fertilizer
|
|
||||||
bi-large-substation=Huge substation
|
|
||||||
bi-liquid-air=Liquid air
|
|
||||||
bi-logs-1=Basic wood production
|
|
||||||
bi-logs-2=Improved wood production with ash
|
|
||||||
bi-logs-3=Advanced wood production with fertiliser
|
|
||||||
bi-logs-4=Super wood production with advanced fertiliser
|
|
||||||
bi-long-handed-inserter-disassemble=Disassemble long handed inserter
|
|
||||||
bi-mineralized-sulfuric-waste=Mineralized water & sulfuric waste
|
|
||||||
bi-nitrogen=Nitrogen
|
|
||||||
bi-pellet-coke=Pellet coke from solid fuel
|
|
||||||
bi-pellete-coal-2=Pellet-coal from carbon
|
|
||||||
bi-plastic-1=Bio plastic from wood
|
|
||||||
bi-plastic-2=Bio plastic from cellulose
|
|
||||||
bi-power-to-rail-pole=Rail to power connector
|
|
||||||
bi-press-wood=Press wood
|
|
||||||
bi-production-science-pack=Production science pack
|
|
||||||
bi-purified-air-1=Clean air (basic)
|
|
||||||
bi-purified-air-2=Clean air (advanced)
|
|
||||||
bi-rail-power=Power rail
|
|
||||||
bi-rail-wood-bridge=Wooden rail bridge
|
|
||||||
bi-rail-wood-to-concrete=Upgrade wooden rail
|
|
||||||
bi-rail-wood=Wooden rail
|
|
||||||
bi-resin-pulp=Resin from wood pulp
|
|
||||||
bi-resin-wood=Resin from wood
|
|
||||||
bi-sand=Sand from crushed stone
|
|
||||||
bi-seed-1=Basic tree seed production
|
|
||||||
bi-seed-2=Improved tree seed production with ash
|
|
||||||
bi-seed-3=Advanced tree seed production with fertiliser
|
|
||||||
bi-seed-4=Super tree seed production with advanced fertiliser
|
|
||||||
bi-seed-bomb-advanced=Advanced seed bomb
|
|
||||||
bi-seed-bomb-basic=Basic seed bomb
|
|
||||||
bi-seed-bomb-standard=Standard seed bomb
|
|
||||||
#~ bi-seedling=Sapling
|
|
||||||
bi-seedling-1=Basic sapling production
|
|
||||||
bi-seedling-2=Improved sapling production with ash
|
|
||||||
bi-seedling-3=Advanced sapling production with fertiliser
|
|
||||||
bi-seedling-4=Super sapling production with advanced fertiliser
|
|
||||||
bi-slag-slurry=Slag slurry
|
|
||||||
#~ bi-solar-boiler=Solar power plant & boiler (boiler)
|
|
||||||
bi-solar-boiler-panel=Solar power plant & boiler
|
|
||||||
bi-solar-boiler=Solar power plant & boiler
|
|
||||||
bi-solar-mat=Musk floor
|
|
||||||
bi-solid-fuel=Solid fuel from wood bricks
|
|
||||||
bi-steel-furnace-disassemble=Disassemble steel furnace
|
|
||||||
bi-stone-brick=Bio stone brick
|
|
||||||
bi-stone-crusher=Stone crusher
|
|
||||||
bi-stone-furnace-disassemble=Disassemble stone furnace
|
|
||||||
bi-sulfur-angels=Bio-sulfur
|
|
||||||
bi-sulfur=Bio-sulfur
|
|
||||||
bi-wood-from-pulp=Wood from wood pulp
|
|
||||||
bi-wood-fuel-brick=Wood bricks
|
|
||||||
bi-wood-pipe-to-ground=Wooden pipe to ground
|
|
||||||
bi-wood-pipe=Wood pipe
|
|
||||||
bi-wooden-chest-giga=Huge wooden chest
|
|
||||||
bi-wooden-chest-huge=Large wooden chest
|
|
||||||
bi-wooden-chest-large=Medium wooden chest
|
|
||||||
bi-wooden-fence=Wooden fence
|
|
||||||
bi-wooden-pole-big=Big wooden pole
|
|
||||||
bi-wooden-pole-huge=Huge wooden pole
|
|
||||||
bi-woodpulp=Wood pulp from wood
|
|
||||||
wooden-chest=Small wooden chest
|
|
||||||
|
|
||||||
[recipe-description]
|
|
||||||
bi-acid=Use algae biomass and cellulose to produce sulfuric acid!
|
|
||||||
bi-adv-fertiliser-1=Better than normal fertiliser
|
|
||||||
bi-adv-fertiliser-2=Better than normal fertiliser
|
|
||||||
bi-arboretum-r1=Note: The recipe will never complete, trees are planted on sector scan.
|
|
||||||
bi-arboretum-r2=Note: The recipe will never complete, trees are planted on sector scan.
|
|
||||||
bi-arboretum-r3=Note: The recipe will never complete, trees are planted on sector scan.
|
|
||||||
bi-arboretum-r4=Note: The recipe will never complete, trees are planted on sector scan.
|
|
||||||
bi-arboretum-r5=Note: The recipe will never complete, trees are planted on sector scan.
|
|
||||||
bi-arboretum=Plant trees or change the terrain around the building
|
|
||||||
bi-ash-1=Burn wood, get ash!
|
|
||||||
bi-ash-2=Burn lots of wood pulp, get lots of ash!
|
|
||||||
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
|
||||||
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
|
||||||
bi-basic-gas-processing=Inefficient gas extraction
|
|
||||||
bi-basic-pumpjack-disassemble=Dissasemble burner fluid pump at a small loss of materials
|
|
||||||
bi-bio-cannon-area=This early prototype of artillery can ONLY fire at spawners (maximum range: 90) and is not yet capable of manual targeting.
|
|
||||||
bi-bio-cannon-basic-ammo=Rocket powered, low physical damage
|
|
||||||
bi-bio-cannon-biological-ammo=Rocket powered, high biological damage
|
|
||||||
bi-bio-cannon-poison-ammo=Rocket powered, medium poison damage
|
|
||||||
bi-bio-cannon-proto-ammo=Low damage, most of the TNT is used for propulsion
|
|
||||||
bi-bio-cannon=This early prototype of artillery can ONLY fire at spawners (maximum range: 90) and is not yet capable of manual targeting.
|
|
||||||
bi-bio-farm=Bio farm to produce wood and wood pulp
|
|
||||||
bi-bio-greenhouse=Bio nursery to produce seeds and saplings
|
|
||||||
bi-biomass-1=Start up your algae biomass production by using fertiliser!
|
|
||||||
bi-biomass-2=Feed back some of the produced algae biomass to produce more of it!\nNote: This will yield less (and take longer) than using the start-up recipe, but you will save on fertiliser.
|
|
||||||
bi-biomass-3=Feed back some of the produced algae biomass and add ash to produce lots of it!\nNote: This will yield considerably more than the other recipes in a fraction of the time.
|
|
||||||
bi-biomass-conversion-1=Use algae biomass to produce light oil and cellulose!
|
|
||||||
bi-biomass-conversion-2=Use algae biomass to produce petroleum gas!
|
|
||||||
bi-biomass-conversion-3=Use algae biomass to produce lubricant!
|
|
||||||
bi-biomass-conversion-4=Use algae biomass to produce crude oil and water!
|
|
||||||
bi-burner-inserter-disassemble=Disassemble burner inserter at a small loss of materials
|
|
||||||
bi-burner-mining-drill-disassemble=Disassemble burner miner at a small loss of materials
|
|
||||||
bi-charcoal-1=Burn wood pulp to make charcoal
|
|
||||||
bi-charcoal-2=Burn wood to make charcoal
|
|
||||||
bi-coal-1=Process charcoal to make coal
|
|
||||||
bi-coal-2=Advanced processing of charcoal will let you make more coal!
|
|
||||||
bi-coke-coal=Turn coal into pellet-coke
|
|
||||||
bi-crushed-stone-1=Get crushed stone from crushing stone in the stone crusher :-)
|
|
||||||
bi-crushed-stone-2=Having mastered advanced material processing, you now can also get crushed stone from concrete!
|
|
||||||
bi-crushed-stone-3=Having mastered advanced material processing, you now can also get crushed stone from hazard concrete!
|
|
||||||
bi-crushed-stone-4=You will get twice as much crushed stone from processing refined instead of normal concrete, but it takes twice as long!
|
|
||||||
bi-crushed-stone-5=You will get twice as much crushed stone from processing refined instead of normal hazard concrete, but it takes twice as long!
|
|
||||||
bi-dart-magazine-basic=Basic wooden projectiles
|
|
||||||
bi-dart-magazine-enhanced=Enhanced wooden projectiles
|
|
||||||
bi-dart-magazine-poison=Poisoned wooden projectiles
|
|
||||||
bi-dart-magazine-standard=Standard wooden projectiles
|
|
||||||
bi-fertiliser-1=Lets stuff grow faster
|
|
||||||
bi-fertiliser-2=Lets stuff grow faster (sodium-hydroxide)
|
|
||||||
bi-logs-1=Grow wood the old-fashioned way by watering saplings!
|
|
||||||
bi-logs-2=Improve your wood production by using ash as a cheap fertiliser!
|
|
||||||
bi-logs-3=Grow even more wood by using fertiliser instead of ash!
|
|
||||||
bi-logs-4=Using advanced fertiliser will yield you insane amounts of wood and wood pulp!
|
|
||||||
bi-long-handed-inserter-disassemble=Disassemble long handed inserter at a small loss of materials
|
|
||||||
bi-mineralized-sulfuric-waste=Mineralized water & sulfuric waste from crushed stone, charcoal and pure water
|
|
||||||
bi-pellet-coke=Turn solid fuel into pellet-coke
|
|
||||||
bi-power-to-rail-pole=Connect your power rail to the power grid
|
|
||||||
bi-production-science-pack=Use more, but cheaper wooden rails to make production science packs!
|
|
||||||
bi-rail-power=Rail that also conducts electricity (connect to power grid using "power to rail" connector)
|
|
||||||
bi-rail-wood-bridge=Rail that can bridge water\nNote: You can't walk on this!
|
|
||||||
bi-rail-wood-to-concrete=Upgrade wooden rails to default rails
|
|
||||||
bi-rail-wood=Cheap rails made with wood
|
|
||||||
bi-resin-pulp=Process wood pulp to get resin
|
|
||||||
bi-resin-wood=Process wood to get resin
|
|
||||||
bi-sand=Sand from crushed stone
|
|
||||||
#~ bi-seedling=A young tree, perfect for planting. (You can also plant this in the ground and it will grow into a tree. Remember to first fertilize the ground to improve the chances of it growing!)
|
|
||||||
bi-seed-1=Use wood and water to produce tree seeds!
|
|
||||||
bi-seed-2=Improve your tree seed production by using ash as a cheap fertiliser!
|
|
||||||
bi-seed-3=Improve your tree seed production even more by using fertiliser instead of ash!
|
|
||||||
bi-seed-4=Increase your tree seed production dramatically with advanced fertiliser!
|
|
||||||
bi-seed-bomb-advanced=Plant trees in a large area, with advanced fertiliser via a seed bomb!
|
|
||||||
bi-seed-bomb-basic=Plant trees in a large area via a seed bomb!
|
|
||||||
bi-seed-bomb-standard=Plant trees in a large area, with fertiliser via a seed bomb!
|
|
||||||
bi-seedling-1=Use tree seeds and water to grow saplings!
|
|
||||||
bi-seedling-2=Grow more saplings by using ash as a cheap fertiliser!
|
|
||||||
bi-seedling-3=Grow even more saplings by using fertiliser instead of ash!
|
|
||||||
bi-seedling-4=Use advanced fertiliser to grow still more saplings in less time!
|
|
||||||
bi-slag-slurry=Slag slurry from ash, crushed stone and saline water
|
|
||||||
bi-solar-boiler=A boiler that uses solar energy or electricity (also produces electricity).
|
|
||||||
bi-solar-boiler-panel=A boiler that uses solar energy or electricity (also produces electricity).
|
|
||||||
bi-solid-fuel=Turning wood bricks into solid fuel is a great way to get rid of excess wood pulp!
|
|
||||||
bi-steel-furnace-disassemble=Disassemble steel furnace at a small loss of materials
|
|
||||||
bi-stone-brick=Stone brick from crushed stone and ash
|
|
||||||
bi-stone-crusher=Machine to break stone into crushed stone
|
|
||||||
bi-stone-furnace-disassemble=Disassemble stone furnace at a small loss of materials
|
|
||||||
bi-sulfur=Bio-sulfur
|
|
||||||
bi-wood-from-pulp=Regain wood by compressing wood pulp and resin
|
|
||||||
bi-wood-fuel-brick=Compress wood pulp for easier handling!
|
|
||||||
bi-wooden-pole-huge=A huge wooden pole for spanning vast distances (64 tiles) with copper cable or circuit network wires
|
|
||||||
bi-woodpulp=Process wood to wood pulp
|
|
||||||
|
|
||||||
[tile-name]
|
|
||||||
bi-solar-mat=Solar mat
|
|
||||||
bi-wood-floor=Wood floor
|
|
||||||
|
|
||||||
[item-group-name]
|
|
||||||
bio-industries=Bio-Industries
|
|
||||||
|
|
||||||
[ammo-category-name]
|
|
||||||
Bio_Cannon_Ammo=Bio cannon ammo
|
|
||||||
Bio_Turret_Ammo=Bio turret ammo
|
|
||||||
|
|
||||||
[damage-type-name]
|
|
||||||
Biological=Biological
|
|
||||||
bob-pierce=Pierce
|
|
||||||
|
|
||||||
[bi-misc]
|
|
||||||
growing-tree=Growing tree
|
|
||||||
growing-tree-desc=Given some time, a big tree will grow from this sapling.
|
|
||||||
young-tree=Young tree
|
|
||||||
young-tree-desc=This tree is still young and won't yield much wood yet. Better wait until it's fully grown before you chop it down!
|
|
||||||
|
|
||||||
[modifier-description]
|
|
||||||
Bio_Cannon_Ammo-damage-bonus=Prototype artillery damage: +__1__
|
|
||||||
Bio_Cannon_Ammo-shooting-speed-bonus=Prototype artillery shooting speed: +__1__
|
|
||||||
Bio_Turret_Ammo-damage-bonus=Dart turret ammo damage bonus: +__1__
|
|
||||||
Bio_Turret_Ammo-shooting-speed-bonus=Dart turret ammo shooting speed bonus: +__1__
|
|
||||||
bi-dart-turret-attack-bonus=Dart turret damage bonus: +__1__
|
|
||||||
bi-dart-turret-damage-bonus=Dart turret damage bonus: +__1__
|
|
|
@ -1,43 +1,43 @@
|
||||||
[fluid-name]
|
[fluid-name]
|
||||||
#~ bi-biomass=Algae biomass
|
#~ bi-biomass=Algae biomass
|
||||||
bi-biomass = __ITEM__bi-biomass__
|
bi-biomass=__ITEM__bi-biomass__
|
||||||
# We don't seem to use that!
|
# We don't seem to use that!
|
||||||
#~ bi-ground-water=Water
|
#~ bi-ground-water=Water
|
||||||
liquid-air = Liquid air
|
liquid-air=Liquid air
|
||||||
nitrogen = Nitrogen
|
nitrogen=Nitrogen
|
||||||
water-saline = Saline water
|
water-saline=Saline water
|
||||||
bi-fertilizer-fluid = Liquid __ITEM__fertilizer__
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
||||||
bi-adv-fertilizer-fluid = Liquid __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
[fluid-description]
|
[fluid-description]
|
||||||
bi-fertilizer-fluid = Liquid __ITEM__fertilizer__ makes greenwashing easy.
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__ makes greenwashing easy.
|
||||||
bi-adv-fertilizer-fluid = Liquid __ITEM__bi-adv-fertilizer__ -- just the thing you'll need if you really want to green-wash your factory!
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__ -- just the thing you'll need if you really want to green-wash your factory!
|
||||||
|
|
||||||
[tile-name]
|
[tile-name]
|
||||||
bi-solar-mat = Solar mat
|
bi-solar-mat=Solar mat
|
||||||
bi-wood-floor = Wood floor
|
bi-wood-floor=Wood floor
|
||||||
|
|
||||||
[item-group-name]
|
[item-group-name]
|
||||||
bio-industries = Bio-Industries
|
bio-industries=Bio-Industries
|
||||||
|
|
||||||
[ammo-category-name]
|
[ammo-category-name]
|
||||||
Bio_Cannon_Ammo = Bio-cannon ammo
|
Bio_Cannon_Ammo=Bio-cannon ammo
|
||||||
Bio_Turret_Ammo = Bio-turret ammo
|
Bio_Turret_Ammo=Bio-turret ammo
|
||||||
|
|
||||||
[damage-type-name]
|
[damage-type-name]
|
||||||
Biological = Biological
|
Biological=Biological
|
||||||
bob-pierce = Pierce
|
bob-pierce=Pierce
|
||||||
|
|
||||||
[modifier-description]
|
[modifier-description]
|
||||||
Bio_Cannon_Ammo-damage-bonus = __ENTITY__bi-bio-cannon__ damage: +__1__
|
Bio_Cannon_Ammo-damage-bonus=__ENTITY__bi-bio-cannon__ damage: +__1__
|
||||||
Bio_Cannon_Ammo-shooting-speed-bonus = __ENTITY__bi-bio-cannon__ shooting speed: +__1__
|
Bio_Cannon_Ammo-shooting-speed-bonus=__ENTITY__bi-bio-cannon__ shooting speed: +__1__
|
||||||
Bio_Turret_Ammo-damage-bonus = __ENTITY__bi-dart-turret__ ammo damage bonus: +__1__
|
Bio_Turret_Ammo-damage-bonus=__ENTITY__bi-dart-turret__ ammo damage bonus: +__1__
|
||||||
Bio_Turret_Ammo-shooting-speed-bonus = __ENTITY__bi-dart-turret__ ammo shooting speed bonus: +__1__
|
Bio_Turret_Ammo-shooting-speed-bonus=__ENTITY__bi-dart-turret__ ammo shooting speed bonus: +__1__
|
||||||
bi-dart-turret-attack-bonus = __ENTITY__bi-dart-turret__ damage bonus: +__1__
|
bi-dart-turret-attack-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
|
||||||
bi-dart-turret-damage-bonus = __ENTITY__bi-dart-turret__ damage bonus: +__1__
|
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
|
||||||
|
|
||||||
[bi-misc]
|
[bi-misc]
|
||||||
growing-tree = Growing tree
|
growing-tree=Growing tree
|
||||||
growing-tree-desc = Given some time, a big tree will grow from this __ENTITY__seedling__.
|
growing-tree-desc=Given some time, a big tree will grow from this __ENTITY__seedling__.
|
||||||
young-tree = Young tree
|
young-tree=Young tree
|
||||||
young-tree-desc = This tree is still young and won't yield much wood yet. Better wait until it's fully grown before you chop it down!
|
young-tree-desc=This tree is still young and won't yield much wood yet. Better wait until it's fully grown before you chop it down!
|
||||||
|
|
|
@ -1,46 +1,46 @@
|
||||||
[mod-name]
|
[mod-name]
|
||||||
Bio_Industries = Bio Industries
|
Bio_Industries=Bio Industries
|
||||||
|
|
||||||
[mod-setting-name]
|
[mod-setting-name]
|
||||||
BI_Bio_Cannon = Enable: Prototype Artillery
|
BI_Bio_Cannon=Enable: Prototype Artillery
|
||||||
BI_Bio_Fuel = Enable: Bio fuel production
|
BI_Bio_Fuel=Enable: Bio fuel production
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
BI_Easy_Bio_Gardens = Enable: Easy Bio gardens
|
BI_Easy_Bio_Gardens=Enable: Easy Bio gardens
|
||||||
# Added for 1.1.8
|
# Added for 1.1.8
|
||||||
BI_Bigger_Wooden_Chests = Enable: Bigger wooden chests
|
BI_Bigger_Wooden_Chests=Enable: Bigger wooden chests
|
||||||
BI_Enable_gvv_support = Compatibility: Add support for GVV
|
BI_Enable_gvv_support=Compatibility: Add support for GVV
|
||||||
BI_Game_Tweaks_Bot = Game tweaks: Bots
|
BI_Game_Tweaks_Bot=Game tweaks: Bots
|
||||||
BI_Game_Tweaks_Disassemble = Game tweaks: Disassemble recipes
|
BI_Game_Tweaks_Disassemble=Game tweaks: Disassemble recipes
|
||||||
BI_Game_Tweaks_Emissions_Multiplier = Game tweaks: Fuel emission multipliers
|
BI_Game_Tweaks_Emissions_Multiplier=Game tweaks: Fuel emission multipliers
|
||||||
BI_Game_Tweaks_Player = Game tweaks: Player
|
BI_Game_Tweaks_Player=Game tweaks: Player
|
||||||
BI_Game_Tweaks_Production_Science = Game tweaks: Alternative recipe for __ITEM__production-science-pack__
|
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
|
||||||
BI_Game_Tweaks_Recipe = Game tweaks: Recipe
|
BI_Game_Tweaks_Recipe=Game tweaks: Recipe
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox = Game tweaks: Smaller collision boxes for trees
|
BI_Game_Tweaks_Small_Tree_Collisionbox=Game tweaks: Smaller collision boxes for trees
|
||||||
BI_Game_Tweaks_Stack_Size = Game tweaks: Stack size
|
BI_Game_Tweaks_Stack_Size=Game tweaks: Stack size
|
||||||
BI_Game_Tweaks_Tree = Game tweaks: Tree yield
|
BI_Game_Tweaks_Tree=Game tweaks: Tree yield
|
||||||
#~ BI_Hide_musk_floor_in_mapview=Hide electric grid overlay for Musk floor in map view
|
#~ BI_Hide_musk_floor_in_mapview=Hide electric grid overlay for Musk floor in map view
|
||||||
BI_Show_musk_floor_in_mapview = Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view
|
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view
|
||||||
BI_Solar_Additions = Enable: Bio solar additions
|
BI_Solar_Additions=Enable: Bio solar additions
|
||||||
|
|
||||||
[mod-setting-description]
|
[mod-setting-description]
|
||||||
BI_Bio_Cannon = The Prototype artillery is very powerful, but will only fire at spawners.\n(Default: on)
|
BI_Bio_Cannon=The Prototype artillery is very powerful, but will only fire at spawners.\n(Default: on)
|
||||||
BI_Bio_Fuel = Enables the production of oil products on the basis of __ITEM__bi-biomass__\n(Default: on)
|
BI_Bio_Fuel=Enables the production of oil products on the basis of __ITEM__bi-biomass__\n(Default: on)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
BI_Easy_Bio_Gardens = Bio gardens consume ready-made fluid fertilizer, so just one pipeline is enough to supply all ingredients. However, this requires 50% more fertilizer than combining solid fertilizer and water on site.\nBio gardens will transmit electricity to adjacent Bio gardens. Arrange them on a grid, with no more than 1 tile between 2 Bio gardens, and they will be magically connected. :-)\n(Default: off)
|
BI_Easy_Bio_Gardens=Bio gardens consume ready-made fluid fertilizer, so just one pipeline is enough to supply all ingredients. However, this requires 50% more fertilizer than combining solid fertilizer and water on site.\nBio gardens will transmit electricity to adjacent Bio gardens. Arrange them on a grid, with no more than 1 tile between 2 Bio gardens, and they will be magically connected. :-)\n(Default: off)
|
||||||
# Added for 1.1.8
|
# Added for 1.1.8
|
||||||
BI_Bigger_Wooden_Chests = __ENTITY__bi-wooden-chest-large__, __ENTITY__bi-wooden-chest-huge__, __ENTITY__bi-wooden-chest-giga__
|
BI_Bigger_Wooden_Chests=__ENTITY__bi-wooden-chest-large__, __ENTITY__bi-wooden-chest-huge__, __ENTITY__bi-wooden-chest-giga__
|
||||||
#~ BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
#~ BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
||||||
BI_Enable_gvv_support = The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI!\n(Default: off)
|
BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI!\n(Default: off)
|
||||||
BI_Game_Tweaks_Bot = Bots can't be mined or catch fire.\n(Default: off)
|
BI_Game_Tweaks_Bot=Bots can't be mined or catch fire.\n(Default: off)
|
||||||
BI_Game_Tweaks_Disassemble = Allow some disassemble recipes. You get about 50% of the resources back.\n(Default: on)
|
BI_Game_Tweaks_Disassemble=Allow some disassemble recipes. You get about 50% of the resources back.\n(Default: on)
|
||||||
BI_Game_Tweaks_Emissions_Multiplier = Bob started this. The general idea is that unprocessed fuels cause more pollution than more refined fules. Thus __ITEM__coal__ would produce 200% pollution, while __ITEM__solid-fuel__ would produce only 85%. Please see "Fuel Values.xlsx" in mod folder for more info!\n(Default: on)
|
BI_Game_Tweaks_Emissions_Multiplier=Bob started this. The general idea is that unprocessed fuels cause more pollution than more refined fules. Thus __ITEM__coal__ would produce 200% pollution, while __ITEM__solid-fuel__ would produce only 85%. Please see "Fuel Values.xlsx" in mod folder for more info!\n(Default: on)
|
||||||
BI_Game_Tweaks_Player = Build, drop & reach distance: 6 => 20\nReach distance for item pickup 1 => 4\nResource reach distance: 2.7 => 4\nLoot pickup distance: 2 => 5\n(Default: off)
|
BI_Game_Tweaks_Player=Build, drop & reach distance: 6 => 20\nReach distance for item pickup 1 => 4\nResource reach distance: 2.7 => 4\nLoot pickup distance: 2 => 5\n(Default: off)
|
||||||
BI_Game_Tweaks_Production_Science = Enable an alternative recipe for the __ITEM__production-science-pack__.\n(Default: on)
|
BI_Game_Tweaks_Production_Science=Enable an alternative recipe for the __ITEM__production-science-pack__.\n(Default: on)
|
||||||
#~ BI_Game_Tweaks_Recipe=Recipes Affected: CONCRETE Remove: Iron Ore Add: Iron Stick, STONE-WALL Add: Iron Stick, RAILS Remove: stone Add: crushed-stone and Concrete, STEEL-AXE Remove: Iron-Stick Add: Iron-Axe
|
#~ BI_Game_Tweaks_Recipe=Recipes Affected: CONCRETE Remove: Iron Ore Add: Iron Stick, STONE-WALL Add: Iron Stick, RAILS Remove: stone Add: crushed-stone and Concrete, STEEL-AXE Remove: Iron-Stick Add: Iron-Axe
|
||||||
BI_Game_Tweaks_Recipe = Affected recipes:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (adds __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Default: on)
|
BI_Game_Tweaks_Recipe=Affected recipes:\n__ITEM__concrete__ (__ENTITY__iron-ore__ => __ITEM__iron-stick__)\n__ENTITY__stone-wall__ (adds __ITEM__iron-stick__)\n__ENTITY__straight-rail__ (__ITEM__stone__ => __ITEM__stone-crushed__ + __ITEM__concrete__)\n(Default: on)
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox = EXPERIMENTAL: This setting is enabled per default. If it isn't, trees will have the bigger vanilla collision box, making forests more likely to block players, vehicles, and biters. Not sure if this will have any side effects!\n(Default: on)
|
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTAL: This setting is enabled per default. If it isn't, trees will have the bigger vanilla collision box, making forests more likely to block players, vehicles, and biters. Not sure if this will have any side effects!\n(Default: on)
|
||||||
BI_Game_Tweaks_Stack_Size = Affects stack sizes of __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__, and __ITEM__slag__.\n(Default: on)
|
BI_Game_Tweaks_Stack_Size=Affects stack sizes of __ITEM__wood__, __ITEM__stone__, __ITEM__stone-crushed__, __ITEM__concrete__, and __ITEM__slag__.\n(Default: on)
|
||||||
BI_Game_Tweaks_Tree = Game tweaks - trees randomly provide 1 to 6 __ITEM__wood__ when chopped down. (Vanilla: 4)\n(Default: on)
|
BI_Game_Tweaks_Tree=Game tweaks - trees randomly provide 1 to 6 __ITEM__wood__ when chopped down. (Vanilla: 4)\n(Default: on)
|
||||||
#~ BI_Hide_musk_floor_in_mapview=In map view, the electric grid overlay will be hidden for Musk floor if this setting is enabled. This shouldn't be changed in a running game as applying the setting to every Musk floor tile may take some time!
|
#~ BI_Hide_musk_floor_in_mapview=In map view, the electric grid overlay will be hidden for Musk floor if this setting is enabled. This shouldn't be changed in a running game as applying the setting to every Musk floor tile may take some time!
|
||||||
BI_Show_musk_floor_in_mapview = Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!\n(Default: on)
|
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!\n(Default: on)
|
||||||
BI_Solar_Additions = Enables solar items like the __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__.\n(Default: on)
|
BI_Solar_Additions=Enables solar items like the __ENTITY__bi-bio-solar-farm__, __ENTITY__bi-solar-boiler__, __ENTITY__bi-bio-accumulator__ and __ENTITY__bi-large-substation__.\n(Default: on)
|
||||||
|
|
|
@ -1,117 +1,117 @@
|
||||||
[recipe-description]
|
[recipe-description]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer-1 = Use __ITEM__bi-adv-fertilizer__ for a super production — it's far better than __ITEM__fertilizer__! (Made with __ITEM__alien-artifact__)
|
bi-adv-fertilizer-1=Use __ITEM__bi-adv-fertilizer__ for a super production — it's far better than __ITEM__fertilizer__! (Made with __ITEM__alien-artifact__)
|
||||||
bi-adv-fertilizer-2 = Use __ITEM__bi-adv-fertilizer__ for a super production — it's far better than __ITEM__fertilizer__!
|
bi-adv-fertilizer-2=Use __ITEM__bi-adv-fertilizer__ for a super production — it's far better than __ITEM__fertilizer__!
|
||||||
bi-fertilizer-1 = __ITEM__fertilizer__ lets your stuff grow faster, it really does!
|
bi-fertilizer-1=__ITEM__fertilizer__ lets your stuff grow faster, it really does!
|
||||||
bi-fertilizer-2 = __ITEM__fertilizer__ lets your stuff grow faster, it really does! (Made with Sodium hydroxide)
|
bi-fertilizer-2=__ITEM__fertilizer__ lets your stuff grow faster, it really does! (Made with Sodium hydroxide)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid = __ITEM__bi-adv-fertilizer__ dissolved in water
|
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ dissolved in water
|
||||||
bi-fertilizer-fluid = __ITEM__fertilizer__ dissolved in water
|
bi-fertilizer-fluid=__ITEM__fertilizer__ dissolved in water
|
||||||
|
|
||||||
bi-arboretum-r1 = Note: The recipe will never complete, trees are planted on sector scan.
|
bi-arboretum-r1=Note: The recipe will never complete, trees are planted on sector scan.
|
||||||
bi-arboretum-r2 = Note: The recipe will never complete, the ground is fertilized on sector scan.
|
bi-arboretum-r2=Note: The recipe will never complete, the ground is fertilized on sector scan.
|
||||||
bi-arboretum-r3 = Note: The recipe will never complete, the ground is fertilized on sector scan.
|
bi-arboretum-r3=Note: The recipe will never complete, the ground is fertilized on sector scan.
|
||||||
bi-arboretum-r4 = Note: The recipe will never complete, the ground is fertilized and trees are planted on sector scan.
|
bi-arboretum-r4=Note: The recipe will never complete, the ground is fertilized and trees are planted on sector scan.
|
||||||
bi-arboretum-r5 = Note: The recipe will never complete, the ground is fertilized and trees are planted on sector scan.
|
bi-arboretum-r5=Note: The recipe will never complete, the ground is fertilized and trees are planted on sector scan.
|
||||||
|
|
||||||
bi-basic-gas-processing = Inefficient gas extraction using __ITEM__coal__ und __ITEM__resin__
|
bi-basic-gas-processing=Inefficient gas extraction using __ITEM__coal__ und __ITEM__resin__
|
||||||
|
|
||||||
bi-battery = If you really think about it, this __ITEM__battery__ is made from __ITEM__wood__!
|
bi-battery=If you really think about it, this __ITEM__battery__ is made from __ITEM__wood__!
|
||||||
bi-rail-wood-to-concrete = __ENTITY__bi-rail-wood__ are cheap to make and allow you an easy start of your rail network. But if you want to use __ENTITY__bi-rail-power__, you'll need normal rails.
|
bi-rail-wood-to-concrete=__ENTITY__bi-rail-wood__ are cheap to make and allow you an easy start of your rail network. But if you want to use __ENTITY__bi-rail-power__, you'll need normal rails.
|
||||||
|
|
||||||
bi-biomass-1 = Prime your Algae biomass production with __ITEM__fertilizer__!
|
bi-biomass-1=Prime your Algae biomass production with __ITEM__fertilizer__!
|
||||||
bi-biomass-2 = Feed back some of the produced Algae biomass to produce more of it!\nNote: This will yield less (and take longer) than using the start-up recipe, but you will save on __ITEM__fertilizer__.
|
bi-biomass-2=Feed back some of the produced Algae biomass to produce more of it!\nNote: This will yield less (and take longer) than using the start-up recipe, but you will save on __ITEM__fertilizer__.
|
||||||
bi-biomass-3 = Feed back some of the produced Algae biomass to produce lots of it!\nNote: The added __ITEM__bi-ash__ will gain you a much higher yield in a fraction of the time.
|
bi-biomass-3=Feed back some of the produced Algae biomass to produce lots of it!\nNote: The added __ITEM__bi-ash__ will gain you a much higher yield in a fraction of the time.
|
||||||
|
|
||||||
bi-biomass-conversion-1 = Use Algae biomass to produce Light oil and __ITEM__bi-cellulose__!
|
bi-biomass-conversion-1=Use Algae biomass to produce Light oil and __ITEM__bi-cellulose__!
|
||||||
bi-biomass-conversion-2 = Use Algae biomass to produce Petroleum gas!
|
bi-biomass-conversion-2=Use Algae biomass to produce Petroleum gas!
|
||||||
bi-biomass-conversion-3 = Use Algae biomass to produce Lubricant!
|
bi-biomass-conversion-3=Use Algae biomass to produce Lubricant!
|
||||||
bi-biomass-conversion-4 = Use Algae biomass to produce Crude oil and Water!
|
bi-biomass-conversion-4=Use Algae biomass to produce Crude oil and Water!
|
||||||
|
|
||||||
bi-seed-1 = Use wood and water to produce __ITEM__bi-seed__!
|
bi-seed-1=Use wood and water to produce __ITEM__bi-seed__!
|
||||||
bi-seed-2 = Increase your __ITEM__bi-seed__ production by using __ITEM__bi-ash__ as a cheap fertilizer!
|
bi-seed-2=Increase your __ITEM__bi-seed__ production by using __ITEM__bi-ash__ as a cheap fertilizer!
|
||||||
bi-seed-3 = Increase your __ITEM__bi-seed__ production even more by using __ITEM__fertilizer__ instead of __ITEM__bi-ash__!
|
bi-seed-3=Increase your __ITEM__bi-seed__ production even more by using __ITEM__fertilizer__ instead of __ITEM__bi-ash__!
|
||||||
bi-seed-4 = Increase your __ITEM__bi-seed__ production dramatically with __ITEM__bi-adv-fertilizer__!
|
bi-seed-4=Increase your __ITEM__bi-seed__ production dramatically with __ITEM__bi-adv-fertilizer__!
|
||||||
|
|
||||||
bi-seedling-1 = Use __ITEM__bi-seed__ and Water to grow __ENTITY__seedling__s!
|
bi-seedling-1=Use __ITEM__bi-seed__ and Water to grow __ENTITY__seedling__s!
|
||||||
bi-seedling-2 = Produce more by using __ITEM__bi-ash__ as a cheap fertilizer!
|
bi-seedling-2=Produce more by using __ITEM__bi-ash__ as a cheap fertilizer!
|
||||||
bi-seedling-3 = Increase your production by using __ITEM__fertilizer__!
|
bi-seedling-3=Increase your production by using __ITEM__fertilizer__!
|
||||||
bi-seedling-4 = Use __ITEM__bi-adv-fertilizer__ for a super production!
|
bi-seedling-4=Use __ITEM__bi-adv-fertilizer__ for a super production!
|
||||||
|
|
||||||
bi-seed-bomb-advanced = This __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 30 tiles around the target position. Use of __ITEM__bi-adv-fertilizer__ guarantees a big chance that the __ITEM__bi-seed__ will grow into big trees in a short time.
|
bi-seed-bomb-advanced=This __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 30 tiles around the target position. Use of __ITEM__bi-adv-fertilizer__ guarantees a big chance that the __ITEM__bi-seed__ will grow into big trees in a short time.
|
||||||
bi-seed-bomb-basic = This simple __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 24 tiles around the target position. With a bit of luck, it will grow into trees!
|
bi-seed-bomb-basic=This simple __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 24 tiles around the target position. With a bit of luck, it will grow into trees!
|
||||||
bi-seed-bomb-standard = This __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 27 tiles around the target position. __ITEM__fertilizer__ increases the chance that the __ITEM__bi-seed__ will grow into trees!
|
bi-seed-bomb-standard=This __ITEM__bi-seed-bomb-basic__ spreads __ITEM__bi-seed__ in a radius of 27 tiles around the target position. __ITEM__fertilizer__ increases the chance that the __ITEM__bi-seed__ will grow into trees!
|
||||||
|
|
||||||
bi-logs-1 = Grow __ITEM__wood__ the old-fashioned way by watering __ITEM__bi-seed__s!
|
bi-logs-1=Grow __ITEM__wood__ the old-fashioned way by watering __ITEM__bi-seed__s!
|
||||||
bi-logs-2 = Improve your __ITEM__wood__ production by using __ITEM__bi-ash__ as a cheap fertilizer!
|
bi-logs-2=Improve your __ITEM__wood__ production by using __ITEM__bi-ash__ as a cheap fertilizer!
|
||||||
bi-logs-3 = Grow even more __ITEM__wood__ by using __ITEM__fertilizer__ instead of __ITEM__bi-ash__!
|
bi-logs-3=Grow even more __ITEM__wood__ by using __ITEM__fertilizer__ instead of __ITEM__bi-ash__!
|
||||||
bi-logs-4 = __ITEM__bi-adv-fertilizer__ is used in this recipe. Need I say more?
|
bi-logs-4=__ITEM__bi-adv-fertilizer__ is used in this recipe. Need I say more?
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash-1 = Burn __ITEM__wood__, get __ITEM__bi-ash__!
|
bi-ash-1=Burn __ITEM__wood__, get __ITEM__bi-ash__!
|
||||||
bi-ash-2 = Burn lots of __ITEM__bi-woodpulp__, get lots of __ITEM__bi-ash__!
|
bi-ash-2=Burn lots of __ITEM__bi-woodpulp__, get lots of __ITEM__bi-ash__!
|
||||||
|
|
||||||
bi-cellulose-1 = Just combine __ITEM__bi-woodpulp__ and Sulfuric acid and you'll get __ITEM__bi-cellulose__.
|
bi-cellulose-1=Just combine __ITEM__bi-woodpulp__ and Sulfuric acid and you'll get __ITEM__bi-cellulose__.
|
||||||
bi-cellulose-2 = Heat things up a bit to quadruple your __ITEM__bi-cellulose__ production!
|
bi-cellulose-2=Heat things up a bit to quadruple your __ITEM__bi-cellulose__ production!
|
||||||
|
|
||||||
bi-charcoal-1 = The fuel value you'll get from processing __ITEM__bi-woodpulp__ to __ITEM__wood-charcoal__ is only 20% of what you'd get in the same time from making __ITEM__wood-bricks__. However, __ITEM__wood-charcoal__ can be turned into __ITEM__coal__.
|
bi-charcoal-1=The fuel value you'll get from processing __ITEM__bi-woodpulp__ to __ITEM__wood-charcoal__ is only 20% of what you'd get in the same time from making __ITEM__wood-bricks__. However, __ITEM__wood-charcoal__ can be turned into __ITEM__coal__.
|
||||||
bi-charcoal-2 = Burning __ITEM__wood__ will gain you 60% more __ITEM__wood-charcoal__ than burning __ITEM__bi-woodpulp__.
|
bi-charcoal-2=Burning __ITEM__wood__ will gain you 60% more __ITEM__wood-charcoal__ than burning __ITEM__bi-woodpulp__.
|
||||||
bi-coal-1 = Put in __ITEM__wood-charcoal__, take out __ITEM__coal__…
|
bi-coal-1=Put in __ITEM__wood-charcoal__, take out __ITEM__coal__…
|
||||||
bi-coal-2 = Put in __ITEM__wood-charcoal__, take out even more __ITEM__coal__… Advanced technology allows for a considerable increase of __ITEM__coal__ production!
|
bi-coal-2=Put in __ITEM__wood-charcoal__, take out even more __ITEM__coal__… Advanced technology allows for a considerable increase of __ITEM__coal__ production!
|
||||||
bi-coke-coal = Refining your __ITEM__coal__ will increase the fuel value. Also, __ITEM__pellet-coke__ causes less pollution and gives bonuses to top speed and acceleration when used as fuel in vehicles.
|
bi-coke-coal=Refining your __ITEM__coal__ will increase the fuel value. Also, __ITEM__pellet-coke__ causes less pollution and gives bonuses to top speed and acceleration when used as fuel in vehicles.
|
||||||
bi-pellet-coke = Turn __ITEM__solid-fuel__ into __ITEM__pellet-coke__
|
bi-pellet-coke=Turn __ITEM__solid-fuel__ into __ITEM__pellet-coke__
|
||||||
bi-pellet-coke-2 = Turn carbon into __ITEM__pellet-coke__
|
bi-pellet-coke-2=Turn carbon into __ITEM__pellet-coke__
|
||||||
bi-solid-fuel = Turning __ITEM__wood-bricks__ into __ITEM__solid-fuel__ is a great way to get rid of excess __ITEM__bi-woodpulp__!
|
bi-solid-fuel=Turning __ITEM__wood-bricks__ into __ITEM__solid-fuel__ is a great way to get rid of excess __ITEM__bi-woodpulp__!
|
||||||
bi-wood-fuel-brick = __ITEM__wood-bricks__ are easier to handle than uncompressed __ITEM__bi-woodpulp__.
|
bi-wood-fuel-brick=__ITEM__wood-bricks__ are easier to handle than uncompressed __ITEM__bi-woodpulp__.
|
||||||
|
|
||||||
bi-crushed-stone-1 = Make __ITEM__stone-crushed__ from __ITEM__stone__ you've found or mined.
|
bi-crushed-stone-1=Make __ITEM__stone-crushed__ from __ITEM__stone__ you've found or mined.
|
||||||
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
|
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
|
||||||
#~ bi-crushed-stone-3=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__hazard-concrete__!
|
#~ bi-crushed-stone-3=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__hazard-concrete__!
|
||||||
#~ bi-crushed-stone-4=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-concrete__ instead of __ITEM__concrete__, but it takes twice as long!
|
#~ bi-crushed-stone-4=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-concrete__ instead of __ITEM__concrete__, but it takes twice as long!
|
||||||
#~ bi-crushed-stone-5=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-hazard-concrete__ instead of __ITEM__hazard-concrete__, but it takes twice as long!
|
#~ bi-crushed-stone-5=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-hazard-concrete__ instead of __ITEM__hazard-concrete__, but it takes twice as long!
|
||||||
bi-crushed-stone = Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__stone-crushed__.
|
bi-crushed-stone=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__stone-crushed__.
|
||||||
bi-stone-brick = __ITEM__stone-brick__ made faster and with less __ITEM__stone__!
|
bi-stone-brick=__ITEM__stone-brick__ made faster and with less __ITEM__stone__!
|
||||||
|
|
||||||
bi-purified-air-1 = If you provide enough water and good, old __ITEM__fertilizer__, your __ENTITY__bi-bio-garden__ will clean the air for a while.
|
bi-purified-air-1=If you provide enough water and good, old __ITEM__fertilizer__, your __ENTITY__bi-bio-garden__ will clean the air for a while.
|
||||||
bi-purified-air-1-fluid = Supply your __ENTITY__bi-bio-garden__ with Liquid __ITEM__fertilizer__ and it will clean the air for a while.
|
bi-purified-air-1-fluid=Supply your __ENTITY__bi-bio-garden__ with Liquid __ITEM__fertilizer__ and it will clean the air for a while.
|
||||||
bi-purified-air-2 = Use __ITEM__bi-adv-fertilizer__ and your __ENTITY__bi-bio-garden__ will clean the air for much longer! This way, you'll save a lot of water.
|
bi-purified-air-2=Use __ITEM__bi-adv-fertilizer__ and your __ENTITY__bi-bio-garden__ will clean the air for much longer! This way, you'll save a lot of water.
|
||||||
bi-purified-air-2-fluid = Just hook up your __ENTITY__bi-bio-garden__ to some Liquid __ITEM__bi-adv-fertilizer__ and it will clean the air for a long time!
|
bi-purified-air-2-fluid=Just hook up your __ENTITY__bi-bio-garden__ to some Liquid __ITEM__bi-adv-fertilizer__ and it will clean the air for a long time!
|
||||||
|
|
||||||
bi-resin-pulp = Of course you can extract __ITEM__resin__ from __ITEM__bi-woodpulp__, but it's not very efficient.
|
bi-resin-pulp=Of course you can extract __ITEM__resin__ from __ITEM__bi-woodpulp__, but it's not very efficient.
|
||||||
bi-resin-wood = Process __ITEM__wood__ to get __ITEM__resin__ more efficiently!
|
bi-resin-wood=Process __ITEM__wood__ to get __ITEM__resin__ more efficiently!
|
||||||
bi-wood-from-pulp = Make __ITEM__wood__ from __ITEM__bi-woodpulp__ and __ITEM__resin__!
|
bi-wood-from-pulp=Make __ITEM__wood__ from __ITEM__bi-woodpulp__ and __ITEM__resin__!
|
||||||
bi-woodpulp = You can burn __ITEM__bi-woodpulp__ (raw or refined), or you can use it to produce __ITEM__resin__, __ITEM__bi-cellulose__ and __ITEM__bi-adv-fertilizer__.
|
bi-woodpulp=You can burn __ITEM__bi-woodpulp__ (raw or refined), or you can use it to produce __ITEM__resin__, __ITEM__bi-cellulose__ and __ITEM__bi-adv-fertilizer__.
|
||||||
|
|
||||||
bi-acid = Use Algae biomass and __ITEM__bi-cellulose__ to produce Sulfuric acid!
|
bi-acid=Use Algae biomass and __ITEM__bi-cellulose__ to produce Sulfuric acid!
|
||||||
bi-liquid-air = Liquid air is needed to make Nitrogen and Algae biomass.
|
bi-liquid-air=Liquid air is needed to make Nitrogen and Algae biomass.
|
||||||
bi-nitrogen = Nitrogen is needed to make __ITEM__fertilizer__.
|
bi-nitrogen=Nitrogen is needed to make __ITEM__fertilizer__.
|
||||||
bi-sulfur = Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
||||||
bi-plastic-1 = __ITEM__plastic-bar__ made from __ITEM__wood__
|
bi-plastic-1=__ITEM__plastic-bar__ made from __ITEM__wood__
|
||||||
bi-plastic-2 = __ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
|
bi-plastic-2=__ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
|
||||||
|
|
||||||
|
|
||||||
## Disassemble
|
## Disassemble
|
||||||
bi-disassemble-recipes = Some of the raw material can be reused.
|
bi-disassemble-recipes=Some of the raw material can be reused.
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste = __ITEM__stone-crushed__, __ITEM__bi-charcoal__ and pure Water are processed to make Mineralized water — and Sulfuric waste water.
|
bi-mineralized-sulfuric-waste=__ITEM__stone-crushed__, __ITEM__bi-charcoal__ and pure Water are processed to make Mineralized water — and Sulfuric waste water.
|
||||||
bi-slag-slurry = Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane = Use Algae biomass to produce Methane gas!
|
bi-biomass-conversion-2-methane=Use Algae biomass to produce Methane gas!
|
||||||
bi-biomass-conversion-4-yellow-waste = Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
bi-biomass-conversion-4-yellow-waste=Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
||||||
bi-sulfur-angels = Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
bi-sulfur-angels=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand = __ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
|
bi-sand=__ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR = Make __ITEM__gravel__ from __ITEM__stone__ you've found or mined.
|
bi-crushed-stone-1_IR=Make __ITEM__gravel__ from __ITEM__stone__ you've found or mined.
|
||||||
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
|
#~ bi-crushed-stone-2=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__concrete__!
|
||||||
#~ bi-crushed-stone-3=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__hazard-concrete__!
|
#~ bi-crushed-stone-3=Having mastered advanced material processing, you now can also get __ITEM__stone-crushed__ from __ITEM__hazard-concrete__!
|
||||||
#~ bi-crushed-stone-4=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-concrete__ instead of __ITEM__concrete__, but it takes twice as long!
|
#~ bi-crushed-stone-4=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-concrete__ instead of __ITEM__concrete__, but it takes twice as long!
|
||||||
#~ bi-crushed-stone-5=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-hazard-concrete__ instead of __ITEM__hazard-concrete__, but it takes twice as long!
|
#~ bi-crushed-stone-5=You will get twice as much __ITEM__stone-crushed__ from processing __ITEM__refined-hazard-concrete__ instead of __ITEM__hazard-concrete__, but it takes twice as long!
|
||||||
bi-crushed-stone_IR = Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__gravel__.
|
bi-crushed-stone_IR=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__gravel__.
|
||||||
|
|
||||||
|
|
||||||
#~ bi-power-to-rail-pole=Connect your power rail to the power grid
|
#~ bi-power-to-rail-pole=Connect your power rail to the power grid
|
||||||
|
|
|
@ -2,123 +2,123 @@
|
||||||
## Production
|
## Production
|
||||||
#~ bi-adv-fertilizer-1=Advanced fertilizer
|
#~ bi-adv-fertilizer-1=Advanced fertilizer
|
||||||
#~ bi-adv-fertilizer-2=Advanced fertilizer
|
#~ bi-adv-fertilizer-2=Advanced fertilizer
|
||||||
bi-adv-fertilizer-1 = __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-1=__ITEM__bi-adv-fertilizer__
|
||||||
bi-adv-fertilizer-2 = __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-2=__ITEM__bi-adv-fertilizer__
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid = Liquid __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
||||||
bi-fertilizer-1 = __ITEM__fertilizer__
|
bi-fertilizer-1=__ITEM__fertilizer__
|
||||||
bi-fertilizer-2 = __ITEM__fertilizer__ (with sodium hydroxide)
|
bi-fertilizer-2=__ITEM__fertilizer__ (with sodium hydroxide)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-fertilizer-fluid = Liquid __ITEM__fertilizer__
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
||||||
|
|
||||||
|
|
||||||
bi-arboretum-r1 = Plant trees
|
bi-arboretum-r1=Plant trees
|
||||||
bi-arboretum-r2 = Change terrain with __ITEM__fertilizer__
|
bi-arboretum-r2=Change terrain with __ITEM__fertilizer__
|
||||||
bi-arboretum-r3 = Change terrain with __ITEM__bi-adv-fertilizer__
|
bi-arboretum-r3=Change terrain with __ITEM__bi-adv-fertilizer__
|
||||||
bi-arboretum-r4 = Change terrain with __ITEM__fertilizer__ & plant trees
|
bi-arboretum-r4=Change terrain with __ITEM__fertilizer__ & plant trees
|
||||||
bi-arboretum-r5 = Change terrain wiht __ITEM__bi-adv-fertilizer__ & plant trees
|
bi-arboretum-r5=Change terrain wiht __ITEM__bi-adv-fertilizer__ & plant trees
|
||||||
|
|
||||||
bi-ash-1 = __ITEM__bi-ash__ from __ITEM__wood__
|
bi-ash-1=__ITEM__bi-ash__ from __ITEM__wood__
|
||||||
bi-ash-2 = __ITEM__bi-ash__ from __ITEM__bi-woodpulp__
|
bi-ash-2=__ITEM__bi-ash__ from __ITEM__bi-woodpulp__
|
||||||
|
|
||||||
bi-basic-gas-processing = Basic gas processing using __ITEM__coal__ and __ITEM__resin__
|
bi-basic-gas-processing=Basic gas processing using __ITEM__coal__ and __ITEM__resin__
|
||||||
|
|
||||||
bi-battery = Bio battery
|
bi-battery=Bio battery
|
||||||
bi-rail-wood-to-concrete = Upgrade __ENTITY__bi-rail-wood__
|
bi-rail-wood-to-concrete=Upgrade __ENTITY__bi-rail-wood__
|
||||||
|
|
||||||
#~ bi-biomass-1=Algae biomass production with __ITEM__fertilizer__
|
#~ bi-biomass-1=Algae biomass production with __ITEM__fertilizer__
|
||||||
#~ bi-biomass-2=Algae biomass production with Algae biomass (basic)
|
#~ bi-biomass-2=Algae biomass production with Algae biomass (basic)
|
||||||
#~ bi-biomass-3=Algae biomass production with Algae biomass (advanced)
|
#~ bi-biomass-3=Algae biomass production with Algae biomass (advanced)
|
||||||
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
|
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
|
||||||
bi-biomass-1 = Produce Algae biomass
|
bi-biomass-1=Produce Algae biomass
|
||||||
bi-biomass-2 = Replicate Algae biomass
|
bi-biomass-2=Replicate Algae biomass
|
||||||
bi-biomass-3 = Replicate Algae biomass using __ITEM__bi-ash__
|
bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
|
||||||
|
|
||||||
bi-biomass-conversion-1 = Bio fuel conversion 1: Cellulose, Light oil
|
bi-biomass-conversion-1=Bio fuel conversion 1: Cellulose, Light oil
|
||||||
bi-biomass-conversion-2 = Bio fuel conversion 2: Petroleum gas
|
bi-biomass-conversion-2=Bio fuel conversion 2: Petroleum gas
|
||||||
bi-biomass-conversion-3 = Bio fuel conversion 3: Lubricant
|
bi-biomass-conversion-3=Bio fuel conversion 3: Lubricant
|
||||||
bi-biomass-conversion-4 = Bio fuel conversion 4: Crude oil, Water
|
bi-biomass-conversion-4=Bio fuel conversion 4: Crude oil, Water
|
||||||
|
|
||||||
bi-seed-1 = Basic __ITEM__bi-seed__ production
|
bi-seed-1=Basic __ITEM__bi-seed__ production
|
||||||
bi-seed-2 = Improved __ITEM__bi-seed__ production with __ITEM__bi-ash__
|
bi-seed-2=Improved __ITEM__bi-seed__ production with __ITEM__bi-ash__
|
||||||
bi-seed-3 = Advanced __ITEM__bi-seed__ production with __ITEM__fertilizer__
|
bi-seed-3=Advanced __ITEM__bi-seed__ production with __ITEM__fertilizer__
|
||||||
bi-seed-4 = Super __ITEM__bi-seed__ production with __ITEM__bi-adv-fertilizer__
|
bi-seed-4=Super __ITEM__bi-seed__ production with __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
bi-seed-bomb-advanced = __ITEM__bi-seed-bomb-basic__ with __ITEM__bi-adv-fertilizer__
|
bi-seed-bomb-advanced=__ITEM__bi-seed-bomb-basic__ with __ITEM__bi-adv-fertilizer__
|
||||||
bi-seed-bomb-basic = __ITEM__bi-seed-bomb-basic__
|
bi-seed-bomb-basic=__ITEM__bi-seed-bomb-basic__
|
||||||
bi-seed-bomb-standard = __ITEM__bi-seed-bomb-basic__ with __ITEM__fertilizer__
|
bi-seed-bomb-standard=__ITEM__bi-seed-bomb-basic__ with __ITEM__fertilizer__
|
||||||
|
|
||||||
bi-seedling-1 = Basic __ENTITY__seedling__ production
|
bi-seedling-1=Basic __ENTITY__seedling__ production
|
||||||
bi-seedling-2 = Improved __ENTITY__seedling__ production with __ITEM__bi-ash__
|
bi-seedling-2=Improved __ENTITY__seedling__ production with __ITEM__bi-ash__
|
||||||
bi-seedling-3 = Advanced __ENTITY__seedling__ production with __ITEM__fertilizer__
|
bi-seedling-3=Advanced __ENTITY__seedling__ production with __ITEM__fertilizer__
|
||||||
bi-seedling-4 = Super __ENTITY__seedling__ production with __ITEM__bi-adv-fertilizer__
|
bi-seedling-4=Super __ENTITY__seedling__ production with __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
bi-logs-1 = Basic __ITEM__wood__ production
|
bi-logs-1=Basic __ITEM__wood__ production
|
||||||
bi-logs-2 = Improved __ITEM__wood__ production with __ITEM__bi-ash__
|
bi-logs-2=Improved __ITEM__wood__ production with __ITEM__bi-ash__
|
||||||
bi-logs-3 = Advanced __ITEM__wood__ production with __ITEM__fertilizer__
|
bi-logs-3=Advanced __ITEM__wood__ production with __ITEM__fertilizer__
|
||||||
bi-logs-4 = Super __ITEM__wood__ production with __ITEM__bi-adv-fertilizer__
|
bi-logs-4=Super __ITEM__wood__ production with __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-cellulose-1 = Basic __ITEM__bi-cellulose__ production
|
bi-cellulose-1=Basic __ITEM__bi-cellulose__ production
|
||||||
bi-cellulose-2 = Advanced __ITEM__bi-cellulose__ production
|
bi-cellulose-2=Advanced __ITEM__bi-cellulose__ production
|
||||||
|
|
||||||
bi-charcoal-1 = __ITEM__wood-charcoal__ from __ITEM__bi-woodpulp__
|
bi-charcoal-1=__ITEM__wood-charcoal__ from __ITEM__bi-woodpulp__
|
||||||
bi-charcoal-2 = __ITEM__wood-charcoal__ from __ITEM__wood__
|
bi-charcoal-2=__ITEM__wood-charcoal__ from __ITEM__wood__
|
||||||
bi-coal-1 = Basic __ITEM__coal__ production
|
bi-coal-1=Basic __ITEM__coal__ production
|
||||||
bi-coal-2 = Advanced __ITEM__coal__ production
|
bi-coal-2=Advanced __ITEM__coal__ production
|
||||||
bi-coke-coal = __ITEM__pellet-coke__
|
bi-coke-coal=__ITEM__pellet-coke__
|
||||||
bi-pellet-coke = __ITEM__pellet-coke__ from __ITEM__solid-fuel__
|
bi-pellet-coke=__ITEM__pellet-coke__ from __ITEM__solid-fuel__
|
||||||
bi-pellet-coke-2 = __ITEM__pellet-coke__ from carbon
|
bi-pellet-coke-2=__ITEM__pellet-coke__ from carbon
|
||||||
bi-solid-fuel = __ITEM__solid-fuel__ from __ITEM__wood-bricks__
|
bi-solid-fuel=__ITEM__solid-fuel__ from __ITEM__wood-bricks__
|
||||||
bi-wood-fuel-brick = __ITEM__wood-bricks__
|
bi-wood-fuel-brick=__ITEM__wood-bricks__
|
||||||
|
|
||||||
bi-crushed-stone-1 = __ITEM__stone-crushed__ from __ITEM__stone__
|
bi-crushed-stone-1=__ITEM__stone-crushed__ from __ITEM__stone__
|
||||||
bi-crushed-stone-2 = __ITEM__stone-crushed__ from __ITEM__concrete__
|
bi-crushed-stone-2=__ITEM__stone-crushed__ from __ITEM__concrete__
|
||||||
bi-crushed-stone-3 = __ITEM__stone-crushed__ from __ITEM__hazard-concrete__
|
bi-crushed-stone-3=__ITEM__stone-crushed__ from __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4 = __ITEM__stone-crushed__ from __ITEM__refined-concrete__
|
bi-crushed-stone-4=__ITEM__stone-crushed__ from __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5 = __ITEM__stone-crushed__ from __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5=__ITEM__stone-crushed__ from __ITEM__refined-hazard-concrete__
|
||||||
bi-stone-brick = Bio-__ITEM__stone-brick__
|
bi-stone-brick=Bio-__ITEM__stone-brick__
|
||||||
|
|
||||||
bi-purified-air-1 = __ITEM__bi-purified-air__ — using __ITEM__fertilizer__
|
bi-purified-air-1=__ITEM__bi-purified-air__ — using __ITEM__fertilizer__
|
||||||
bi-purified-air-2 = __ITEM__bi-purified-air__ — using __ITEM__bi-adv-fertilizer__
|
bi-purified-air-2=__ITEM__bi-purified-air__ — using __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
bi-resin-pulp = __ITEM__resin__ from __ITEM__bi-woodpulp__
|
bi-resin-pulp=__ITEM__resin__ from __ITEM__bi-woodpulp__
|
||||||
bi-resin-wood = __ITEM__resin__ from __ITEM__wood__
|
bi-resin-wood=__ITEM__resin__ from __ITEM__wood__
|
||||||
bi-woodpulp = __ITEM__bi-woodpulp__ from __ITEM__wood__
|
bi-woodpulp=__ITEM__bi-woodpulp__ from __ITEM__wood__
|
||||||
bi-wood-from-pulp = __ITEM__wood__ from __ITEM__bi-woodpulp__
|
bi-wood-from-pulp=__ITEM__wood__ from __ITEM__bi-woodpulp__
|
||||||
|
|
||||||
bi-acid = Bio-acid
|
bi-acid=Bio-acid
|
||||||
bi-liquid-air = Liquid air
|
bi-liquid-air=Liquid air
|
||||||
bi-nitrogen = Nitrogen
|
bi-nitrogen=Nitrogen
|
||||||
bi-sulfur = Bio-__ITEM__sulfur__
|
bi-sulfur=Bio-__ITEM__sulfur__
|
||||||
bi-plastic-1 = __ITEM__plastic-bar__ from __ITEM__wood__
|
bi-plastic-1=__ITEM__plastic-bar__ from __ITEM__wood__
|
||||||
bi-plastic-2 = __ITEM__plastic-bar__ from __ITEM__bi-cellulose__
|
bi-plastic-2=__ITEM__plastic-bar__ from __ITEM__bi-cellulose__
|
||||||
|
|
||||||
|
|
||||||
## Disassemble
|
## Disassemble
|
||||||
bi-burner-inserter-disassemble = Disassemble __ENTITY__burner-inserter__
|
bi-burner-inserter-disassemble=Disassemble __ENTITY__burner-inserter__
|
||||||
bi-burner-mining-drill-disassemble = Disassemble __ENTITY__burner-mining-drill__
|
bi-burner-mining-drill-disassemble=Disassemble __ENTITY__burner-mining-drill__
|
||||||
bi-long-handed-inserter-disassemble = Disassemble __ENTITY__long-handed-inserter__
|
bi-long-handed-inserter-disassemble=Disassemble __ENTITY__long-handed-inserter__
|
||||||
bi-steel-furnace-disassemble = Disassemble __ENTITY__steel-furnace__
|
bi-steel-furnace-disassemble=Disassemble __ENTITY__steel-furnace__
|
||||||
bi-stone-furnace-disassemble = Disassemble __ENTITY__stone-furnace__
|
bi-stone-furnace-disassemble=Disassemble __ENTITY__stone-furnace__
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste = Mineralized water
|
bi-mineralized-sulfuric-waste=Mineralized water
|
||||||
bi-slag-slurry = Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
bi-slag-slurry=Slag slurry from __ITEM__bi-ash__, __ITEM__stone-crushed__ and Saline water
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane = Bio fuel conversion 2: Methane gas
|
bi-biomass-conversion-2-methane=Bio fuel conversion 2: Methane gas
|
||||||
bi-biomass-conversion-4-yellow-waste = Bio fuel conversion 4: Crude oil, Sulfuric Waste Water
|
bi-biomass-conversion-4-yellow-waste=Bio fuel conversion 4: Crude oil, Sulfuric Waste Water
|
||||||
bi-sulfur-angels = Bio-__ITEM__sulfur__
|
bi-sulfur-angels=Bio-__ITEM__sulfur__
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand = __ITEM__sand__ from __ITEM__stone-crushed__
|
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
|
||||||
## bobelectronics
|
## bobelectronics
|
||||||
bi-press-wood = Pressed wood
|
bi-press-wood=Pressed wood
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR = __ITEM__gravel__ from __ITEM__stone__
|
bi-crushed-stone-1_IR=__ITEM__gravel__ from __ITEM__stone__
|
||||||
bi-crushed-stone-2_IR = __ITEM__gravel__ from __ITEM__concrete__
|
bi-crushed-stone-2_IR=__ITEM__gravel__ from __ITEM__concrete__
|
||||||
bi-crushed-stone-3_IR = __ITEM__gravel__ from __ITEM__hazard-concrete__
|
bi-crushed-stone-3_IR=__ITEM__gravel__ from __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4_IR = __ITEM__gravel__ from __ITEM__refined-concrete__
|
bi-crushed-stone-4_IR=__ITEM__gravel__ from __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5_IR = __ITEM__gravel__ from __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5_IR=__ITEM__gravel__ from __ITEM__refined-hazard-concrete__
|
||||||
|
|
|
@ -1,19 +1,19 @@
|
||||||
[technology-name]
|
[technology-name]
|
||||||
bi-tech-advanced-biotechnology = Advanced biotechnology
|
bi-tech-advanced-biotechnology=Advanced biotechnology
|
||||||
bi-tech-bio-cannon = Prototype artillery
|
bi-tech-bio-cannon=Prototype artillery
|
||||||
bi-tech-bio-farming = Bio farm
|
bi-tech-bio-farming=Bio farm
|
||||||
bi-tech-coal-processing-1 = Coal processing 1
|
bi-tech-coal-processing-1=Coal processing 1
|
||||||
bi-tech-coal-processing-2 = Coal processing 2
|
bi-tech-coal-processing-2=Coal processing 2
|
||||||
bi-tech-coal-processing-3 = Coal processing 3
|
bi-tech-coal-processing-3=Coal processing 3
|
||||||
bi-tech-fertilizer = Fertilizer
|
bi-tech-fertilizer=Fertilizer
|
||||||
bi-tech-organic-plastic = Organic plastic
|
bi-tech-organic-plastic=Organic plastic
|
||||||
|
|
||||||
[technology-description]
|
[technology-description]
|
||||||
bi-tech-advanced-biotechnology = Unlock higher tiered recipes
|
bi-tech-advanced-biotechnology=Unlock higher tiered recipes
|
||||||
bi-tech-bio-cannon = Prototype artillery turret technology. - Not yet capable of manual targeting
|
bi-tech-bio-cannon=Prototype artillery turret technology. - Not yet capable of manual targeting
|
||||||
bi-tech-bio-farming = Learn how to grow trees – the first step towards unlocking other wood products
|
bi-tech-bio-farming=Learn how to grow trees – the first step towards unlocking other wood products
|
||||||
bi-tech-coal-processing-1 = Burn wood to get charcoal and ash
|
bi-tech-coal-processing-1=Burn wood to get charcoal and ash
|
||||||
bi-tech-coal-processing-2 = Process charcoal to coal and solid fuel to pellet-coke
|
bi-tech-coal-processing-2=Process charcoal to coal and solid fuel to pellet-coke
|
||||||
bi-tech-coal-processing-3 = Process charcoal more efficiently and produce pellet-coke from coal
|
bi-tech-coal-processing-3=Process charcoal more efficiently and produce pellet-coke from coal
|
||||||
bi-tech-fertilizer = Using fertilizers you can get much more output from recipes
|
bi-tech-fertilizer=Using fertilizers you can get much more output from recipes
|
||||||
bi-tech-organic-plastic = Produce plastics using organic materials
|
bi-tech-organic-plastic=Produce plastics using organic materials
|
||||||
|
|
|
@ -1,107 +0,0 @@
|
||||||
|
|
||||||
[ammo-category-name]
|
|
||||||
Bio_Cannon_Ammo=Bio cannon ammo
|
|
||||||
Bio_Turret_Ammo=Bio turret ammo
|
|
||||||
|
|
||||||
[bi-misc]
|
|
||||||
growing-tree=Растущее дерево
|
|
||||||
growing-tree-desc=Если подождать, из этого саженца вырастет большое дерево
|
|
||||||
young-tree=Молодое дерево
|
|
||||||
young-tree-desc=Это дерево ещё молодое, из него выйдет не так много древесины. Лучше подождать, пока оно полностью вырастет, прежде, чем рубить его!
|
|
||||||
|
|
||||||
[entity-description]
|
|
||||||
# Changed for 0.17.60/0.18.29!
|
|
||||||
#~ bi-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
|
|
||||||
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
|
||||||
|
|
||||||
[item-description]
|
|
||||||
bi-adv-fertiliser=Улучшенное Удобрение для ещё более быстрого выращивания, либо изменения качества поверхности
|
|
||||||
bi-arboretum=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
|
|
||||||
bi-arboretum-area=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
|
|
||||||
bi-ash=Даже пепел пойдёт в дело!
|
|
||||||
bi-stone-crusher=Завод для перемалывания камня в Измельчённый камень
|
|
||||||
|
|
||||||
[item-name]
|
|
||||||
bi-bio-reactor=Биореактор
|
|
||||||
bi-solar-boiler=Солнечная электростанция и бойлер
|
|
||||||
|
|
||||||
[mod-setting-description]
|
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=ЭКСПЕРИМЕНТАЛЬНО: настройка включена по умолчани. Если отключить, вокруг деревья получат большую область столкновений из немодифицированной игры. Такие деревья будут создавать больше препятствий для игроков, транспорта и кусак. Могут возникнуть побочные эффекты!
|
|
||||||
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
|
||||||
#~ BI_Hide_musk_floor_in_mapview=В режиме карты пол Илона Маска не будет отображаться в слое Электрических сетей, если эта настройка включена. Не рекомендуется изменять при загруженной игре, поскольку применение настройки к каждой клетке пола Илона Маска может занять длительное время!
|
|
||||||
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!
|
|
||||||
|
|
||||||
[mod-setting-name]
|
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=Твики игры: Маленькая область столкновений у деревьев
|
|
||||||
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
|
||||||
#~ BI_Hide_musk_floor_in_mapview=Скрыть пол Илона Маска в слое Электросетей
|
|
||||||
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view
|
|
||||||
|
|
||||||
[recipe-description]
|
|
||||||
bi-acid=Используйте Биомассу из водорослей и Целлюлозу, чтобы производить Серную кислоту!
|
|
||||||
bi-adv-fertiliser-1=Лучше, чем обычное Удобрение
|
|
||||||
bi-adv-fertiliser-2=Лучше, чем обычное Удобрение
|
|
||||||
bi-ash-1=Сжигайте Древесину, получайте Пепел!
|
|
||||||
bi-ash-2=Сжигайте много Древесных опилков, получайте много Пепла!
|
|
||||||
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
|
||||||
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
|
||||||
bi-basic-gas-processing=Inefficient gas extraction
|
|
||||||
bi-bio-cannon=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
|
|
||||||
bi-bio-cannon-area=Этот ранний прототип артиллерии умеет стрелять ТОЛЬКО по гнёздам (максимальный радиус: 90) и пока не может быть наведён вручную.
|
|
||||||
bi-bio-cannon-basic-ammo=Ракетный, небольшой физический урон
|
|
||||||
bi-bio-cannon-biological-ammo=Ракетный, высокий высокий биологический урон
|
|
||||||
bi-bio-cannon-poison-ammo=Ракетный, средний урон ядом
|
|
||||||
bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
|
|
||||||
bi-bio-farm=Биоферма для производства Древесины и Древесных опилок
|
|
||||||
bi-biomass-1=Начните производство Биомассы из водорослей, применив Удобрение!
|
|
||||||
bi-biomass-2=Верните в производственный цикл часть произведённой Биомассы из водорослей, чтобы получить ещё больше её!\nПримечание: выход продукта будет меньше и дольше, чем даже в базовом рецепте, но вы сэкономите на удобрениях.
|
|
||||||
bi-biomass-3=Верните в производственный цикл часть произведённой Биомассы из водорослей и добавьте Пепел, чтобы получить ещё больше её!\nПримечание: выход продукта будет существенно больше и быстрее, чем по другим рецептам.
|
|
||||||
bi-charcoal-1=Сжигайте Древесные опилки чтобы получать Древесный уголь
|
|
||||||
bi-charcoal-2=Сжигайте Древесину чтобы получать Древесный уголь
|
|
||||||
bi-coal-1=Переработайте Древесный уголь на Уголь
|
|
||||||
bi-coal-2=Продвинутая обработка Древесного угля позволяет получать больше Угля!
|
|
||||||
bi-coke-coal=Переработайте Уголь в Коксовый уголь
|
|
||||||
bi-crushed-stone-1=Получайте Измельченный камень путём измельчения камня в Измельчителе камня :-)
|
|
||||||
bi-crushed-stone-2=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона!
|
|
||||||
bi-crushed-stone-3=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона "Опасность"!
|
|
||||||
bi-crushed-stone-4=Вы получите в два раза больше Измельчённого камня из Железобетона, чем из Бетона, но и займёт это в два раза дольше!
|
|
||||||
bi-crushed-stone-5=Вы получите в два раза больше Измельчённого камня из Железобетона "Опасность", чем из Бетона "Опасность", но и займёт это в два раза дольше!
|
|
||||||
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
|
||||||
bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
|
||||||
bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
|
||||||
bi-dart-magazine-standard=Магазин с дротиками
|
|
||||||
bi-logs-1=Выращивайте лес по-старинке, поливая Саженцы!
|
|
||||||
bi-logs-2=Улучшите производство древесины, используя Пепел как дешёвое удобрение!
|
|
||||||
bi-logs-3=Выращивайте ещё больше леса, используя полноценное Удобрение вместо Пепла!
|
|
||||||
bi-logs-4=Применение Продвинутого удобрения даст вам бешеное количество Древесины и Древесных опилок!
|
|
||||||
bi-pellet-coke=Переработайте Твёрдое топливо в Коксовый уголь
|
|
||||||
bi-production-science-pack=Используйте большое количество Деревянных рельсов для производства Производственных исследовательских пакетов!
|
|
||||||
bi-rail-power=Рельс, который может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
|
||||||
bi-rail-wood=Дешёвые рельсы, сделанные с применением дерева
|
|
||||||
bi-rail-wood-to-concrete=Улучшить Деревянные рельсы до обычных Рельсов
|
|
||||||
bi-resin-pulp=Переработайте Древесные опилки на Смолу
|
|
||||||
bi-resin-wood=Переработайте Древесину на Смолу
|
|
||||||
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
|
||||||
bi-solar-boiler-panel=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
|
||||||
bi-solid-fuel=Переработка Деревянных топливных брикетов в Твёрдое топливо - отличный способ избавиться от избытка Древесных опилков!
|
|
||||||
bi-stone-crusher=Устройство для дробления Камня в Измельчённый камень
|
|
||||||
bi-sulfur=Био-сера
|
|
||||||
bi-wood-from-pulp=Получите обратно Древесину, прессуя Древесные опилки со Смолой
|
|
||||||
bi-wood-fuel-brick=Прессуйте Древесные опилки для удобства в обращении!
|
|
||||||
bi-wooden-pole-huge=Огромный деревянный столб, позволяющий прокидывать Медный кабель или Сигнальный провод на протяжённые расстояния (64 клетки)
|
|
||||||
bi-woodpulp=Переработать Древесину в Древесные опилки
|
|
||||||
|
|
||||||
[recipe-name]
|
|
||||||
bi-bio-cannon=Прототип артиллерии
|
|
||||||
bi-bio-cannon-area=Прототип артиллерии
|
|
||||||
bi-bio-cannon-basic-ammo=Прототип артиллерии (ракетный боеприпас)
|
|
||||||
bi-bio-cannon-biological-ammo=Прототип артиллерии (биологический боеприпас)
|
|
||||||
bi-bio-cannon-poison-ammo=Прототип артиллерии (ядовитый боеприпас)
|
|
||||||
bi-bio-cannon-proto-ammo=Прототип артиллерии (базовый боеприпас)
|
|
||||||
bi-crushed-stone-4=Измельчённый камень из Железобетона
|
|
||||||
bi-crushed-stone-5=Измельчённый камень из Железобетона "Опасность"
|
|
||||||
bi-production-science-pack=Производственный научный пакет
|
|
||||||
bi-wood-from-pulp=Дерево из Древесных опилок
|
|
||||||
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17)
|
|
||||||
# Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
|
|
||||||
bi-basic-gas-processing=Basic gas processing
|
|
|
@ -1,53 +1,53 @@
|
||||||
[entity-description]
|
[entity-description]
|
||||||
## Production
|
## Production
|
||||||
bi-arboretum = Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
bi-arboretum=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
||||||
bi-bio-farm = Биоферма, превращает саженцы в древесину. Потребляет больше электричества ночью
|
bi-bio-farm=Биоферма, превращает саженцы в древесину. Потребляет больше электричества ночью
|
||||||
bi-bio-garden = Биосад собирает воздух и убирает загрязнение. (-35 PU)
|
bi-bio-garden=Биосад собирает воздух и убирает загрязнение. (-35 PU)
|
||||||
bi-bio-greenhouse = Используйте теплицу для роста саженцев
|
bi-bio-greenhouse=Используйте теплицу для роста саженцев
|
||||||
seedling = Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.
|
seedling=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.
|
||||||
|
|
||||||
bi-bio-reactor = Использует продвинутые биореакции
|
bi-bio-reactor=Использует продвинутые биореакции
|
||||||
bi-cokery = Переработка дерева в уголь или другие виды топлива
|
bi-cokery=Переработка дерева в уголь или другие виды топлива
|
||||||
bi-stone-crusher = Машина которая измельчает камни
|
bi-stone-crusher=Машина которая измельчает камни
|
||||||
|
|
||||||
|
|
||||||
## Power
|
## Power
|
||||||
bi-bio-accumulator = Может хранить огромное количество энергии, потому что размер имеет значение...
|
bi-bio-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
|
||||||
bi-bio-boiler = Высокоэффективный бойлер
|
bi-bio-boiler=Высокоэффективный бойлер
|
||||||
bi-bio-solar-farm = Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
|
bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
|
||||||
bi-large-substation = Гигантская подстанция
|
bi-large-substation=Гигантская подстанция
|
||||||
bi-solar-boiler = Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
bi-solar-boiler=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
|
||||||
bi-solar-mat = Солнечная панель/пол которая может быть использована как дорожное покрытие, генерирует 10kW электричества и позволяет быстро перемещаться (Спасибо Илону Маску!)
|
bi-solar-mat=Солнечная панель/пол которая может быть использована как дорожное покрытие, генерирует 10kW электричества и позволяет быстро перемещаться (Спасибо Илону Маску!)
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon = Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
bi-bio-cannon=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
||||||
bi-dart-turret = These turrets are immediately available and protect you from enemy attacks at a minimal cost. Of course, the darts inflict less damage than bullets, but __ENTITY__bi-dart-turret__s have a higher range and can fire at a higher speed than normal __ENTITY__gun-turret__s.
|
bi-dart-turret=These turrets are immediately available and protect you from enemy attacks at a minimal cost. Of course, the darts inflict less damage than bullets, but __ENTITY__bi-dart-turret__s have a higher range and can fire at a higher speed than normal __ENTITY__gun-turret__s.
|
||||||
|
|
||||||
|
|
||||||
## Rail stuff
|
## Rail stuff
|
||||||
bi-power-to-rail-pole = Коннектор ваших электрических рельс к электрической сети
|
bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
|
||||||
bi-rail-power = Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
bi-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
||||||
bi-rail-wood-bridge = Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
||||||
bi-rail-wood = Деревянные прямые рельсы
|
bi-rail-wood=Деревянные прямые рельсы
|
||||||
rail-remnants-wood-bridge = Remnants of a wooden bridge
|
rail-remnants-wood-bridge=Remnants of a wooden bridge
|
||||||
rail-remnants-wood = Remnants of wooden rails
|
rail-remnants-wood=Remnants of wooden rails
|
||||||
|
|
||||||
|
|
||||||
## Miscallenous wooden products
|
## Miscallenous wooden products
|
||||||
bi-wood-pipe-to-ground = Подземная деревянная труба
|
bi-wood-pipe-to-ground=Подземная деревянная труба
|
||||||
bi-wood-pipe = Деревянная труба
|
bi-wood-pipe=Деревянная труба
|
||||||
bi-wooden-chest-giga = Самый большой деревянный ящик
|
bi-wooden-chest-giga=Самый большой деревянный ящик
|
||||||
bi-wooden-chest-huge = Больше среднего деревянный ящик
|
bi-wooden-chest-huge=Больше среднего деревянный ящик
|
||||||
bi-wooden-chest-large = Обычный средний деревянный ящик
|
bi-wooden-chest-large=Обычный средний деревянный ящик
|
||||||
bi-wooden-fence = Защитная стена сделанная из дерева
|
bi-wooden-fence=Защитная стена сделанная из дерева
|
||||||
bi-wooden-pole-big = Большой деревянный столб ЛЭП. Будет автоматически восстанавливать здоровье, если вы играете с NE Enemies
|
bi-wooden-pole-big=Большой деревянный столб ЛЭП. Будет автоматически восстанавливать здоровье, если вы играете с NE Enemies
|
||||||
bi-wooden-pole-bigger = __ENTITY__bi-wooden-pole-bigger__s will be automatically healed if you use "Natural Evolution Enemies".
|
bi-wooden-pole-bigger=__ENTITY__bi-wooden-pole-bigger__s will be automatically healed if you use "Natural Evolution Enemies".
|
||||||
bi-wooden-pole-huge = Электрический столб, который может охватить огромное расстояние - 64
|
bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
bi-stone-crusher-sand = These machines produce __ITEM__stone-crushed__ from __ITEM__stone__ and __ITEM__concrete__ in all forms. They can also refine __ITEM__stone-crushed__ to __ITEM__sand__.
|
bi-stone-crusher-sand=These machines produce __ITEM__stone-crushed__ from __ITEM__stone__ and __ITEM__concrete__ in all forms. They can also refine __ITEM__stone-crushed__ to __ITEM__sand__.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,50 +1,50 @@
|
||||||
[entity-name]
|
[entity-name]
|
||||||
## Production
|
## Production
|
||||||
bi-arboretum = Терраформер
|
bi-arboretum=Терраформер
|
||||||
bi-bio-farm = Биоферма
|
bi-bio-farm=Биоферма
|
||||||
bi-bio-garden = Биосад
|
bi-bio-garden=Биосад
|
||||||
bi-bio-greenhouse = Теплица
|
bi-bio-greenhouse=Теплица
|
||||||
seedling = Саженец
|
seedling=Саженец
|
||||||
|
|
||||||
bi-bio-reactor = Биореактор
|
bi-bio-reactor=Биореактор
|
||||||
bi-cokery = Коксовая печь
|
bi-cokery=Коксовая печь
|
||||||
bi-stone-crusher = Измельчитель камня
|
bi-stone-crusher=Измельчитель камня
|
||||||
|
|
||||||
|
|
||||||
## Power
|
## Power
|
||||||
bi-bio-accumulator = Аккумулятор огромной емкости
|
bi-bio-accumulator=Аккумулятор огромной емкости
|
||||||
bi-bio-boiler = Биобойлер
|
bi-bio-boiler=Биобойлер
|
||||||
bi-bio-solar-farm = Био Солнечная ферма
|
bi-bio-solar-farm=Био Солнечная ферма
|
||||||
bi-large-substation = Гигантская подстанция
|
bi-large-substation=Гигантская подстанция
|
||||||
bi-solar-boiler = Солнечная электростанция и бойлер - Бойлер
|
bi-solar-boiler=Солнечная электростанция и бойлер - Бойлер
|
||||||
bi-solar-mat = Пол Илона Маска
|
bi-solar-mat=Пол Илона Маска
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon = Прототип артиллерии
|
bi-bio-cannon=Прототип артиллерии
|
||||||
bi-dart-turret = Дротиковая турель
|
bi-dart-turret=Дротиковая турель
|
||||||
|
|
||||||
|
|
||||||
## Rail stuff
|
## Rail stuff
|
||||||
bi-power-to-rail-pole = Коннектор "Электро-рельсы"
|
bi-power-to-rail-pole=Коннектор "Электро-рельсы"
|
||||||
bi-rail-power = Электрические рельсы
|
bi-rail-power=Электрические рельсы
|
||||||
bi-rail-wood-bridge = Деревянные прямые рельсы для мостов
|
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов
|
||||||
bi-rail-wood = Деревянные прямые рельсы
|
bi-rail-wood=Деревянные прямые рельсы
|
||||||
rail-remnants-wood-bridge = Remnants of a wooden rail bridge
|
rail-remnants-wood-bridge=Remnants of a wooden rail bridge
|
||||||
rail-remnants-wood = Remnants of wooden rails
|
rail-remnants-wood=Remnants of wooden rails
|
||||||
|
|
||||||
|
|
||||||
## Miscallenous wooden products
|
## Miscallenous wooden products
|
||||||
bi-wood-pipe-to-ground = Подземная деревянная труба
|
bi-wood-pipe-to-ground=Подземная деревянная труба
|
||||||
bi-wood-pipe = Деревянная труба
|
bi-wood-pipe=Деревянная труба
|
||||||
bi-wooden-chest-giga = Огромный деревянный ящик
|
bi-wooden-chest-giga=Огромный деревянный ящик
|
||||||
bi-wooden-chest-huge = Большой деревянный ящик
|
bi-wooden-chest-huge=Большой деревянный ящик
|
||||||
bi-wooden-chest-large = Средний деревянный ящик
|
bi-wooden-chest-large=Средний деревянный ящик
|
||||||
bi-wooden-fence = Деревянный забор
|
bi-wooden-fence=Деревянный забор
|
||||||
bi-wooden-pole-big = Большой деревянный столб
|
bi-wooden-pole-big=Большой деревянный столб
|
||||||
bi-wooden-pole-bigger = Bigger wooden pole
|
bi-wooden-pole-bigger=Bigger wooden pole
|
||||||
bi-wooden-pole-huge = Гигантский электрический столб
|
bi-wooden-pole-huge=Гигантский электрический столб
|
||||||
wooden-chest = Деревянный ящик
|
wooden-chest=Деревянный ящик
|
||||||
|
|
||||||
|
|
||||||
#~ bi-arboretum-area=Терраформер
|
#~ bi-arboretum-area=Терраформер
|
||||||
|
|
|
@ -2,58 +2,58 @@
|
||||||
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
# __ITEM__fertilizer__ should be replaced with __BI-ITEM__fertilizer__, but we can't refer to it,
|
||||||
# so we hard-code its content here.
|
# so we hard-code its content here.
|
||||||
#~ fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
#~ fertilizer=__ITEM__fertilizer__ lets stuff grow faster and is also used to produce Algae biomass.
|
||||||
fertilizer = Common fertilizer lets stuff grow faster and is also used to produce Algae biomass.
|
fertilizer=Common fertilizer lets stuff grow faster and is also used to produce Algae biomass.
|
||||||
|
|
||||||
|
|
||||||
[item-description]
|
[item-description]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer = Улучшенное Удобрение для ещё более быстрого выращивания, либо изменения качества поверхности
|
bi-adv-fertilizer=Улучшенное Удобрение для ещё более быстрого выращивания, либо изменения качества поверхности
|
||||||
fertilizer = Удобрения нужны для быстрого выращивания растений и изменения качества почвы на более плодородную
|
fertilizer=Удобрения нужны для быстрого выращивания растений и изменения качества почвы на более плодородную
|
||||||
|
|
||||||
bi-purified-air = Чистый воздух, загрязнение удаляется!
|
bi-purified-air=Чистый воздух, загрязнение удаляется!
|
||||||
|
|
||||||
bi-arboretum-r1 = Сажает деревья или изменяет местность в радиусе вокруг строения
|
bi-arboretum-r1=Сажает деревья или изменяет местность в радиусе вокруг строения
|
||||||
bi-arboretum-r2 = Изменяет местность в радиусе вокруг строения - Базовое
|
bi-arboretum-r2=Изменяет местность в радиусе вокруг строения - Базовое
|
||||||
bi-arboretum-r3 = Изменяет местность в радиусе вокруг строения - Продвинутое
|
bi-arboretum-r3=Изменяет местность в радиусе вокруг строения - Продвинутое
|
||||||
bi-arboretum-r4 = Изменяет местность и сажает деревья в радиусе вокруг строения - Базовое
|
bi-arboretum-r4=Изменяет местность и сажает деревья в радиусе вокруг строения - Базовое
|
||||||
bi-arboretum-r5 = Изменяет местность и сажает деревья в радиусе вокруг строения - Продвинутое
|
bi-arboretum-r5=Изменяет местность и сажает деревья в радиусе вокруг строения - Продвинутое
|
||||||
|
|
||||||
bi-seed-bomb-advanced = Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
|
bi-seed-bomb-advanced=Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
|
||||||
bi-seed-bomb-basic = Засаживает деревьями большую территорию с помощью семенной бомбы!
|
bi-seed-bomb-basic=Засаживает деревьями большую территорию с помощью семенной бомбы!
|
||||||
bi-seed-bomb-standard = Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
|
bi-seed-bomb-standard=Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
|
||||||
|
|
||||||
bi-seed = Семена, чтобы выращивать из них саженцы
|
bi-seed=Семена, чтобы выращивать из них саженцы
|
||||||
|
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon-basic-ammo = Ракетная мощь, низкий физический урон
|
bi-bio-cannon-basic-ammo=Ракетная мощь, низкий физический урон
|
||||||
bi-bio-cannon-biological-ammo = Ракетная мощь, высокий биологический урон
|
bi-bio-cannon-biological-ammo=Ракетная мощь, высокий биологический урон
|
||||||
bi-bio-cannon-poison-ammo = Ракетная мощь, средний урон ядом
|
bi-bio-cannon-poison-ammo=Ракетная мощь, средний урон ядом
|
||||||
bi-bio-cannon-proto-ammo = Низкий урон, большая часть взрывчатки используется для придания движения
|
bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
|
||||||
|
|
||||||
bi-dart-magazine-basic = Базовый дротиковый снаряд
|
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
||||||
bi-dart-magazine-enhanced = Продвинутый дротиковый снаряд
|
bi-dart-magazine-enhanced=Продвинутый дротиковый снаряд
|
||||||
bi-dart-magazine-poison = Малый урон ядом
|
bi-dart-magazine-poison=Малый урон ядом
|
||||||
bi-dart-magazine-standard = Стандартные дротиковые снаряды
|
bi-dart-magazine-standard=Стандартные дротиковые снаряды
|
||||||
bi-dart-rifle = This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
|
bi-dart-rifle=This cheap weapon uses easily producible ammo and is good for fending off weaker enemies.
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash = Даже пепел пойдёт в дело!
|
bi-ash=Даже пепел пойдёт в дело!
|
||||||
bi-cellulose = __ITEM__battery__, __ITEM__plastic-bar__, Sulfuric acid — all of these can be made with __ITEM__bi-cellulose__!
|
bi-cellulose=__ITEM__battery__, __ITEM__plastic-bar__, Sulfuric acid — all of these can be made with __ITEM__bi-cellulose__!
|
||||||
bi-woodpulp = Можно сжигать или переработать в золу или уголь
|
bi-woodpulp=Можно сжигать или переработать в золу или уголь
|
||||||
coal = You will need it!
|
coal=You will need it!
|
||||||
pellet-coke = Коксовый уголь это отличное топливо для поездов.
|
pellet-coke=Коксовый уголь это отличное топливо для поездов.
|
||||||
resin = Смола
|
resin=Смола
|
||||||
solid-fuel = __ITEM__solid-fuel__ provides less energy than __ITEM__wood-bricks__, but also burns with less pollution. Additionally, it will make your vehicles drive and accelerate faster.
|
solid-fuel=__ITEM__solid-fuel__ provides less energy than __ITEM__wood-bricks__, but also burns with less pollution. Additionally, it will make your vehicles drive and accelerate faster.
|
||||||
stone-crushed = Камень измельченный в щебень
|
stone-crushed=Камень измельченный в щебень
|
||||||
wood-bricks = Хорошо обработанный источник топлива с низкими выбросами
|
wood-bricks=Хорошо обработанный источник топлива с низкими выбросами
|
||||||
wood-charcoal = Provides more energy than __ITEM__coal__ while emitting far less pollution. Unfortunately, it's not as versatilely usable, so you will still need __ITEM__coal__!
|
wood-charcoal=Provides more energy than __ITEM__coal__ while emitting far less pollution. Unfortunately, it's not as versatilely usable, so you will still need __ITEM__coal__!
|
||||||
wood = Base your energy production on this renewable resource!\nPlease note: There's a lot more you can use it for than just burning it!
|
wood=Base your energy production on this renewable resource!\nPlease note: There's a lot more you can use it for than just burning it!
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
sand = __ITEM__sand__
|
sand=__ITEM__sand__
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,61 +1,61 @@
|
||||||
[BI-item-name]
|
[BI-item-name]
|
||||||
fertilizer = Common fertilizer
|
fertilizer=Common fertilizer
|
||||||
|
|
||||||
[item-name]
|
[item-name]
|
||||||
## Production
|
## Production
|
||||||
|
|
||||||
bi-adv-fertilizer = Продвинутое удобрение
|
bi-adv-fertilizer=Продвинутое удобрение
|
||||||
fertilizer = Удобрение
|
fertilizer=Удобрение
|
||||||
|
|
||||||
bi-purified-air = Очиститель воздуха
|
bi-purified-air=Очиститель воздуха
|
||||||
|
|
||||||
bi-arboretum-r1 = Посаженные деревья
|
bi-arboretum-r1=Посаженные деревья
|
||||||
bi-arboretum-r2 = Изменение территории - Базовое
|
bi-arboretum-r2=Изменение территории - Базовое
|
||||||
bi-arboretum-r3 = Изменение территории - Продвинутое
|
bi-arboretum-r3=Изменение территории - Продвинутое
|
||||||
bi-arboretum-r4 = Изменение территории и посаженых деревьев - Базовое
|
bi-arboretum-r4=Изменение территории и посаженых деревьев - Базовое
|
||||||
bi-arboretum-r5 = Изменение территории и посаженых деревьев - Продвинутое
|
bi-arboretum-r5=Изменение территории и посаженых деревьев - Продвинутое
|
||||||
|
|
||||||
bi-seed-bomb-advanced = Продвинутая семенная бомба
|
bi-seed-bomb-advanced=Продвинутая семенная бомба
|
||||||
bi-seed-bomb-basic = Базовая семенная бомба
|
bi-seed-bomb-basic=Базовая семенная бомба
|
||||||
bi-seed-bomb-standard = Стандартная семенная бомба
|
bi-seed-bomb-standard=Стандартная семенная бомба
|
||||||
bi-seed = Семена
|
bi-seed=Семена
|
||||||
|
|
||||||
|
|
||||||
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
# Only __ENTITY__x__ and __ITEM__x__ can be used, so let's pretend here that these fluids are items!
|
||||||
bi-biomass = Biomasse
|
bi-biomass=Biomasse
|
||||||
liquid-air = Flüssigluft
|
liquid-air=Flüssigluft
|
||||||
nitrogen = Nitrogen
|
nitrogen=Nitrogen
|
||||||
|
|
||||||
## Weaponry
|
## Weaponry
|
||||||
bi-bio-cannon-basic-ammo = Прототип артиллерии - ракетный боеприпас
|
bi-bio-cannon-basic-ammo=Прототип артиллерии - ракетный боеприпас
|
||||||
bi-bio-cannon-biological-ammo = Прототип артиллерии - биологический боеприпас
|
bi-bio-cannon-biological-ammo=Прототип артиллерии - биологический боеприпас
|
||||||
bi-bio-cannon-poison-ammo = Прототип артиллерии - ядовитый боеприпас
|
bi-bio-cannon-poison-ammo=Прототип артиллерии - ядовитый боеприпас
|
||||||
bi-bio-cannon-proto-ammo = Прототип артиллерии - базовый боеприпас
|
bi-bio-cannon-proto-ammo=Прототип артиллерии - базовый боеприпас
|
||||||
|
|
||||||
bi-dart-magazine-basic = Базовый дротиковый снаряд
|
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
||||||
bi-dart-magazine-enhanced = Продвинутый дротиковый снаряд
|
bi-dart-magazine-enhanced=Продвинутый дротиковый снаряд
|
||||||
bi-dart-magazine-poison = Ядовитые дротиковые снаряды
|
bi-dart-magazine-poison=Ядовитые дротиковые снаряды
|
||||||
bi-dart-magazine-standard = Стандартные дротиковые боеприпасы
|
bi-dart-magazine-standard=Стандартные дротиковые боеприпасы
|
||||||
bi-dart-rifle = Дротиковая винтовка
|
bi-dart-rifle=Дротиковая винтовка
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash = Зола
|
bi-ash=Зола
|
||||||
bi-cellulose = Целлюлоза
|
bi-cellulose=Целлюлоза
|
||||||
bi-woodpulp = Древесные опилки
|
bi-woodpulp=Древесные опилки
|
||||||
pellet-coke = Коксовый уголь
|
pellet-coke=Коксовый уголь
|
||||||
resin = Смола
|
resin=Смола
|
||||||
--stone-crushed = Измельчитель камня
|
--stone-crushed=Измельчитель камня
|
||||||
stone-crushed = Щебень
|
stone-crushed=Щебень
|
||||||
wood-bricks = Деревянные топливные брикеты
|
wood-bricks=Деревянные топливные брикеты
|
||||||
wood-charcoal = Древесный уголь
|
wood-charcoal=Древесный уголь
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
sand = Sand
|
sand=Sand
|
||||||
slag = Slag
|
slag=Slag
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
gravel = Гравий
|
gravel=Гравий
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,508 +0,0 @@
|
||||||
[mod-setting-name]
|
|
||||||
BI_Solar_Additions=Включить: Био дополнения
|
|
||||||
BI_Bio_Fuel=Включить: Производство биотоплива
|
|
||||||
BI_Bio_Cannon=Включить: Прототип артиллерии
|
|
||||||
BI_Game_Tweaks_Stack_Size=Твики игры: Размер стака
|
|
||||||
BI_Game_Tweaks_Recipe=Твики игры: Рецепт
|
|
||||||
BI_Game_Tweaks_Tree=Твики игры: Добыча с деревьев
|
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=Enable game tweaks: Smaller collision boxes for trees
|
|
||||||
BI_Game_Tweaks_Player=Твики игры: Игрок
|
|
||||||
BI_Game_Tweaks_Disassemble=Твики игры: Разборка элементов
|
|
||||||
BI_Game_Tweaks_Bot=Твики игры: Дроны
|
|
||||||
BI_Game_Tweaks_Emissions_Multiplier=Твики игры: Множители выбросов топлива
|
|
||||||
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
|
|
||||||
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view\n(Default: on)
|
|
||||||
BI_Enable_gvv_support=Compatibility: Add support for GVV
|
|
||||||
|
|
||||||
[mod-setting-description]
|
|
||||||
BI_Solar_Additions=Включает такие предметы как Солнечная ферма, Солнечная электростанция, Биоаккумулятор и Гигантскую подстанцию.
|
|
||||||
BI_Bio_Fuel=Включает производство нефтяной продукции используя биотопливо
|
|
||||||
BI_Bio_Cannon=Прототип артиллерии очень мощный, но стреляет только по гнездам
|
|
||||||
BI_Game_Tweaks_Stack_Size=Влияет на размеры стаков Древесины, Камня, Щебня, Бетона и Шлака
|
|
||||||
BI_Game_Tweaks_Recipe=Изменения в рецептах:\nБетон (Железная руда => Железный прут)\nКаменная стена (+ Железный прут)\nЖелезная дорога (Камень => Измельченный камень)
|
|
||||||
BI_Game_Tweaks_Tree=Твики игры - при рубке деревья случайно дают от 1 до 6 древесины. В ваниле = 4
|
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTAL: This setting is enabled per default. If it isn't, trees will have the bigger vanilla collision box, making forests more likely to block players, vehicles, and biters. Not sure if this will have any side effects!
|
|
||||||
BI_Game_Tweaks_Player=Дистанция взаимодействия 6 => 20, подбор количества предметов 1 => 4, дистанция добычи ресурсов 2.7 => 4, дистанция подбора предметов 2 => 5, скорость бега 0.15 => 0.25
|
|
||||||
BI_Game_Tweaks_Disassemble=Добавить некоторые рецепты для разборки. Вы получите около 50% ресурсов обратно
|
|
||||||
BI_Game_Tweaks_Bot=Дроны не могут быть подобраны или получать повреждения от горения
|
|
||||||
BI_Game_Tweaks_Emissions_Multiplier=Боб начинал это. Основная идея заключается в том, что необработанное топливо производит больше загрязнения, чем более продвинутые виды топлива. Таким образом уголь производил 200% загрязнения, в то время как твердое топливо - всего 85%. Пожалуйста, смотрите файл "Fuel Values.xlsx" в папке с модом для большей информации.
|
|
||||||
BI_Game_Tweaks_Production_Science=If this is enabled, an alternative recipe for Production science packs will be available.\n(Default: on)
|
|
||||||
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!
|
|
||||||
BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Water Turret", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
|
||||||
|
|
||||||
[technology-name]
|
|
||||||
bi-tech-coal-processing-1=Переработка угля 1
|
|
||||||
bi-tech-coal-processing-2=Переработка угля 2
|
|
||||||
bi-tech-coal-processing-3=Переработка угля 3
|
|
||||||
bi-tech-advanced-biotechnology=Продвинутая биотехнология
|
|
||||||
bi-tech-bio-cannon=Прототип артиллерии
|
|
||||||
bi-tech-bio-farming=Биоферма
|
|
||||||
bi-tech-fertiliser=Удобрение
|
|
||||||
bi-tech-organic-plastic=Органический пластик
|
|
||||||
|
|
||||||
[technology-description]
|
|
||||||
bi-tech-coal-processing-1=Переработка дерева в уголь
|
|
||||||
bi-tech-coal-processing-2=Переработка дерева в уголь
|
|
||||||
bi-tech-coal-processing-3=Переработка дерева в уголь
|
|
||||||
bi-tech-advanced-biotechnology=Открытие более высокоуровневых рецептов
|
|
||||||
bi-tech-bio-cannon=Прототип технологии артиллерийской башни. - Пока что без возможности ручного наведения
|
|
||||||
bi-tech-bio-farming=Изучите как выращивать деревья первый шаг к открытию других производств дерева
|
|
||||||
bi-tech-fertiliser=Используя удобрения, вы сможете получить значительно больше из рецептов
|
|
||||||
bi-tech-organic-plastic=Производство пластика используя органические материалы
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
[entity-name]
|
|
||||||
bi-arboretum-area=Терраформер
|
|
||||||
bi-arboretum-radar=Радар терраформер
|
|
||||||
bi-arboretum=Терраформер
|
|
||||||
bi-bio-accumulator=Аккумулятор огромной емкости
|
|
||||||
bi-bio-boiler=Биобойлер
|
|
||||||
bi-bio-cannon-area=Прототип артиллерии
|
|
||||||
bi-bio-cannon=Прототип артиллерии
|
|
||||||
bi-bio-farm-electric-pole=Кабели биофермы
|
|
||||||
bi-bio-farm-light=Горячие лампы биофермы
|
|
||||||
bi-bio-farm-solar-panel=Солнечная энергия биофермы
|
|
||||||
bi-bio-farm=Биоферма
|
|
||||||
bi-bio-garden-light=Свет биосада
|
|
||||||
bi-bio-garden=Биосад
|
|
||||||
bi-bio-greenhouse=Теплица
|
|
||||||
bi-bio-reactor=Биореактор
|
|
||||||
bi-bio-solar-farm=Био Солнечная ферма
|
|
||||||
bi-burner-pump=Топливная качалка
|
|
||||||
bi-cokery=Коксовая печь
|
|
||||||
#~ bi-curved-rail-power=Электрические рельсы
|
|
||||||
#~ bi-curved-rail-wood-bridge=Деревянные изогнутые рельсы для мостов
|
|
||||||
#~ bi-curved-rail-wood=Деревянные изогнутые рельсы
|
|
||||||
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
|
||||||
bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
|
||||||
bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
|
||||||
bi-dart-magazine-standard=Магазин с дротиками
|
|
||||||
bi-dart-turret=Дротиковая турель
|
|
||||||
#~ These strings seem to be obsolete!
|
|
||||||
#~ bi-ground-steam=Природный пар
|
|
||||||
#~ bi-ground-sulfuric-acid=Природная серная кислота
|
|
||||||
#~ bi-ground-water=Вода
|
|
||||||
bi-large-substation=Гигантская подстанция
|
|
||||||
bi-musk-mat-pole=Скрытый силовой столб для пола Илона Маска
|
|
||||||
bi-musk-mat-solar-panel=Пол Илона Маска
|
|
||||||
bi-power-to-rail-pole=Коннектор "Электро-рельсы"
|
|
||||||
bi-solar-boiler-panel=Солнечная электростанция и бойлер - Панель
|
|
||||||
bi-solar-boiler=Солнечная электростанция и бойлер - Бойлер
|
|
||||||
bi-solar-mat=Пол Илона Маска
|
|
||||||
bi-stone-crusher=Измельчитель камня
|
|
||||||
#~ bi-straight-rail-power=Электрические рельсы
|
|
||||||
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
|
|
||||||
#~ bi-straight-rail-wood=Деревянные прямые рельсы
|
|
||||||
#~ bi-rail-power=Электрические рельсы
|
|
||||||
bi-rail-power=Электрические рельсы
|
|
||||||
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
|
|
||||||
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов
|
|
||||||
#~ bi-straight-rail-wood=Деревянные прямые рельсы
|
|
||||||
bi-rail-wood=Деревянные прямые рельсы
|
|
||||||
bi-wood-pipe-to-ground=Подземная деревянная труба
|
|
||||||
bi-wood-pipe=Деревянная труба
|
|
||||||
bi-wooden-chest-giga=Огромный деревянный ящик
|
|
||||||
bi-wooden-chest-huge=Большой деревянный ящик
|
|
||||||
bi-wooden-chest-large=Средний деревянный ящик
|
|
||||||
bi-wooden-fence=Деревянный забор
|
|
||||||
bi-wooden-pole-big=Большой деревянный столб
|
|
||||||
bi-wooden-pole-huge=Гигантский электрический столб
|
|
||||||
seedling-2=Саженец
|
|
||||||
seedling-3=Саженец
|
|
||||||
seedling=Саженец
|
|
||||||
wooden-chest=Деревянный ящик
|
|
||||||
|
|
||||||
rail-remnants-wood=Remnants of wooden rails
|
|
||||||
rail-remnants-wood-bridge=Remnants of a wooden bridge
|
|
||||||
|
|
||||||
[entity-description]
|
|
||||||
bi-arboretum-area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
|
||||||
bi-arboretum-radar=Радар терраформера
|
|
||||||
bi-arboretum=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
|
||||||
bi-bio-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
|
|
||||||
bi-bio-boiler=Высокоэффективный бойлер
|
|
||||||
bi-bio-cannon-area=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
|
||||||
bi-bio-cannon=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
|
||||||
bi-bio-farm-electric-pole=Кабели биофермы (Скрыто)
|
|
||||||
bi-bio-farm-light=Гарячие лампы биофермы, так что деревья могут расти ночью (Скрыто)
|
|
||||||
bi-bio-farm-solar-panel=Солнеяная энергия биофермы (Скрыто)
|
|
||||||
#~ New string in 0.17.60/0.18.29!
|
|
||||||
#~ bi-bio-farm=Bio farms are where saplings grow into trees that are processed to raw wood and wood pulp. An integrated solar panel provides some of the energy during the day.
|
|
||||||
bi-bio-farm=Биоферма, превращает саженцы в древесину. Потребляет больше электричества ночью
|
|
||||||
bi-bio-garden-light=Сад также ведет себя как лампа ночью. (Скрыто)
|
|
||||||
#~ New string in 0.17.60/0.18.29!
|
|
||||||
#~ bi-bio-garden=The bio garden scrubs air, removing pollution. (One bio garden can absorb 45 pollution units per second – as much as 1500 trees!)
|
|
||||||
bi-bio-garden=Биосад собирает воздух и убирает загрязнение. (-35 PU)
|
|
||||||
bi-bio-greenhouse=Используйте теплицу для роста саженцев
|
|
||||||
#~ New string in 0.17.60/0.18.29!
|
|
||||||
#~ bi-bio-reactor=Bio-reactors are used to produce and process biomass.bi-bio-reactor=Использует продвинутые биореакции
|
|
||||||
#~ New string in 0.17.60/0.18.29!
|
|
||||||
#~ bi-bio-solar-farm=Bio solar farm save space by condensing your solar panels into a compact unit. They create a lot of power!\Using Bio solar farms instead of the original solar panels will also improve performance because less entities require less updates per second (UPS).
|
|
||||||
bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
|
|
||||||
bi-burner-pump=Топливный насос для выкачки воды из-под земли
|
|
||||||
#~ New string in 0.17.60/0.18.29!
|
|
||||||
#~ bi-cokery=Wood and wood pulp are processed to charcoal and other fuels in the cokery.
|
|
||||||
bi-cokery=Переработка дерева в уголь или другие виды топлива
|
|
||||||
#~ These strings are obsolete!
|
|
||||||
#~ bi-curved-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
|
||||||
#~ bi-curved-rail-wood-bridge=Деревянные изогнутые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
|
||||||
#~ bi-curved-rail-wood=Деревянные изогнутые рельсы
|
|
||||||
|
|
||||||
#~ These are items, not entities!
|
|
||||||
#~ bi-dart-magazine-basic=Базовые дротиковые снаряды
|
|
||||||
#~ bi-dart-magazine-enhanced=Продвинутые дротиковые снаряды
|
|
||||||
#~ bi-dart-magazine-poison=Ядовитые дротиковые снаряды
|
|
||||||
#~ bi-dart-magazine-standard=Стандартные дротиковые снаряды
|
|
||||||
|
|
||||||
#~ These strings seem to be obsolete!
|
|
||||||
#~ bi-ground-steam=Природные залежи пара
|
|
||||||
#~ bi-ground-sulfuric-acid=Природные залежи серной кислоты
|
|
||||||
#~ bi-ground-water=Глубинная вода
|
|
||||||
bi-large-substation=Гигантская подстанция
|
|
||||||
bi-musk-mat-pole=Скрытый силовой столб для пола Илона Маска
|
|
||||||
bi-musk-mat-solar-panel=Энергия от пола Илона Маска
|
|
||||||
#~ New string in 0.17.60/0.18.29!
|
|
||||||
#~ bi-power-to-rail-pole=Connect your power rail to the power grid!\nATTENTION: When you place a connector in reach of two powered rails that are running parallel or crossing each other, you will connect these networks!
|
|
||||||
bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
|
|
||||||
bi-solar-boiler-2=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
|
||||||
bi-solar-boiler-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
|
||||||
bi-solar-mat=Солнечная панель/пол которая может быть использована как дорожное покрытие, генерирует 10kW электричества и позволяет быстро перемещаться (Спасибо Илону Маску!)
|
|
||||||
#~ New string in 0.17.60/0.18.29!
|
|
||||||
#~ bi-stone-crusher=These machines crush stone and concrete. If necessary, you can also use them to make sand from crushed stone.
|
|
||||||
bi-stone-crusher=Машина которая измельчает камни
|
|
||||||
#~ bi-straight-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
|
||||||
bi-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
|
||||||
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
|
||||||
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
|
|
||||||
#~ bi-straight-rail-wood=Деревянные прямые рельсы
|
|
||||||
bi-rail-wood=Деревянные прямые рельсы
|
|
||||||
bi-wood-pipe-to-ground=Подземная деревянная труба
|
|
||||||
bi-wood-pipe=Деревянная труба
|
|
||||||
bi-wooden-chest-giga=Самый большой деревянный ящик
|
|
||||||
bi-wooden-chest-huge=Больше среднего деревянный ящик
|
|
||||||
bi-wooden-chest-large=Обычный средний деревянный ящик
|
|
||||||
#~ New string in 0.17.60/0.18.29!
|
|
||||||
#~ bi-wooden-fence=Though not very strong, wooden fences help you right from the start to keep enemies out of your factory.
|
|
||||||
bi-wooden-fence=Защитная стена сделанная из дерева
|
|
||||||
bi-wooden-pole-big=Большой деревянный столб ЛЭП. Будет автоматически восстанавливать здоровье, если вы играете с NE Enemies
|
|
||||||
bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64
|
|
||||||
seedling-2=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.
|
|
||||||
seedling-3=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.
|
|
||||||
seedling=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.
|
|
||||||
|
|
||||||
rail-remnants-wood=Remnants of wooden rails
|
|
||||||
rail-remnants-wood-bridge=Remnants of a wooden bridge
|
|
||||||
|
|
||||||
[item-name]
|
|
||||||
bi-adv-fertiliser=Продвинутое удобрение
|
|
||||||
bi-arboretum-area=Терраформер
|
|
||||||
bi-arboretum-r1=Посаженные деревья
|
|
||||||
bi-arboretum-r2=Изменение территории - Базовое
|
|
||||||
bi-arboretum-r3=Изменение территории - Продвинутое
|
|
||||||
bi-arboretum-r4=Изменение территории и посаженых деревьев - Базовое
|
|
||||||
bi-arboretum-r5=Изменение территории и посаженых деревьев - Продвинутое
|
|
||||||
bi-arboretum=Терраформер
|
|
||||||
bi-ash=Зола
|
|
||||||
bi-bio-accumulator=Аккумулятор огромной емкости
|
|
||||||
bi-bio-boiler=Биобойлер
|
|
||||||
bi-bio-cannon-area=Прототип артиллерии
|
|
||||||
bi-bio-cannon-basic-ammo=Прототип артиллерии - ракетный боеприпас
|
|
||||||
bi-bio-cannon-biological-ammo=Прототип артиллерии - биологический боеприпас
|
|
||||||
bi-bio-cannon-poison-ammo=Прототип артиллерии - ядовитый боеприпас
|
|
||||||
bi-bio-cannon-proto-ammo=Прототип артиллерии - базовый боеприпас
|
|
||||||
bi-bio-cannon=Прототип артиллерии
|
|
||||||
bi-bio-farm=Биоферма
|
|
||||||
bi-bio-solar-farm=Био Солнечная ферма
|
|
||||||
bi-biolab=Биолаборатория
|
|
||||||
bi-burner-pump=Топливная качалка
|
|
||||||
bi-cellulose=Целлюлоза
|
|
||||||
bi-cokery=Коксовая печь
|
|
||||||
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
|
||||||
bi-dart-magazine-enhanced=Продвинутый дротиковый снаряд
|
|
||||||
bi-dart-magazine-poison=Ядовитые дротиковые снаряды
|
|
||||||
bi-dart-magazine-standard=Стандартные дротиковые боеприпасы
|
|
||||||
bi-dart-rifle=Дротиковая винтовка
|
|
||||||
bi-dart-turret=Дротиковая турель
|
|
||||||
bi-ground-water=Вода
|
|
||||||
bi-large-substation=Гигантская подстанция
|
|
||||||
#~ Obsolete?
|
|
||||||
#~ bi-medicine=Медицина
|
|
||||||
#~ Do we need localizations for hidden entities?
|
|
||||||
#~ bi-musk-mat-pole=Скрытый силовой столб для пола Илона Маска
|
|
||||||
#~ bi-musk-mat-solar-panel=Пол Илона Маска
|
|
||||||
#~ Obsolete
|
|
||||||
#~ bi-nutrients=Питательный раствор
|
|
||||||
bi-power-to-rail-pole=Коннектор "Электро-рельсы"
|
|
||||||
bi-purified-air=Очиститель воздуха
|
|
||||||
bi-rail-power=Электрические рельсы
|
|
||||||
bi-rail-wood-bridge=Деревянные рельсы для мостов
|
|
||||||
bi-rail-wood=Деревянные рельсы
|
|
||||||
bi-seed-bomb-advanced=Продвинутая семенная бомба
|
|
||||||
bi-seed-bomb-basic=Базовая семенная бомба
|
|
||||||
bi-seed-bomb-standard=Стандартная семенная бомба
|
|
||||||
bi-seed=Семена
|
|
||||||
bi-solar-boiler-2=Солнечная электростанция и бойлер - бойлер
|
|
||||||
bi-solar-boiler-panel=Солнечная электростанция и бойлер - панель
|
|
||||||
bi-solar-mat=Пол Илона Маска
|
|
||||||
bi-stone-crusher=Измельченный камень
|
|
||||||
bi-wood-pipe-to-ground=Подземная деревянная труба
|
|
||||||
bi-wood-pipe=Деревянная труба
|
|
||||||
bi-wooden-chest-giga=Огромный деревянный ящик
|
|
||||||
bi-wooden-chest-huge=Большой деревянный ящик
|
|
||||||
bi-wooden-chest-large=Средний деревянный ящик
|
|
||||||
bi-wooden-fence=Деревянный забор
|
|
||||||
bi-wooden-pole-big=Большой деревянный столб ЛЭП. Будет автоматически восстанавливать здоровье, если вы играете с NE Enemies
|
|
||||||
bi-wooden-pole-huge=Гигантский электрический столб
|
|
||||||
bi-woodpulp=Древесные опилки
|
|
||||||
fertiliser=Удобрение
|
|
||||||
pellet-coke=Коксовый уголь
|
|
||||||
resin=Смола
|
|
||||||
seedling=Сажанец
|
|
||||||
stone-crushed=Измельчитель камня
|
|
||||||
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
|
||||||
water-saline=Солёная вода
|
|
||||||
wood-bricks=Деревянные топливные брикеты
|
|
||||||
wood-charcoal=Древесный уголь
|
|
||||||
|
|
||||||
[item-description]
|
|
||||||
bi-Arboretum-Area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
|
||||||
bi-Arboretum=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
|
|
||||||
bi-arboretum-r1=Сажает деревья или изменяет местность в радиусе вокруг строения
|
|
||||||
bi-arboretum-r2=Изменяет местность в радиусе вокруг строения - Базовое
|
|
||||||
bi-arboretum-r3=Изменяет местность в радиусе вокруг строения - Продвинутое
|
|
||||||
bi-arboretum-r4=Изменяет местность и сажает деревья в радиусе вокруг строения - Базовое
|
|
||||||
bi-arboretum-r5=Изменяет местность и сажает деревья в радиусе вокруг строения - Продвинутое
|
|
||||||
bi-bio-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
|
|
||||||
bi-bio-boiler=Высокоэффективный бойлер
|
|
||||||
bi-bio-cannon-area=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
|
||||||
bi-bio-cannon-basic-ammo=Ракетная мощь, низкий физический урон
|
|
||||||
bi-bio-cannon-biological-ammo=Ракетная мощь, высокий биологический урон
|
|
||||||
bi-bio-cannon-poison-ammo=Ракетная мощь, средний урон ядом
|
|
||||||
bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
|
|
||||||
bi-bio-cannon=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
|
|
||||||
bi-bio-farm=Теплица с мощным искусственным освещением для выращивания деревьев из саженцев (сырье-древесина)
|
|
||||||
bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
|
|
||||||
#~ Obsolete?
|
|
||||||
bi-burner-pump=Топливный насос для выкачки воды из-под земли
|
|
||||||
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
|
||||||
bi-dart-magazine-enhanced=Продвинутый дротиковый снаряд
|
|
||||||
bi-dart-magazine-poison=Малый урон ядом
|
|
||||||
bi-dart-magazine-standard=Стандартные дротиковые снаряды
|
|
||||||
bi-ground-water=Вода
|
|
||||||
bi-large-substation=Гигантская подстанция
|
|
||||||
bi-musk-mat-pole=Скрытый силовой столб для пола Илона Маска
|
|
||||||
bi-musk-mat-solar-panel=Энергия от пола Илона Маска
|
|
||||||
bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
|
|
||||||
bi-purified-air=Чистый воздух, загрязнение удаляется!
|
|
||||||
bi-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
|
|
||||||
bi-rail-wood-bridge=Деревянные рельсы для создания мостов. Заметьте, что вы не можете по ней ходить.
|
|
||||||
bi-rail-wood=Деревянные рельсы
|
|
||||||
bi-seed-bomb-advanced=Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
|
|
||||||
bi-seed-bomb-basic=Засаживает деревьями большую территорию с помощью семенной бомбы!
|
|
||||||
bi-seed-bomb-standard=Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
|
|
||||||
bi-seed=Семена, чтобы выращивать из них саженцы
|
|
||||||
bi-solar-boiler-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
|
||||||
bi-solar-boiler=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
|
|
||||||
bi-solar-mat=Солнечная панель/пол которая может быть использована как дорожное покрытие, генерирует 10kW электричества и позволяет быстро перемещаться (Спасибо Илону Маску!)
|
|
||||||
bi-wood-pipe-to-ground=Деревянная подземная труба
|
|
||||||
bi-wood-pipe=Труба сделанная из дерева
|
|
||||||
bi-wooden-chest-giga=Самый большой деревянный ящик
|
|
||||||
bi-wooden-chest-huge=Деревянный ящик больше среднего
|
|
||||||
bi-wooden-chest-large=Обычный средний деревянный ящик
|
|
||||||
bi-wooden-fence=Защитная стена сделанная из дерева
|
|
||||||
bi-wooden-pole-big=Большой деревянный столб ЛЭП
|
|
||||||
bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64
|
|
||||||
bi-woodpulp=Можно сжигать или переработать в золу или уголь
|
|
||||||
fertiliser=Удобрения нужны для быстрого выращивания растений и изменения качества почвы на более плодородную
|
|
||||||
pellet-coke=Коксовый уголь это отличное топливо для поездов.
|
|
||||||
resin=Смола
|
|
||||||
seedling=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала её нужно удобрить, чтобы увеличить шанс роста.
|
|
||||||
stone-crushed=Камень измельченный в щебень
|
|
||||||
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
|
||||||
water-saline=Солёная вода
|
|
||||||
wood-bricks=Хорошо обработанный источник топлива с низкими выбросами
|
|
||||||
|
|
||||||
[fluid-name]
|
|
||||||
bi-biomass=Биомасса из водорослей
|
|
||||||
bi-ground-water=Вода
|
|
||||||
liquid-air=Сжиженный воздух
|
|
||||||
nitrogen=Азот
|
|
||||||
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
|
||||||
water-saline=Солёная вода
|
|
||||||
|
|
||||||
|
|
||||||
[recipe-name]
|
|
||||||
bi-bio-accumulator=Аккумулятор огромной емкости
|
|
||||||
bi-acid=Био-кислота
|
|
||||||
bi-adv-fertiliser-1=Продвинутое удобрение
|
|
||||||
bi-adv-fertiliser-2=Продвинутое удобрение
|
|
||||||
bi-arboretum=Терраформер
|
|
||||||
bi-arboretum-r1=Посаженные деревья
|
|
||||||
bi-arboretum-r2=Изменение территории - Базовое
|
|
||||||
bi-arboretum-r3=Изменение территории - Продвинутое
|
|
||||||
bi-arboretum-r4=Изменение территории и посаженых деревьев - Базовое
|
|
||||||
bi-arboretum-r5=Изменение территории и посаженых деревьев - Продвинутое
|
|
||||||
bi-ash-1=Зола
|
|
||||||
bi-ash-2=Зола
|
|
||||||
bi-battery=Биоаккумулятор
|
|
||||||
bi-dart-magazine-basic=Базовый дротиковый снаряд
|
|
||||||
bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
|
|
||||||
bi-dart-magazine-poison=Магазин с ядовитыми дротиками
|
|
||||||
bi-dart-magazine-standard=Магазин с дротиками
|
|
||||||
bi-dart-turret=Дротиковая турель
|
|
||||||
bi-dart-rifle=Дротиковая винтовка
|
|
||||||
bi-wooden-pole-big=Большой деревянный столб
|
|
||||||
bi-bio-farm=Биоферма
|
|
||||||
bi-bio-garden=Биосад
|
|
||||||
bi-bio-solar-farm=Био Солнечная ферма
|
|
||||||
bi-biomass-1=Водоросли-Биомасса-1
|
|
||||||
bi-biomass-2=Водоросли-Биомасса-2
|
|
||||||
bi-biomass-3=Водоросли-Биомасса-3
|
|
||||||
bi-biomass-conversion-1=Превращение биотоплива 1
|
|
||||||
bi-biomass-conversion-2=Превращение биотоплива 2
|
|
||||||
bi-biomass-conversion-3=Превращение биотоплива 3
|
|
||||||
bi-biomass-conversion-4=Превращение биотоплива 4
|
|
||||||
bi-bio-reactor=Биореактор
|
|
||||||
bi-bio-boiler=Биобойлер
|
|
||||||
bi-burner-inserter-disassemble=Разборка твердотопливного манипулятора
|
|
||||||
bi-burner-mining-drill-disassemble=Разборка твердотопливного бура
|
|
||||||
bi-cellulose-1=Целлюлоза
|
|
||||||
bi-cellulose-2=Целлюлоза
|
|
||||||
bi-charcoal-1=Древесный уголь
|
|
||||||
bi-charcoal-2=Древесный уголь
|
|
||||||
bi-coal-1=Базовое производство угля
|
|
||||||
bi-coal-2=Продвинутое производство угля
|
|
||||||
bi-coke-coal=Коксовый уголь
|
|
||||||
bi-cokery=Коксовая печь
|
|
||||||
bi-crushed-stone-1=Измельченный камень
|
|
||||||
bi-crushed-stone-2=Измельченный камень
|
|
||||||
bi-crushed-stone-3=Измельченный камень
|
|
||||||
bi-fertiliser-1=Удобрение
|
|
||||||
bi-fertiliser-2=Удобрение
|
|
||||||
bi-wooden-chest-giga=Огромный деревянный ящик
|
|
||||||
bi-bio-greenhouse=Теплица
|
|
||||||
bi-large-substation=Гигантская подстанция
|
|
||||||
bi-wooden-chest-huge=Большой деревянный ящик
|
|
||||||
bi-wooden-pole-huge=Гигантский электрический столб
|
|
||||||
bi-wooden-chest-large=Средний деревянный ящик
|
|
||||||
bi-liquid-air=Сжиженный воздух
|
|
||||||
bi-logs-1=Базовое производство дерева
|
|
||||||
bi-logs-2=Производство дерева Mk2
|
|
||||||
bi-logs-3=Продвинутое производство дерева
|
|
||||||
bi-logs-4=Супер производство дерева
|
|
||||||
bi-long-handed-inserter-disassemble=Разборка длинного манипулятора
|
|
||||||
bi-mineralized-sulfuric-waste=Получение воды и серных отходов
|
|
||||||
bi-nitrogen=Азот
|
|
||||||
bi-pellet-coke=Коксовые паллеты из твердого топлива
|
|
||||||
bi-pellet-coke-2=Угольные паллеты из Углерода
|
|
||||||
bi-wood-pipe-to-ground=Подземная деревянная труба
|
|
||||||
bi-plastic-1=Биопластик 1
|
|
||||||
bi-plastic-2=Биопластик 2
|
|
||||||
bi-power-to-rail-pole=Рельса с разъемом питания
|
|
||||||
bi-press-wood=Прессование древесины
|
|
||||||
bi-production-science-pack=Production science pack
|
|
||||||
bi-purified-air-1=Очистка воздуха
|
|
||||||
bi-purified-air-2=Очистка воздуха Mk2
|
|
||||||
bi-rail-power=Электрические рельсы
|
|
||||||
bi-rail-wood=Деревянные рельсы
|
|
||||||
bi-rail-wood-bridge=Деревянные рельсы для мостов
|
|
||||||
bi-rail-wood-to-concrete=Улучшенные деревянные рельсы
|
|
||||||
bi-resin-pulp=Смола
|
|
||||||
bi-resin-wood=Смола
|
|
||||||
#~ bi-seedling=Саженец
|
|
||||||
bi-seed-1=Базовое семя
|
|
||||||
bi-seed-2=Производство семян дерева из золы
|
|
||||||
bi-seed-3=Производство семян дерева из удобрения
|
|
||||||
bi-seed-4=Производство семян дерева из продвинутого удобрения
|
|
||||||
bi-seed-bomb-advanced=Продвинутая семенная бомба
|
|
||||||
bi-seed-bomb-basic=Базовая семенная бомба
|
|
||||||
bi-seed-bomb-standard=Стандартная семенная бомба
|
|
||||||
bi-seedling-1=Базовое производство саженцев
|
|
||||||
bi-seedling-2=Производство саженцев Mk2
|
|
||||||
bi-seedling-3=Продвинутое производство саженцев
|
|
||||||
bi-seedling-4=Супер производство саженцев
|
|
||||||
bi-slag-slurry=Сжиженный шлак
|
|
||||||
bi-solar-boiler=Солнечная электростанция и бойлер
|
|
||||||
bi-solar-boiler-panel=Солнечная электростанция и бойлер
|
|
||||||
bi-solar-mat=Пол Илона Маска
|
|
||||||
bi-solid-fuel=Твердое топливо из деревянных топливных брикетов
|
|
||||||
bi-steel-furnace-disassemble=Разборка стальной печи
|
|
||||||
bi-stone-brick=Био-Каменный блок
|
|
||||||
bi-stone-furnace-disassemble=Разборка каменной печи
|
|
||||||
bi-stone-crusher=Измельченный камень
|
|
||||||
bi-sulfur=Био-сера
|
|
||||||
bi-sulfur-angels=Био-сера
|
|
||||||
bi-wood-from-pulp=Wood from pulp
|
|
||||||
bi-wood-fuel-brick=Деревянные брикеты
|
|
||||||
bi-wood-pipe=Деревянная труба
|
|
||||||
bi-wooden-fence=Деревянный забор
|
|
||||||
bi-woodpulp=Древесные опилки
|
|
||||||
wooden-chest=Деревянный ящик
|
|
||||||
|
|
||||||
[recipe-description]
|
|
||||||
bi-arboretum=Сажает деревья или изменяет местность в радиусе вокруг строения
|
|
||||||
bi-arboretum-r1=Использование Терраформера - Сажает деревья в радиусе вокруг себя (Посадка никогда не прекращается, деревья перевысаживаются посекторно)
|
|
||||||
bi-arboretum-r2=Использование Терраформера - Изменяет местность в радиусе вокруг себя - Базовое
|
|
||||||
bi-arboretum-r3=Использование Терраформера - Изменяет местность в радиусе вокруг себя - Продвинутое
|
|
||||||
bi-arboretum-r4=Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Базовое
|
|
||||||
bi-arboretum-r5=Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Продвинутое
|
|
||||||
bi-basic-pumpjack-disassemble=Разобрать топливную качалку и получить немного материалов
|
|
||||||
bi-biomass-conversion-1=Водоросли-Биомасса в легкую нефть
|
|
||||||
bi-biomass-conversion-2=Водоросли-Биомасса в нефть
|
|
||||||
bi-biomass-conversion-3=Водоросли-Биомасса в смазку
|
|
||||||
bi-biomass-conversion-4=Превращение биотоплива 4
|
|
||||||
bi-burner-inserter-disassemble=С небольшой потерей материалов
|
|
||||||
bi-burner-mining-drill-disassemble=С небольшой потерей материалов
|
|
||||||
bi-fertiliser-1=Позволяет растениям расти быстрее
|
|
||||||
bi-fertiliser-2=Позволяет растениям расти быстрее (гидроксид натрия)
|
|
||||||
bi-bio-greenhouse=Теплица производит семена и саженцы
|
|
||||||
bi-long-handed-inserter-disassemble=С небольшой потерей материалов
|
|
||||||
bi-mineralized-sulfuric-waste=Получение воды и серных отходов из измельченного камня, древесного угля и чистой воды
|
|
||||||
bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
|
|
||||||
bi-rail-wood-bridge=Рельсы, которые могут пересекать воду
|
|
||||||
bi-seed-1=Семя, которое вырастает в саженец
|
|
||||||
bi-seed-2=Семя, которое вырастает в саженец
|
|
||||||
bi-seed-3=Семя, которое вырастает в саженец
|
|
||||||
bi-seed-4=Семя, которое вырастает в саженец
|
|
||||||
bi-seed-bomb-advanced=Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
|
|
||||||
bi-seed-bomb-basic=Засаживает деревьями большую территорию с помощью семенной бомбы!
|
|
||||||
bi-seed-bomb-standard=Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
|
|
||||||
#~ bi-seedling=Молодое дерево, идеально для посадки. (Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.)
|
|
||||||
bi-seedling-1=Производит 40 саженцев
|
|
||||||
bi-seedling-2=Производит 50 саженцев
|
|
||||||
bi-seedling-3=Производит 75 саженцев
|
|
||||||
bi-seedling-4=Производит 150 саженцев
|
|
||||||
bi-slag-slurry=Сжиженный шлак из золы, измельченного камня и соленой воды
|
|
||||||
bi-steel-furnace-disassemble=С небольшой потерей материалов
|
|
||||||
bi-stone-brick=Каменный блок из измельченного камня и золы
|
|
||||||
bi-stone-furnace-disassemble=С небольшой потерей материалов
|
|
||||||
|
|
||||||
[tile-name]
|
|
||||||
bi-solar-mat=Солнечный пол
|
|
||||||
bi-wood-floor=Деревянный пол
|
|
||||||
|
|
||||||
|
|
||||||
[item-group-name]
|
|
||||||
Bio_Turret_Ammo=Био-Боеприпасы
|
|
||||||
bio-industries=Био-Индустрия
|
|
||||||
|
|
||||||
[damage-type-name]
|
|
||||||
Biological=Биологический
|
|
||||||
bob-pierce=Бронебойный
|
|
||||||
|
|
||||||
[bi-misc]
|
|
||||||
growing-tree=Growing tree
|
|
||||||
growing-tree-desc=Given some time, a big tree will grow from this sapling.
|
|
||||||
young-tree=Young tree
|
|
||||||
young-tree-desc=This tree is still young and won't yield much wood yet. Better wait until it's fully grown before you chop it down!
|
|
||||||
|
|
||||||
[modifier-description]
|
|
||||||
Bio_Cannon_Ammo-damage-bonus=Бонус урона боеприпаса прототипа артиллерии: +__1__
|
|
||||||
Bio_Cannon_Ammo-shooting-speed-bonus=Бонус скорости стрельбы прототипа артиллерии: +__1__
|
|
||||||
Bio_Turret_Ammo-damage-bonus=Бонус урона боеприпаса дротиковой турели: +__1__
|
|
||||||
Bio_Turret_Ammo-shooting-speed-bonus=Бонус скорости стрельбы боеприпаса дротиковой турели: +__1__
|
|
||||||
bi-dart-turret-attack-bonus=Бонус урона дротиковой турели: +__1__
|
|
||||||
|
|
||||||
[autoplace-control-names]
|
|
||||||
bi-ground-water=__ENTITY__bi-ground-water__
|
|
|
@ -1,49 +1,49 @@
|
||||||
[fluid-name]
|
[fluid-name]
|
||||||
bi-biomass = Биомасса из водорослей
|
bi-biomass=Биомасса из водорослей
|
||||||
bi-ground-water = Вода
|
bi-ground-water=Вода
|
||||||
liquid-air = Сжиженный воздух
|
liquid-air=Сжиженный воздух
|
||||||
nitrogen = Азот
|
nitrogen=Азот
|
||||||
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
|
||||||
water-saline = Солёная вода
|
water-saline=Солёная вода
|
||||||
|
|
||||||
# Added for 0.18.32/1.1.
|
# Added for 0.18.32/1.1.
|
||||||
bi-fertilizer-fluid = Liquid __ITEM__fertilizer__
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
||||||
bi-adv-fertilizer-fluid = Liquid __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
||||||
|
|
||||||
# Added for 0.18.32/1.1.
|
# Added for 0.18.32/1.1.
|
||||||
[fluid-description]
|
[fluid-description]
|
||||||
bi-fertilizer-fluid = Liquid __ITEM__fertilizer__ makes greenwashing easy.
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__ makes greenwashing easy.
|
||||||
bi-adv-fertilizer-fluid = Liquid __ITEM__bi-adv-fertilizer__ -- just the thing you'll need if you really want to green-wash your factory!
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__ -- just the thing you'll need if you really want to green-wash your factory!
|
||||||
|
|
||||||
[tile-name]
|
[tile-name]
|
||||||
bi-solar-mat = Солнечный пол
|
bi-solar-mat=Солнечный пол
|
||||||
bi-wood-floor = Деревянный пол
|
bi-wood-floor=Деревянный пол
|
||||||
|
|
||||||
[item-group-name]
|
[item-group-name]
|
||||||
#~ Bio_Turret_Ammo=Био-Боеприпасы
|
#~ Bio_Turret_Ammo=Био-Боеприпасы
|
||||||
bio-industries = Био-Индустрия
|
bio-industries=Био-Индустрия
|
||||||
|
|
||||||
[ammo-category-name]
|
[ammo-category-name]
|
||||||
Bio_Cannon_Ammo = Bio cannon ammo
|
Bio_Cannon_Ammo=Bio cannon ammo
|
||||||
Bio_Turret_Ammo = Bio turret ammo
|
Bio_Turret_Ammo=Bio turret ammo
|
||||||
|
|
||||||
[damage-type-name]
|
[damage-type-name]
|
||||||
Biological = Биологический
|
Biological=Биологический
|
||||||
bob-pierce = Бронебойный
|
bob-pierce=Бронебойный
|
||||||
|
|
||||||
[modifier-description]
|
[modifier-description]
|
||||||
Bio_Cannon_Ammo-damage-bonus = Бонус урона боеприпаса прототипа артиллерии: +__1__
|
Bio_Cannon_Ammo-damage-bonus=Бонус урона боеприпаса прототипа артиллерии: +__1__
|
||||||
Bio_Cannon_Ammo-shooting-speed-bonus = Бонус скорости стрельбы прототипа артиллерии: +__1__
|
Bio_Cannon_Ammo-shooting-speed-bonus=Бонус скорости стрельбы прототипа артиллерии: +__1__
|
||||||
Bio_Turret_Ammo-damage-bonus = Бонус урона боеприпаса дротиковой турели: +__1__
|
Bio_Turret_Ammo-damage-bonus=Бонус урона боеприпаса дротиковой турели: +__1__
|
||||||
Bio_Turret_Ammo-shooting-speed-bonus = Бонус скорости стрельбы боеприпаса дротиковой турели: +__1__
|
Bio_Turret_Ammo-shooting-speed-bonus=Бонус скорости стрельбы боеприпаса дротиковой турели: +__1__
|
||||||
bi-dart-turret-attack-bonus = Бонус урона дротиковой турели: +__1__
|
bi-dart-turret-attack-bonus=Бонус урона дротиковой турели: +__1__
|
||||||
bi-dart-turret-damage-bonus = __ENTITY__bi-dart-turret__ damage bonus: +__1__
|
bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
|
||||||
|
|
||||||
#~ [autoplace-control-names]
|
#~ [autoplace-control-names]
|
||||||
#~ bi-ground-water=__ENTITY__bi-ground-water__
|
#~ bi-ground-water=__ENTITY__bi-ground-water__
|
||||||
|
|
||||||
[bi-misc]
|
[bi-misc]
|
||||||
growing-tree = Растущее дерево
|
growing-tree=Растущее дерево
|
||||||
growing-tree-desc = Если подождать, из этого саженца вырастет большое дерево
|
growing-tree-desc=Если подождать, из этого саженца вырастет большое дерево
|
||||||
young-tree = Молодое дерево
|
young-tree=Молодое дерево
|
||||||
young-tree-desc = Это дерево ещё молодое, из него выйдет не так много древесины. Лучше подождать, пока оно полностью вырастет, прежде, чем рубить его!
|
young-tree-desc=Это дерево ещё молодое, из него выйдет не так много древесины. Лучше подождать, пока оно полностью вырастет, прежде, чем рубить его!
|
||||||
|
|
|
@ -1,43 +1,43 @@
|
||||||
[mod-setting-name]
|
[mod-setting-name]
|
||||||
BI_Bio_Cannon = Включить: Прототип артиллерии
|
BI_Bio_Cannon=Включить: Прототип артиллерии
|
||||||
BI_Bio_Fuel = Включить: Производство биотоплива
|
BI_Bio_Fuel=Включить: Производство биотоплива
|
||||||
# Added for 0.18.32/1.1.
|
# Added for 0.18.32/1.1.
|
||||||
BI_Easy_Bio_Gardens = Enable: Easy Bio gardens
|
BI_Easy_Bio_Gardens=Enable: Easy Bio gardens
|
||||||
BI_Enable_gvv_support = Compatibility: Add support for GVV
|
BI_Enable_gvv_support=Compatibility: Add support for GVV
|
||||||
BI_Game_Tweaks_Bot = Твики игры: Дроны
|
BI_Game_Tweaks_Bot=Твики игры: Дроны
|
||||||
BI_Game_Tweaks_Disassemble = Твики игры: Разборка элементов
|
BI_Game_Tweaks_Disassemble=Твики игры: Разборка элементов
|
||||||
BI_Game_Tweaks_Emissions_Multiplier = Твики игры: Множители выбросов топлива
|
BI_Game_Tweaks_Emissions_Multiplier=Твики игры: Множители выбросов топлива
|
||||||
BI_Game_Tweaks_Player = Твики игры: Игрок
|
BI_Game_Tweaks_Player=Твики игры: Игрок
|
||||||
BI_Game_Tweaks_Production_Science = Game tweaks: Alternative recipe for __ITEM__production-science-pack__
|
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
|
||||||
BI_Game_Tweaks_Recipe = Твики игры: Рецепт
|
BI_Game_Tweaks_Recipe=Твики игры: Рецепт
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox = Твики игры: Маленькая область столкновений у деревьев
|
BI_Game_Tweaks_Small_Tree_Collisionbox=Твики игры: Маленькая область столкновений у деревьев
|
||||||
BI_Game_Tweaks_Stack_Size = Твики игры: Размер стака
|
BI_Game_Tweaks_Stack_Size=Твики игры: Размер стака
|
||||||
BI_Game_Tweaks_Tree = Твики игры: Добыча с деревьев
|
BI_Game_Tweaks_Tree=Твики игры: Добыча с деревьев
|
||||||
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
||||||
#~ BI_Hide_musk_floor_in_mapview=Скрыть пол Илона Маска в слое Электросетей
|
#~ BI_Hide_musk_floor_in_mapview=Скрыть пол Илона Маска в слое Электросетей
|
||||||
BI_Show_musk_floor_in_mapview = Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view\n(Default: on)
|
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view\n(Default: on)
|
||||||
BI_Solar_Additions = Включить: Био дополнения
|
BI_Solar_Additions=Включить: Био дополнения
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
[mod-setting-description]
|
[mod-setting-description]
|
||||||
BI_Bio_Cannon = Прототип артиллерии очень мощный, но стреляет только по гнездам
|
BI_Bio_Cannon=Прототип артиллерии очень мощный, но стреляет только по гнездам
|
||||||
# Changed BI_Bio_Fuel for 0.18.29
|
# Changed BI_Bio_Fuel for 0.18.29
|
||||||
#~ BI_Bio_Fuel=Enables the production of oil products on the basis of Algae biomass
|
#~ BI_Bio_Fuel=Enables the production of oil products on the basis of Algae biomass
|
||||||
BI_Bio_Fuel = Включает производство нефтяной продукции используя биотопливо
|
BI_Bio_Fuel=Включает производство нефтяной продукции используя биотопливо
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
BI_Easy_Bio_Gardens = Bio gardens consume ready-made fluid fertilizer, so just one pipeline is enough to supply all ingredients. However, this requires 50% more fertilizer than combining solid fertilizer and water on site.\nBio gardens will transmit electricity to adjacent Bio gardens. Arrange them on a grid, with no more than 1 tile between 2 Bio gardens, and they will be magically connected. :-)\n(Default: off)
|
BI_Easy_Bio_Gardens=Bio gardens consume ready-made fluid fertilizer, so just one pipeline is enough to supply all ingredients. However, this requires 50% more fertilizer than combining solid fertilizer and water on site.\nBio gardens will transmit electricity to adjacent Bio gardens. Arrange them on a grid, with no more than 1 tile between 2 Bio gardens, and they will be magically connected. :-)\n(Default: off)
|
||||||
BI_Enable_gvv_support = The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Bio Industries", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
|
||||||
BI_Game_Tweaks_Bot = Дроны не могут быть подобраны или получать повреждения от горения
|
BI_Game_Tweaks_Bot=Дроны не могут быть подобраны или получать повреждения от горения
|
||||||
BI_Game_Tweaks_Disassemble = Добавить некоторые рецепты для разборки. Вы получите около 50% ресурсов обратно
|
BI_Game_Tweaks_Disassemble=Добавить некоторые рецепты для разборки. Вы получите около 50% ресурсов обратно
|
||||||
BI_Game_Tweaks_Emissions_Multiplier = Боб начинал это. Основная идея заключается в том, что необработанное топливо производит больше загрязнения, чем более продвинутые виды топлива. Таким образом уголь производил 200% загрязнения, в то время как твердое топливо - всего 85%. Пожалуйста, смотрите файл "Fuel Values.xlsx" в папке с модом для большей информации.
|
BI_Game_Tweaks_Emissions_Multiplier=Боб начинал это. Основная идея заключается в том, что необработанное топливо производит больше загрязнения, чем более продвинутые виды топлива. Таким образом уголь производил 200% загрязнения, в то время как твердое топливо - всего 85%. Пожалуйста, смотрите файл "Fuel Values.xlsx" в папке с модом для большей информации.
|
||||||
BI_Game_Tweaks_Player = Дистанция взаимодействия 6 => 20, подбор количества предметов 1 => 4, дистанция добычи ресурсов 2.7 => 4, дистанция подбора предметов 2 => 5, скорость бега 0.15 => 0.25
|
BI_Game_Tweaks_Player=Дистанция взаимодействия 6 => 20, подбор количества предметов 1 => 4, дистанция добычи ресурсов 2.7 => 4, дистанция подбора предметов 2 => 5, скорость бега 0.15 => 0.25
|
||||||
BI_Game_Tweaks_Production_Science = If this is enabled, an alternative recipe for Production science packs will be available.\n(Default: on)
|
BI_Game_Tweaks_Production_Science=If this is enabled, an alternative recipe for Production science packs will be available.\n(Default: on)
|
||||||
BI_Game_Tweaks_Recipe = Изменения в рецептах:\nБетон (Железная руда => Железный прут)\nКаменная стена (+ Железный прут)\nЖелезная дорога (Камень => Измельченный камень)
|
BI_Game_Tweaks_Recipe=Изменения в рецептах:\nБетон (Железная руда => Железный прут)\nКаменная стена (+ Железный прут)\nЖелезная дорога (Камень => Измельченный камень)
|
||||||
BI_Game_Tweaks_Small_Tree_Collisionbox = ЭКСПЕРИМЕНТАЛЬНО: настройка включена по умолчани. Если отключить, вокруг деревья получат большую область столкновений из немодифицированной игры. Такие деревья будут создавать больше препятствий для игроков, транспорта и кусак. Могут возникнуть побочные эффекты!
|
BI_Game_Tweaks_Small_Tree_Collisionbox=ЭКСПЕРИМЕНТАЛЬНО: настройка включена по умолчани. Если отключить, вокруг деревья получат большую область столкновений из немодифицированной игры. Такие деревья будут создавать больше препятствий для игроков, транспорта и кусак. Могут возникнуть побочные эффекты!
|
||||||
BI_Game_Tweaks_Stack_Size = Влияет на размеры стаков Древесины, Камня, Щебня, Бетона и Шлака
|
BI_Game_Tweaks_Stack_Size=Влияет на размеры стаков Древесины, Камня, Щебня, Бетона и Шлака
|
||||||
BI_Game_Tweaks_Tree = Твики игры - при рубке деревья случайно дают от 1 до 6 древесины. В ваниле = 4
|
BI_Game_Tweaks_Tree=Твики игры - при рубке деревья случайно дают от 1 до 6 древесины. В ваниле=4
|
||||||
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
# This setting has been inverted for 1.0! While activating this setting would HIDE the overlay before, it will SHOW the overlay now. I'll leave the old translation in for reference (commented out). This line can be removed once the new string has been translated!
|
||||||
#~ BI_Hide_musk_floor_in_mapview=В режиме карты пол Илона Маска не будет отображаться в слое Электрических сетей, если эта настройка включена. Не рекомендуется изменять при загруженной игре, поскольку применение настройки к каждой клетке пола Илона Маска может занять длительное время!
|
#~ BI_Hide_musk_floor_in_mapview=В режиме карты пол Илона Маска не будет отображаться в слое Электрических сетей, если эта настройка включена. Не рекомендуется изменять при загруженной игре, поскольку применение настройки к каждой клетке пола Илона Маска может занять длительное время!
|
||||||
BI_Show_musk_floor_in_mapview = Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!
|
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!
|
||||||
BI_Solar_Additions = Включает такие предметы как Солнечная ферма, Солнечная электростанция, Биоаккумулятор и Гигантскую подстанцию.
|
BI_Solar_Additions=Включает такие предметы как Солнечная ферма, Солнечная электростанция, Биоаккумулятор и Гигантскую подстанцию.
|
||||||
|
|
|
@ -1,116 +1,116 @@
|
||||||
[recipe-description]
|
[recipe-description]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer-1 = Лучше, чем обычное Удобрение
|
bi-adv-fertilizer-1=Лучше, чем обычное Удобрение
|
||||||
bi-adv-fertilizer-2 = Лучше, чем обычное Удобрение
|
bi-adv-fertilizer-2=Лучше, чем обычное Удобрение
|
||||||
bi-fertilizer-1 = Позволяет растениям расти быстрее
|
bi-fertilizer-1=Позволяет растениям расти быстрее
|
||||||
bi-fertilizer-2 = Позволяет растениям расти быстрее (гидроксид натрия)
|
bi-fertilizer-2=Позволяет растениям расти быстрее (гидроксид натрия)
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid = __ITEM__bi-adv-fertilizer__ dissolved in water
|
bi-adv-fertilizer-fluid=__ITEM__bi-adv-fertilizer__ dissolved in water
|
||||||
bi-fertilizer-fluid = __ITEM__fertilizer__ dissolved in water
|
bi-fertilizer-fluid=__ITEM__fertilizer__ dissolved in water
|
||||||
|
|
||||||
bi-arboretum-r1 = Использование Терраформера - Сажает деревья в радиусе вокруг себя (Посадка никогда не прекращается, деревья перевысаживаются посекторно)
|
bi-arboretum-r1=Использование Терраформера - Сажает деревья в радиусе вокруг себя (Посадка никогда не прекращается, деревья перевысаживаются посекторно)
|
||||||
bi-arboretum-r2 = Использование Терраформера - Изменяет местность в радиусе вокруг себя - Базовое
|
bi-arboretum-r2=Использование Терраформера - Изменяет местность в радиусе вокруг себя - Базовое
|
||||||
bi-arboretum-r3 = Использование Терраформера - Изменяет местность в радиусе вокруг себя - Продвинутое
|
bi-arboretum-r3=Использование Терраформера - Изменяет местность в радиусе вокруг себя - Продвинутое
|
||||||
bi-arboretum-r4 = Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Базовое
|
bi-arboretum-r4=Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Базовое
|
||||||
bi-arboretum-r5 = Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Продвинутое
|
bi-arboretum-r5=Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Продвинутое
|
||||||
|
|
||||||
bi-basic-gas-processing = Inefficient gas extraction
|
bi-basic-gas-processing=Inefficient gas extraction
|
||||||
|
|
||||||
bi-battery = If you really think about it, this __ITEM__battery__ is made from __ITEM__wood__!
|
bi-battery=If you really think about it, this __ITEM__battery__ is made from __ITEM__wood__!
|
||||||
bi-rail-wood-to-concrete = Улучшить Деревянные рельсы до обычных Рельсов
|
bi-rail-wood-to-concrete=Улучшить Деревянные рельсы до обычных Рельсов
|
||||||
|
|
||||||
bi-biomass-1 = Начните производство Биомассы из водорослей, применив Удобрение!
|
bi-biomass-1=Начните производство Биомассы из водорослей, применив Удобрение!
|
||||||
bi-biomass-2 = Верните в производственный цикл часть произведённой Биомассы из водорослей, чтобы получить ещё больше её!\nПримечание: выход продукта будет меньше и дольше, чем даже в базовом рецепте, но вы сэкономите на удобрениях.
|
bi-biomass-2=Верните в производственный цикл часть произведённой Биомассы из водорослей, чтобы получить ещё больше её!\nПримечание: выход продукта будет меньше и дольше, чем даже в базовом рецепте, но вы сэкономите на удобрениях.
|
||||||
bi-biomass-3 = Верните в производственный цикл часть произведённой Биомассы из водорослей и добавьте Пепел, чтобы получить ещё больше её!\nПримечание: выход продукта будет существенно больше и быстрее, чем по другим рецептам.
|
bi-biomass-3=Верните в производственный цикл часть произведённой Биомассы из водорослей и добавьте Пепел, чтобы получить ещё больше её!\nПримечание: выход продукта будет существенно больше и быстрее, чем по другим рецептам.
|
||||||
|
|
||||||
bi-biomass-conversion-1 = Водоросли-Биомасса в легкую нефть
|
bi-biomass-conversion-1=Водоросли-Биомасса в легкую нефть
|
||||||
bi-biomass-conversion-2 = Водоросли-Биомасса в нефть
|
bi-biomass-conversion-2=Водоросли-Биомасса в нефть
|
||||||
bi-biomass-conversion-3 = Водоросли-Биомасса в смазку
|
bi-biomass-conversion-3=Водоросли-Биомасса в смазку
|
||||||
bi-biomass-conversion-4 = Превращение биотоплива 4
|
bi-biomass-conversion-4=Превращение биотоплива 4
|
||||||
|
|
||||||
bi-seed-1 = Семя, которое вырастает в саженец
|
bi-seed-1=Семя, которое вырастает в саженец
|
||||||
bi-seed-2 = Семя, которое вырастает в саженец
|
bi-seed-2=Семя, которое вырастает в саженец
|
||||||
bi-seed-3 = Семя, которое вырастает в саженец
|
bi-seed-3=Семя, которое вырастает в саженец
|
||||||
bi-seed-4 = Семя, которое вырастает в саженец
|
bi-seed-4=Семя, которое вырастает в саженец
|
||||||
|
|
||||||
bi-seedling-1 = Производит 40 саженцев
|
bi-seedling-1=Производит 40 саженцев
|
||||||
bi-seedling-2 = Производит 60 саженцев
|
bi-seedling-2=Производит 60 саженцев
|
||||||
bi-seedling-3 = Производит 90 саженцев
|
bi-seedling-3=Производит 90 саженцев
|
||||||
bi-seedling-4 = Производит 160 саженцев
|
bi-seedling-4=Производит 160 саженцев
|
||||||
|
|
||||||
bi-seed-bomb-advanced = Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
|
bi-seed-bomb-advanced=Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
|
||||||
bi-seed-bomb-basic = Засаживает деревьями большую территорию с помощью семенной бомбы!
|
bi-seed-bomb-basic=Засаживает деревьями большую территорию с помощью семенной бомбы!
|
||||||
bi-seed-bomb-standard = Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
|
bi-seed-bomb-standard=Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
|
||||||
|
|
||||||
bi-logs-1 = Выращивайте лес по-старинке, поливая Саженцы!
|
bi-logs-1=Выращивайте лес по-старинке, поливая Саженцы!
|
||||||
bi-logs-2 = Улучшите производство древесины, используя Пепел как дешёвое удобрение!
|
bi-logs-2=Улучшите производство древесины, используя Пепел как дешёвое удобрение!
|
||||||
bi-logs-3 = Выращивайте ещё больше леса, используя полноценное Удобрение вместо Пепла!
|
bi-logs-3=Выращивайте ещё больше леса, используя полноценное Удобрение вместо Пепла!
|
||||||
bi-logs-4 = Применение Продвинутого удобрения даст вам бешеное количество Древесины и Древесных опилок!
|
bi-logs-4=Применение Продвинутого удобрения даст вам бешеное количество Древесины и Древесных опилок!
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-ash-1 = Сжигайте Древесину, получайте Пепел!
|
bi-ash-1=Сжигайте Древесину, получайте Пепел!
|
||||||
bi-ash-2 = Сжигайте много Древесных опилков, получайте много Пепла!
|
bi-ash-2=Сжигайте много Древесных опилков, получайте много Пепла!
|
||||||
|
|
||||||
bi-cellulose-1 = Just combine __ITEM__bi-woodpulp__ and Sulfuric acid and you'll get __ITEM__bi-cellulose__.
|
bi-cellulose-1=Just combine __ITEM__bi-woodpulp__ and Sulfuric acid and you'll get __ITEM__bi-cellulose__.
|
||||||
bi-cellulose-2 = Heat things up a bit to quadruple your __ITEM__bi-cellulose__ production!
|
bi-cellulose-2=Heat things up a bit to quadruple your __ITEM__bi-cellulose__ production!
|
||||||
|
|
||||||
bi-charcoal-1 = Сжигайте Древесные опилки чтобы получать Древесный уголь
|
bi-charcoal-1=Сжигайте Древесные опилки чтобы получать Древесный уголь
|
||||||
bi-charcoal-2 = Сжигайте Древесину чтобы получать Древесный уголь
|
bi-charcoal-2=Сжигайте Древесину чтобы получать Древесный уголь
|
||||||
bi-coal-1 = Переработайте Древесный уголь на Уголь
|
bi-coal-1=Переработайте Древесный уголь на Уголь
|
||||||
bi-coal-2 = Продвинутая обработка Древесного угля позволяет получать больше Угля!
|
bi-coal-2=Продвинутая обработка Древесного угля позволяет получать больше Угля!
|
||||||
bi-coke-coal = Переработайте Уголь в Коксовый уголь
|
bi-coke-coal=Переработайте Уголь в Коксовый уголь
|
||||||
bi-pellet-coke = Переработайте Твёрдое топливо в Коксовый уголь
|
bi-pellet-coke=Переработайте Твёрдое топливо в Коксовый уголь
|
||||||
bi-pellet-coke-2 = Turn carbon into __ITEM__pellet-coke__
|
bi-pellet-coke-2=Turn carbon into __ITEM__pellet-coke__
|
||||||
bi-solid-fuel = Переработка Деревянных топливных брикетов в Твёрдое топливо - отличный способ избавиться от избытка Древесных опилков!
|
bi-solid-fuel=Переработка Деревянных топливных брикетов в Твёрдое топливо - отличный способ избавиться от избытка Древесных опилков!
|
||||||
bi-wood-fuel-brick = Прессуйте Древесные опилки для удобства в обращении!
|
bi-wood-fuel-brick=Прессуйте Древесные опилки для удобства в обращении!
|
||||||
|
|
||||||
bi-crushed-stone-1 = Получайте Измельченный камень путём измельчения камня в Измельчителе камня :-)
|
bi-crushed-stone-1=Получайте Измельченный камень путём измельчения камня в Измельчителе камня :-)
|
||||||
#~ bi-crushed-stone-2=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона!
|
#~ bi-crushed-stone-2=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона!
|
||||||
#~ bi-crushed-stone-3=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона "Опасность"!
|
#~ bi-crushed-stone-3=Постигнув продвинутую переработку материалов, вы можете получать Измельчённый камень из Бетона "Опасность"!
|
||||||
#~ bi-crushed-stone-4=Вы получите в два раза больше Измельчённого камня из Железобетона, чем из Бетона, но и займёт это в два раза дольше!
|
#~ bi-crushed-stone-4=Вы получите в два раза больше Измельчённого камня из Железобетона, чем из Бетона, но и займёт это в два раза дольше!
|
||||||
#~ bi-crushed-stone-5=Вы получите в два раза больше Измельчённого камня из Железобетона "Опасность", чем из Бетона "Опасность", но и займёт это в два раза дольше!
|
#~ bi-crushed-stone-5=Вы получите в два раза больше Измельчённого камня из Железобетона "Опасность", чем из Бетона "Опасность", но и займёт это в два раза дольше!
|
||||||
bi-crushed-stone = Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__stone-crushed__.
|
bi-crushed-stone=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__stone-crushed__.
|
||||||
bi-stone-brick = Каменный блок из измельченного камня и золы
|
bi-stone-brick=Каменный блок из измельченного камня и золы
|
||||||
|
|
||||||
bi-purified-air-1 = If you provide enough water and good, old __ITEM__fertilizer__, your __ENTITY__bi-bio-garden__ will clean the air for a while.
|
bi-purified-air-1=If you provide enough water and good, old __ITEM__fertilizer__, your __ENTITY__bi-bio-garden__ will clean the air for a while.
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-purified-air-1-fluid = Supply your __ENTITY__bi-bio-garden__ with Liquid __ITEM__fertilizer__ and it will clean the air for a while.
|
bi-purified-air-1-fluid=Supply your __ENTITY__bi-bio-garden__ with Liquid __ITEM__fertilizer__ and it will clean the air for a while.
|
||||||
bi-purified-air-2 = Use __ITEM__bi-adv-fertilizer__ and your __ENTITY__bi-bio-garden__ will clean the air for much longer! This way, you'll save a lot of water.
|
bi-purified-air-2=Use __ITEM__bi-adv-fertilizer__ and your __ENTITY__bi-bio-garden__ will clean the air for much longer! This way, you'll save a lot of water.
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-purified-air-2-fluid = Just hook up your __ENTITY__bi-bio-garden__ to some Liquid __ITEM__bi-adv-fertilizer__ and it will clean the air for a long time!
|
bi-purified-air-2-fluid=Just hook up your __ENTITY__bi-bio-garden__ to some Liquid __ITEM__bi-adv-fertilizer__ and it will clean the air for a long time!
|
||||||
|
|
||||||
bi-resin-pulp = Переработайте Древесные опилки на Смолу
|
bi-resin-pulp=Переработайте Древесные опилки на Смолу
|
||||||
bi-resin-wood = Переработайте Древесину на Смолу
|
bi-resin-wood=Переработайте Древесину на Смолу
|
||||||
bi-wood-from-pulp = Получите обратно Древесину, прессуя Древесные опилки со Смолой
|
bi-wood-from-pulp=Получите обратно Древесину, прессуя Древесные опилки со Смолой
|
||||||
bi-woodpulp = Переработать Древесину в Древесные опилки
|
bi-woodpulp=Переработать Древесину в Древесные опилки
|
||||||
|
|
||||||
bi-acid = Используйте Биомассу из водорослей и Целлюлозу, чтобы производить Серную кислоту!
|
bi-acid=Используйте Биомассу из водорослей и Целлюлозу, чтобы производить Серную кислоту!
|
||||||
bi-liquid-air = Liquid air is needed to make Nitrogen and Algae biomass.
|
bi-liquid-air=Liquid air is needed to make Nitrogen and Algae biomass.
|
||||||
bi-nitrogen = Nitrogen is needed to make __ITEM__fertilizer__.
|
bi-nitrogen=Nitrogen is needed to make __ITEM__fertilizer__.
|
||||||
#~ bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
#~ bi-sulfur=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
||||||
bi-sulfur = Био-сера
|
bi-sulfur=Био-сера
|
||||||
bi-plastic-1 = __ITEM__plastic-bar__ made from __ITEM__wood__
|
bi-plastic-1=__ITEM__plastic-bar__ made from __ITEM__wood__
|
||||||
bi-plastic-2 = __ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
|
bi-plastic-2=__ITEM__plastic-bar__ made from __ITEM__bi-cellulose__
|
||||||
|
|
||||||
|
|
||||||
## Disassemble
|
## Disassemble
|
||||||
bi-disassemble-recipes = Some of the raw material can be reused.
|
bi-disassemble-recipes=Some of the raw material can be reused.
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste = Получение воды и серных отходов из измельченного камня, древесного угля и чистой воды
|
bi-mineralized-sulfuric-waste=Получение воды и серных отходов из измельченного камня, древесного угля и чистой воды
|
||||||
bi-slag-slurry = Сжиженный шлак из золы, измельченного камня и соленой воды
|
bi-slag-slurry=Сжиженный шлак из золы, измельченного камня и соленой воды
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane = Use Algae biomass to produce Methane gas!
|
bi-biomass-conversion-2-methane=Use Algae biomass to produce Methane gas!
|
||||||
bi-biomass-conversion-4-yellow-waste = Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
bi-biomass-conversion-4-yellow-waste=Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
||||||
bi-sulfur-angels = Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
bi-sulfur-angels=Bio-__ITEM__sulfur__ — so natural, so sulfuric!
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand = __ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
|
bi-sand=__ENTITY__bi-stone-crusher__ can make __ITEM__sand__ from __ITEM__stone-crushed__.
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR = Make __ITEM__gravel__ from __ITEM__stone__ you've found or mined.
|
bi-crushed-stone-1_IR=Make __ITEM__gravel__ from __ITEM__stone__ you've found or mined.
|
||||||
bi-crushed-stone_IR = Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__gravel__.
|
bi-crushed-stone_IR=Excess __ITEM__concrete__ in all variations can be recycled to __ITEM__gravel__.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,129 +1,129 @@
|
||||||
[recipe-name]
|
[recipe-name]
|
||||||
## Production
|
## Production
|
||||||
bi-adv-fertilizer-1 = Продвинутое удобрение
|
bi-adv-fertilizer-1=Продвинутое удобрение
|
||||||
bi-adv-fertilizer-2 = Продвинутое удобрение
|
bi-adv-fertilizer-2=Продвинутое удобрение
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-adv-fertilizer-fluid = Liquid __ITEM__bi-adv-fertilizer__
|
bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
|
||||||
bi-fertilizer-1 = Удобрение
|
bi-fertilizer-1=Удобрение
|
||||||
bi-fertilizer-2 = Удобрение
|
bi-fertilizer-2=Удобрение
|
||||||
# Added for 0.18.32/1.1.2
|
# Added for 0.18.32/1.1.2
|
||||||
bi-fertilizer-fluid = Liquid __ITEM__fertilizer__
|
bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
|
||||||
|
|
||||||
bi-arboretum-r1 = Посаженные деревья
|
bi-arboretum-r1=Посаженные деревья
|
||||||
bi-arboretum-r2 = Изменение территории - Базовое
|
bi-arboretum-r2=Изменение территории - Базовое
|
||||||
bi-arboretum-r3 = Изменение территории - Продвинутое
|
bi-arboretum-r3=Изменение территории - Продвинутое
|
||||||
bi-arboretum-r4 = Изменение территории и посаженых деревьев - Базовое
|
bi-arboretum-r4=Изменение территории и посаженых деревьев - Базовое
|
||||||
bi-arboretum-r5 = Изменение территории и посаженых деревьев - Продвинутое
|
bi-arboretum-r5=Изменение территории и посаженых деревьев - Продвинутое
|
||||||
|
|
||||||
bi-ash-1 = Зола
|
bi-ash-1=Зола
|
||||||
bi-ash-2 = Зола
|
bi-ash-2=Зола
|
||||||
|
|
||||||
bi-basic-gas-processing = Basic gas processing
|
bi-basic-gas-processing=Basic gas processing
|
||||||
|
|
||||||
bi-battery = Биоаккумулятор
|
bi-battery=Биоаккумулятор
|
||||||
bi-rail-wood-to-concrete = Улучшенные деревянные рельсы
|
bi-rail-wood-to-concrete=Улучшенные деревянные рельсы
|
||||||
|
|
||||||
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
|
#~ bi-biomass-1=Produce Algae biomass using __ITEM__fertilizer__
|
||||||
#~ bi-biomass-2=Replicate Algae biomass
|
#~ bi-biomass-2=Replicate Algae biomass
|
||||||
#~ bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
|
#~ bi-biomass-3=Replicate Algae biomass using __ITEM__bi-ash__
|
||||||
bi-biomass-1 = Водоросли-Биомасса-1
|
bi-biomass-1=Водоросли-Биомасса-1
|
||||||
bi-biomass-2 = Водоросли-Биомасса-2
|
bi-biomass-2=Водоросли-Биомасса-2
|
||||||
bi-biomass-3 = Водоросли-Биомасса-3
|
bi-biomass-3=Водоросли-Биомасса-3
|
||||||
|
|
||||||
bi-biomass-conversion-1 = Превращение биотоплива 1
|
bi-biomass-conversion-1=Превращение биотоплива 1
|
||||||
bi-biomass-conversion-2 = Превращение биотоплива 2
|
bi-biomass-conversion-2=Превращение биотоплива 2
|
||||||
bi-biomass-conversion-3 = Превращение биотоплива 3
|
bi-biomass-conversion-3=Превращение биотоплива 3
|
||||||
bi-biomass-conversion-4 = Превращение биотоплива 4
|
bi-biomass-conversion-4=Превращение биотоплива 4
|
||||||
|
|
||||||
|
|
||||||
bi-seed-1 = Базовое семя
|
bi-seed-1=Базовое семя
|
||||||
bi-seed-2 = Производство семян дерева из золы
|
bi-seed-2=Производство семян дерева из золы
|
||||||
bi-seed-3 = Производство семян дерева из удобрения
|
bi-seed-3=Производство семян дерева из удобрения
|
||||||
bi-seed-4 = Производство семян дерева из продвинутого удобрения
|
bi-seed-4=Производство семян дерева из продвинутого удобрения
|
||||||
|
|
||||||
bi-seed-bomb-advanced = Продвинутая семенная бомба
|
bi-seed-bomb-advanced=Продвинутая семенная бомба
|
||||||
bi-seed-bomb-basic = Базовая семенная бомба
|
bi-seed-bomb-basic=Базовая семенная бомба
|
||||||
bi-seed-bomb-standard = Стандартная семенная бомба
|
bi-seed-bomb-standard=Стандартная семенная бомба
|
||||||
|
|
||||||
bi-seedling-1 = Базовое производство саженцев
|
bi-seedling-1=Базовое производство саженцев
|
||||||
bi-seedling-2 = Производство саженцев Mk2
|
bi-seedling-2=Производство саженцев Mk2
|
||||||
bi-seedling-3 = Продвинутое производство саженцев
|
bi-seedling-3=Продвинутое производство саженцев
|
||||||
bi-seedling-4 = Супер производство саженцев
|
bi-seedling-4=Супер производство саженцев
|
||||||
|
|
||||||
bi-logs-1 = Базовое производство дерева
|
bi-logs-1=Базовое производство дерева
|
||||||
bi-logs-2 = Производство дерева Mk2
|
bi-logs-2=Производство дерева Mk2
|
||||||
bi-logs-3 = Продвинутое производство дерева
|
bi-logs-3=Продвинутое производство дерева
|
||||||
bi-logs-4 = Супер производство дерева
|
bi-logs-4=Супер производство дерева
|
||||||
|
|
||||||
|
|
||||||
## Resources
|
## Resources
|
||||||
bi-cellulose-1 = Целлюлоза
|
bi-cellulose-1=Целлюлоза
|
||||||
bi-cellulose-2 = Целлюлоза
|
bi-cellulose-2=Целлюлоза
|
||||||
|
|
||||||
bi-charcoal-1 = Древесный уголь
|
bi-charcoal-1=Древесный уголь
|
||||||
bi-charcoal-2 = Древесный уголь
|
bi-charcoal-2=Древесный уголь
|
||||||
bi-coal-1 = Базовое производство угля
|
bi-coal-1=Базовое производство угля
|
||||||
bi-coal-2 = Продвинутое производство угля
|
bi-coal-2=Продвинутое производство угля
|
||||||
bi-coke-coal = Коксовый уголь
|
bi-coke-coal=Коксовый уголь
|
||||||
bi-pellet-coke = Коксовые паллеты из твердого топлива
|
bi-pellet-coke=Коксовые паллеты из твердого топлива
|
||||||
bi-pellet-coke-2 = Угольные паллеты из Углерода
|
bi-pellet-coke-2=Угольные паллеты из Углерода
|
||||||
bi-solid-fuel = Твердое топливо из деревянных топливных брикетов
|
bi-solid-fuel=Твердое топливо из деревянных топливных брикетов
|
||||||
bi-wood-fuel-brick = Деревянные брикеты
|
bi-wood-fuel-brick=Деревянные брикеты
|
||||||
|
|
||||||
#bi-crushed-stone-1=Измельченный камень
|
#bi-crushed-stone-1=Измельченный камень
|
||||||
#bi-crushed-stone-2=Измельченный камень
|
#bi-crushed-stone-2=Измельченный камень
|
||||||
#bi-crushed-stone-3=Измельченный камень
|
#bi-crushed-stone-3=Измельченный камень
|
||||||
#bi-crushed-stone-4=Измельчённый камень из Железобетона
|
#bi-crushed-stone-4=Измельчённый камень из Железобетона
|
||||||
#bi-crushed-stone-5=Измельчённый камень из Железобетона "Опасность"
|
#bi-crushed-stone-5=Измельчённый камень из Железобетона "Опасность"
|
||||||
bi-crushed-stone-1 = __ITEM__stone-crushed__ из __ITEM__stone__
|
bi-crushed-stone-1=__ITEM__stone-crushed__ из __ITEM__stone__
|
||||||
bi-crushed-stone-2 = __ITEM__stone-crushed__ из __ITEM__concrete__
|
bi-crushed-stone-2=__ITEM__stone-crushed__ из __ITEM__concrete__
|
||||||
bi-crushed-stone-3 = __ITEM__stone-crushed__ из __ITEM__hazard-concrete__
|
bi-crushed-stone-3=__ITEM__stone-crushed__ из __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4 = __ITEM__stone-crushed__ из __ITEM__refined-concrete__
|
bi-crushed-stone-4=__ITEM__stone-crushed__ из __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5 = __ITEM__stone-crushed__ из __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5=__ITEM__stone-crushed__ из __ITEM__refined-hazard-concrete__
|
||||||
bi-stone-brick = Био-Каменный блок
|
bi-stone-brick=Био-Каменный блок
|
||||||
|
|
||||||
bi-purified-air-1 = Очистка воздуха
|
bi-purified-air-1=Очистка воздуха
|
||||||
bi-purified-air-2 = Очистка воздуха Mk2
|
bi-purified-air-2=Очистка воздуха Mk2
|
||||||
|
|
||||||
bi-resin-pulp = Смола
|
bi-resin-pulp=Смола
|
||||||
bi-resin-wood = Смола
|
bi-resin-wood=Смола
|
||||||
bi-woodpulp = Древесные опилки
|
bi-woodpulp=Древесные опилки
|
||||||
bi-wood-from-pulp = Дерево из Древесных опилок
|
bi-wood-from-pulp=Дерево из Древесных опилок
|
||||||
|
|
||||||
bi-acid = Био-кислота
|
bi-acid=Био-кислота
|
||||||
bi-liquid-air = Сжиженный воздух
|
bi-liquid-air=Сжиженный воздух
|
||||||
bi-nitrogen = Азот
|
bi-nitrogen=Азот
|
||||||
bi-sulfur = Био-сера
|
bi-sulfur=Био-сера
|
||||||
bi-plastic-1 = Биопластик 1
|
bi-plastic-1=Биопластик 1
|
||||||
bi-plastic-2 = Биопластик 2
|
bi-plastic-2=Биопластик 2
|
||||||
|
|
||||||
|
|
||||||
## Disassemble
|
## Disassemble
|
||||||
bi-burner-inserter-disassemble = Разборка твердотопливного манипулятора
|
bi-burner-inserter-disassemble=Разборка твердотопливного манипулятора
|
||||||
bi-burner-mining-drill-disassemble = Разборка твердотопливного бура
|
bi-burner-mining-drill-disassemble=Разборка твердотопливного бура
|
||||||
bi-long-handed-inserter-disassemble = Разборка длинного манипулятора
|
bi-long-handed-inserter-disassemble=Разборка длинного манипулятора
|
||||||
bi-steel-furnace-disassemble = Разборка стальной печи
|
bi-steel-furnace-disassemble=Разборка стальной печи
|
||||||
bi-stone-furnace-disassemble = Разборка каменной печи
|
bi-stone-furnace-disassemble=Разборка каменной печи
|
||||||
|
|
||||||
|
|
||||||
## Compatibility with other mods
|
## Compatibility with other mods
|
||||||
## angelsrefining
|
## angelsrefining
|
||||||
bi-mineralized-sulfuric-waste = Получение воды и серных отходов
|
bi-mineralized-sulfuric-waste=Получение воды и серных отходов
|
||||||
bi-slag-slurry = Сжиженный шлак
|
bi-slag-slurry=Сжиженный шлак
|
||||||
## angelspetrochem
|
## angelspetrochem
|
||||||
bi-biomass-conversion-2-methane = Bio fuel conversion 2: Methane gas
|
bi-biomass-conversion-2-methane=Bio fuel conversion 2: Methane gas
|
||||||
bi-biomass-conversion-4-yellow-waste = Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
bi-biomass-conversion-4-yellow-waste=Use Algae biomass to produce Crude oil and Sulfuric waste water!
|
||||||
bi-sulfur-angels = Био-сера
|
bi-sulfur-angels=Био-сера
|
||||||
## angelsrefining, BioTech, Krastorio/Krastorio2
|
## angelsrefining, BioTech, Krastorio/Krastorio2
|
||||||
bi-sand = __ITEM__sand__ from __ITEM__stone-crushed__
|
bi-sand=__ITEM__sand__ from __ITEM__stone-crushed__
|
||||||
## bobelectronics
|
## bobelectronics
|
||||||
bi-press-wood = Прессование древесины
|
bi-press-wood=Прессование древесины
|
||||||
## Industrial Revolution
|
## Industrial Revolution
|
||||||
bi-crushed-stone-1_IR = __ITEM__gravel__ из __ITEM__stone__
|
bi-crushed-stone-1_IR=__ITEM__gravel__ из __ITEM__stone__
|
||||||
bi-crushed-stone-2_IR = __ITEM__gravel__ из __ITEM__concrete__
|
bi-crushed-stone-2_IR=__ITEM__gravel__ из __ITEM__concrete__
|
||||||
bi-crushed-stone-3_IR = __ITEM__gravel__ из __ITEM__hazard-concrete__
|
bi-crushed-stone-3_IR=__ITEM__gravel__ из __ITEM__hazard-concrete__
|
||||||
bi-crushed-stone-4_IR = __ITEM__gravel__ из __ITEM__refined-concrete__
|
bi-crushed-stone-4_IR=__ITEM__gravel__ из __ITEM__refined-concrete__
|
||||||
bi-crushed-stone-5_IR = __ITEM__gravel__ из __ITEM__refined-hazard-concrete__
|
bi-crushed-stone-5_IR=__ITEM__gravel__ из __ITEM__refined-hazard-concrete__
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,19 +1,19 @@
|
||||||
[technology-name]
|
[technology-name]
|
||||||
bi-tech-advanced-biotechnology = Продвинутая биотехнология
|
bi-tech-advanced-biotechnology=Продвинутая биотехнология
|
||||||
bi-tech-bio-cannon = Прототип артиллерии
|
bi-tech-bio-cannon=Прототип артиллерии
|
||||||
bi-tech-bio-farming = Биоферма
|
bi-tech-bio-farming=Биоферма
|
||||||
bi-tech-coal-processing-1 = Переработка угля 1
|
bi-tech-coal-processing-1=Переработка угля 1
|
||||||
bi-tech-coal-processing-2 = Переработка угля 2
|
bi-tech-coal-processing-2=Переработка угля 2
|
||||||
bi-tech-coal-processing-3 = Переработка угля 3
|
bi-tech-coal-processing-3=Переработка угля 3
|
||||||
bi-tech-fertilizer = Удобрение
|
bi-tech-fertilizer=Удобрение
|
||||||
bi-tech-organic-plastic = Органический пластик
|
bi-tech-organic-plastic=Органический пластик
|
||||||
|
|
||||||
[technology-description]
|
[technology-description]
|
||||||
bi-tech-advanced-biotechnology = Открытие более высокоуровневых рецептов
|
bi-tech-advanced-biotechnology=Открытие более высокоуровневых рецептов
|
||||||
bi-tech-bio-cannon = Прототип технологии артиллерийской башни. - Пока что без возможности ручного наведения
|
bi-tech-bio-cannon=Прототип технологии артиллерийской башни. - Пока что без возможности ручного наведения
|
||||||
bi-tech-bio-farming = Изучите как выращивать деревья первый шаг к открытию других производств дерева
|
bi-tech-bio-farming=Изучите как выращивать деревья первый шаг к открытию других производств дерева
|
||||||
bi-tech-coal-processing-1 = Переработка дерева в уголь
|
bi-tech-coal-processing-1=Переработка дерева в уголь
|
||||||
bi-tech-coal-processing-2 = Переработка дерева в уголь
|
bi-tech-coal-processing-2=Переработка дерева в уголь
|
||||||
bi-tech-coal-processing-3 = Переработка дерева в уголь
|
bi-tech-coal-processing-3=Переработка дерева в уголь
|
||||||
bi-tech-fertilizer = Используя удобрения, вы сможете получить значительно больше из рецептов
|
bi-tech-fertilizer=Используя удобрения, вы сможете получить значительно больше из рецептов
|
||||||
bi-tech-organic-plastic = Производство пластика используя органические материалы
|
bi-tech-organic-plastic=Производство пластика используя органические материалы
|
||||||
|
|
|
@ -201,4 +201,5 @@ end
|
||||||
|
|
||||||
require(HIDDENPATH .. "hidden_lamps")
|
require(HIDDENPATH .. "hidden_lamps")
|
||||||
require(HIDDENPATH .. "hidden_panels")
|
require(HIDDENPATH .. "hidden_panels")
|
||||||
|
require(HIDDENPATH .. "hidden_poles")
|
||||||
require(HIDDENPATH .. "hidden_radars")
|
require(HIDDENPATH .. "hidden_radars")
|
201
Bio_Industries_2/prototypes/compound_entities/hidden_poles.lua
Normal file
201
Bio_Industries_2/prototypes/compound_entities/hidden_poles.lua
Normal file
|
@ -0,0 +1,201 @@
|
||||||
|
-- Add functions that are also used in other files (debugging output etc.)
|
||||||
|
local BioInd = require('common')('Bio_Industries')
|
||||||
|
BioInd.writeDebug("Entered prototypes.hidden_poles.lua of \"%s\".", {BioInd.modName})
|
||||||
|
|
||||||
|
local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Create the main prototype for hidden poles. All others will be based on this! --
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
--~ local h_type = "electric-pole"
|
||||||
|
--~ local h_entity = table.deepcopy(data.raw[h_type]["small-electric-pole"])
|
||||||
|
-- The short name of the hidden entity (e.g. "lamp" or "pole")
|
||||||
|
local h_key = "pole"
|
||||||
|
-- The actual prototype type, identified by h_key
|
||||||
|
local h_type = BioInd.HE_map[h_key]
|
||||||
|
local h_entity = table.deepcopy(data.raw[h_type]["small-electric-pole"])
|
||||||
|
|
||||||
|
BI.set_common_properties(h_entity)
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Pole specific attributes!
|
||||||
|
h_entity.draw_copper_wires = BioInd.is_debug
|
||||||
|
h_entity.draw_circuit_wires = BioInd.is_debug
|
||||||
|
|
||||||
|
h_entity.maximum_wire_distance = 10
|
||||||
|
h_entity.supply_area_distance = 5
|
||||||
|
|
||||||
|
--~ hidden_pole.resistances = {}
|
||||||
|
--~ for damage, d in pairs(data.raw["damage-type"]) do
|
||||||
|
--~ hidden_pole.resistances[#hidden_pole.resistances +1] = {
|
||||||
|
--~ type = damage,
|
||||||
|
--~ percent = 100
|
||||||
|
--~ }
|
||||||
|
--~ end
|
||||||
|
--~ BioInd.show("hidden_pole.resistances", hidden_pole.resistances)
|
||||||
|
|
||||||
|
h_entity.connection_points = BioInd.is_debug and
|
||||||
|
h_entity.connection_points or {
|
||||||
|
{
|
||||||
|
shadow = {},
|
||||||
|
wire = { copper_wire_tweak = {0, 0} }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
--~ h_entity.connection_points = h_entity.connection_points
|
||||||
|
h_entity.radius_visualisation_picture = BioInd.is_debug and
|
||||||
|
h_entity.radius_visualisation_picture or
|
||||||
|
BI.hidden_entities.picture
|
||||||
|
|
||||||
|
|
||||||
|
h_entity.energy_source = {
|
||||||
|
type = "electric",
|
||||||
|
usage_priority = "solar"
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Make a copy of the hidden-entity prototype for each compound entity! --
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Compile a list of the hidden entities we'll need
|
||||||
|
BI.make_hidden_entity_list(h_key)
|
||||||
|
|
||||||
|
-- Musk floor is not an entity, but a tile, so we don't have a compound-entity table
|
||||||
|
-- for it and must add it manually!
|
||||||
|
local Musk_name = "bi-musk-mat-hidden-pole"
|
||||||
|
BI.hidden_entities.types[h_key][Musk_name] = "bi-solar-mat"
|
||||||
|
|
||||||
|
-- We only have one "connector" at the moment. No need to add another file just for that,
|
||||||
|
-- so let's add this connector manually to the list!
|
||||||
|
BI.hidden_entities.types[h_key]["bi-bio-farm-hidden-connector_pole"] = "bi-bio-farm"
|
||||||
|
|
||||||
|
local function shift_picture(pole, offset)
|
||||||
|
if not BioInd.is_debug then
|
||||||
|
pole.pictures.shift = offset or {0, 0}
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Make the copies!
|
||||||
|
local tmp, pole
|
||||||
|
local c_entities = BioInd.compound_entities
|
||||||
|
|
||||||
|
BioInd.writeDebug("BI.hidden_entities.types[%s]: %s", {h_key, BI.hidden_entities.types[h_key]})
|
||||||
|
--~ for pole_name, locale_name in pairs(pole_list) do
|
||||||
|
for pole_name, locale_name in pairs(BI.hidden_entities.types[h_key]) do
|
||||||
|
BioInd.show("pole_name", pole_name)
|
||||||
|
BioInd.show("locale_name", locale_name)
|
||||||
|
--~ pole = table.deepcopy(data.raw["electric-pole"]["bi-hidden-power-pole"])
|
||||||
|
pole = table.deepcopy(h_entity)
|
||||||
|
pole.name = pole_name
|
||||||
|
pole.localised_name = {"entity-name." .. locale_name}
|
||||||
|
pole.localised_description = {"entity-description." .. locale_name}
|
||||||
|
pole.icon_size = BioInd.is_debug and pole.icon_size or 64
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Adjust properties for hidden biofarm poles
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
--~ if c_entities["bi-bio-farm"] then
|
||||||
|
--~ -- We have connectors on the roof of Bio farms, so we want to display connections
|
||||||
|
--~ if c_entities["bi-bio-farm"].hidden["connector"] and
|
||||||
|
--~ pole_name == c_entities["bi-bio-farm"].hidden["connector"].name then
|
||||||
|
local biofarm_connector = c_entities["bi-bio-farm"].hidden["connector"] and
|
||||||
|
pole_name == c_entities["bi-bio-farm"].hidden["connector"].name
|
||||||
|
local biofarm_pole = (c_entities["bi-bio-farm"].hidden[h_key] and
|
||||||
|
pole_name == c_entities["bi-bio-farm"].hidden[h_key].name)
|
||||||
|
if c_entities["bi-bio-farm"] and biofarm_connector or biofarm_pole then
|
||||||
|
|
||||||
|
-- We have connectors on the roof of Bio farms, so we want to display connections
|
||||||
|
--~ if (c_entities["bi-bio-farm"].hidden["connector"] and
|
||||||
|
--~ pole_name == c_entities["bi-bio-farm"].hidden["connector"].name) then
|
||||||
|
if biofarm_connector then
|
||||||
|
|
||||||
|
pole.draw_copper_wires = true
|
||||||
|
local vanilla = table.deepcopy(data.raw[h_type]["small-electric-pole"])
|
||||||
|
local cp = vanilla.connection_points[1]
|
||||||
|
local offset_y = 2.7
|
||||||
|
|
||||||
|
for img, img_data in ipairs({"shadow", "wire"}) do
|
||||||
|
cp[img_data].green = nil
|
||||||
|
cp[img_data].red = nil
|
||||||
|
|
||||||
|
cp[img_data].copper[1] = cp[img_data].copper[1] + (offset_x or 0)
|
||||||
|
cp[img_data].copper[2] = cp[img_data].copper[2] + (offset_y or 0)
|
||||||
|
end
|
||||||
|
pole.connection_points = BioInd.is_debug and vanilla.connection_points or {cp}
|
||||||
|
pole.pictures = BioInd.is_debug and vanilla.pictures or pole.pictures
|
||||||
|
--~ pole.supply_area_distance = 1
|
||||||
|
pole.supply_area_distance = 5
|
||||||
|
pole.maximum_wire_distance = 5
|
||||||
|
|
||||||
|
shift_picture(pole)
|
||||||
|
BioInd.show("Adjusted properties of", pole_name)
|
||||||
|
|
||||||
|
-- Hidden center pole for supplying the area around the building
|
||||||
|
--~ elseif pole_name == c_entities["bi-bio-farm"].hidden[h_key].name then
|
||||||
|
|
||||||
|
--~ elseif (c_entities["bi-bio-farm"].hidden[h_key] and
|
||||||
|
--~ pole_name == c_entities["bi-bio-farm"].hidden[h_key].name) then
|
||||||
|
else
|
||||||
|
--~ pole.draw_copper_wires = true
|
||||||
|
pole.maximum_wire_distance = 2
|
||||||
|
pole.supply_area_distance = 5
|
||||||
|
--~ pole.selection_box = {{-.25, -.25}, {.25, .25}}
|
||||||
|
--~ pole.selectable_in_game = true
|
||||||
|
|
||||||
|
shift_picture(pole)
|
||||||
|
BioInd.show("Adjusted properties of", pole_name)
|
||||||
|
end
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Adjust properties for hidden power-rail pole
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
elseif (c_entities["bi-straight-rail-power"] and
|
||||||
|
c_entities["bi-straight-rail-power"].hidden[h_key] and
|
||||||
|
pole_name == c_entities["bi-straight-rail-power"].hidden[h_key].name) or
|
||||||
|
(c_entities["bi-curved-rail-power"] and
|
||||||
|
c_entities["bi-curved-rail-power"].hidden[h_key] and
|
||||||
|
pole_name == c_entities["bi-curved-rail-power"].hidden[h_key].name) then
|
||||||
|
--~ elseif pole_name == c_entities["bi-straight-rail-power"].hidden[h_key].name then
|
||||||
|
|
||||||
|
--~ pole.localised_name = {"entity-name.bi-rail-power"}
|
||||||
|
--~ pole.localised_description = {"entity-description.bi-rail-power"}
|
||||||
|
pole.maximum_wire_distance = 9
|
||||||
|
pole.supply_area_distance = 2
|
||||||
|
shift_picture(pole)
|
||||||
|
BioInd.show("Adjusted properties of", pole_name)
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Adjust properties for hidden pole of bio gardens
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
elseif c_entities["bi-bio-garden"] and
|
||||||
|
-- This pole may have been removed because "Easy Gardens" is disabled!
|
||||||
|
c_entities["bi-bio-garden"].hidden[h_key] and
|
||||||
|
pole_name == c_entities["bi-bio-garden"].hidden[h_key].name then
|
||||||
|
pole.maximum_wire_distance = 4
|
||||||
|
pole.supply_area_distance = 1
|
||||||
|
shift_picture(pole)
|
||||||
|
BioInd.show("Adjusted properties of", pole_name)
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
-- Adjust properties for hidden pole of Musk floor
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
elseif pole_name == Musk_name then
|
||||||
|
pole.icon = ICONPATH .. "solar-mat.png"
|
||||||
|
pole.icon_size = 64
|
||||||
|
pole.maximum_wire_distance = 1
|
||||||
|
pole.supply_area_distance = 3
|
||||||
|
BioInd.show("Adjusted properties of", pole_name)
|
||||||
|
end
|
||||||
|
|
||||||
|
data:extend({pole})
|
||||||
|
BioInd.show("Created", pole_name)
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
------------------------------------------------------------------------------------
|
||||||
|
--~ -- Testing
|
||||||
|
--~ for k, v in pairs(data.raw[h_entity.type]) do
|
||||||
|
--~ BioInd.writeDebug("%s: %s", {k, v})
|
||||||
|
--~ end
|
|
@ -1,5 +1,5 @@
|
||||||
local setting_list = {}
|
local setting_list = {}
|
||||||
-- Add/enable stuff
|
-- Add/enable stuff
|
||||||
setting_list.BI_Solar_Additions = {
|
setting_list.BI_Solar_Additions = {
|
||||||
type = "bool-setting",
|
type = "bool-setting",
|
||||||
name = "BI_Solar_Additions",
|
name = "BI_Solar_Additions",
|
||||||
|
@ -48,7 +48,7 @@ setting_list.BI_Bigger_Wooden_Chests = {
|
||||||
order = "a[modifier]-b[Bigger_Wooden_Chests]",
|
order = "a[modifier]-b[Bigger_Wooden_Chests]",
|
||||||
}
|
}
|
||||||
|
|
||||||
-- Game tweaks
|
-- Game tweaks
|
||||||
setting_list.BI_Game_Tweaks_Emissions_Multiplier = {
|
setting_list.BI_Game_Tweaks_Emissions_Multiplier = {
|
||||||
type = "bool-setting",
|
type = "bool-setting",
|
||||||
name = "BI_Game_Tweaks_Emissions_Multiplier",
|
name = "BI_Game_Tweaks_Emissions_Multiplier",
|
||||||
|
@ -71,7 +71,7 @@ setting_list.BI_Game_Tweaks_Recipe = {
|
||||||
default_value = true,
|
default_value = true,
|
||||||
order = "b[tweaks]-c1[Recipe]",
|
order = "b[tweaks]-c1[Recipe]",
|
||||||
}
|
}
|
||||||
setting_list.BI_Game_Tweaks_Production_Science = {
|
setting_list.BI_Game_Tweaks_Production_Science = {
|
||||||
type = "bool-setting",
|
type = "bool-setting",
|
||||||
name = "BI_Game_Tweaks_Production_Science",
|
name = "BI_Game_Tweaks_Production_Science",
|
||||||
setting_type = "startup",
|
setting_type = "startup",
|
||||||
|
@ -109,7 +109,7 @@ setting_list.BI_Game_Tweaks_Bot = {
|
||||||
|
|
||||||
|
|
||||||
-- Compatibility with other mods (optional)
|
-- Compatibility with other mods (optional)
|
||||||
-- Industrial Revolution + AAI Industry
|
-- Industrial Revolution + AAI Industry
|
||||||
if not (mods["IndustrialRevolution"] or mods["aai-industry"]) then
|
if not (mods["IndustrialRevolution"] or mods["aai-industry"]) then
|
||||||
setting_list.BI_Game_Tweaks_Disassemble = {
|
setting_list.BI_Game_Tweaks_Disassemble = {
|
||||||
type = "bool-setting",
|
type = "bool-setting",
|
||||||
|
@ -121,7 +121,7 @@ if not (mods["IndustrialRevolution"] or mods["aai-industry"]) then
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
-- Lua API global Variable Viewer (gvv)
|
-- Lua API global Variable Viewer (gvv)
|
||||||
if mods["gvv"] then
|
if mods["gvv"] then
|
||||||
setting_list.BI_Enable_gvv_support = {
|
setting_list.BI_Enable_gvv_support = {
|
||||||
type = "bool-setting",
|
type = "bool-setting",
|
||||||
|
@ -134,7 +134,7 @@ end
|
||||||
|
|
||||||
local list = {}
|
local list = {}
|
||||||
for name, setting in pairs(setting_list) do
|
for name, setting in pairs(setting_list) do
|
||||||
data:extend({setting})
|
data:extend({ setting })
|
||||||
end
|
end
|
||||||
--[[
|
--[[
|
||||||
Types of settings:
|
Types of settings:
|
||||||
|
|
|
@ -9,7 +9,7 @@ local settings_changed = {}
|
||||||
|
|
||||||
-- Adjust the force of hidden poles on Musk floor!
|
-- Adjust the force of hidden poles on Musk floor!
|
||||||
settings_changed.musk_floor = function()
|
settings_changed.musk_floor = function()
|
||||||
log("Entered function settings_changed.musk_floor!")
|
log("Entered function settings_changed.musk_floor!")
|
||||||
-- Look for solar panels on every surface. They determine the force poles will use
|
-- Look for solar panels on every surface. They determine the force poles will use
|
||||||
-- if the electric grid overlay will be shown in mapview.
|
-- if the electric grid overlay will be shown in mapview.
|
||||||
local sm_panel_name = "bi-musk-mat-hidden-panel"
|
local sm_panel_name = "bi-musk-mat-hidden-panel"
|
||||||
|
@ -62,22 +62,22 @@ log("Entered function settings_changed.musk_floor!")
|
||||||
end
|
end
|
||||||
|
|
||||||
for name, surface in pairs(game.surfaces) do
|
for name, surface in pairs(game.surfaces) do
|
||||||
BioInd.writeDebug("Looking for %s on surface %s", {sm_panel_name, name})
|
BioInd.writeDebug("Looking for %s on surface %s", { sm_panel_name, name })
|
||||||
local sm_panel = surface.find_entities_filtered{name = sm_panel_name}
|
local sm_panel = surface.find_entities_filtered { name = sm_panel_name }
|
||||||
local sm_pole = {}
|
local sm_pole = {}
|
||||||
|
|
||||||
-- Look for hidden poles on position of hidden panels
|
-- Look for hidden poles on position of hidden panels
|
||||||
for p, panel in ipairs(sm_panel) do
|
for p, panel in ipairs(sm_panel) do
|
||||||
sm_pole = surface.find_entities_filtered{
|
sm_pole = surface.find_entities_filtered {
|
||||||
name = sm_pole_name,
|
name = sm_pole_name,
|
||||||
position = panel.position,
|
position = panel.position,
|
||||||
}
|
}
|
||||||
|
|
||||||
-- If more than one hidden pole exists at that position for some reason, remove all but the first!
|
-- If more than one hidden pole exists at that position for some reason, remove all but the first!
|
||||||
if #sm_pole > 1 then
|
if #sm_pole > 1 then
|
||||||
BioInd.writeDebug("Number of poles for panel %g: %g", {p, #sm_pole})
|
BioInd.writeDebug("Number of poles for panel %g: %g", { p, #sm_pole })
|
||||||
for i = 2, #sm_pole do
|
for i = 2, #sm_pole do
|
||||||
BioInd.writeDebug("Destroying pole number %g", {i})
|
BioInd.writeDebug("Destroying pole number %g", { i })
|
||||||
sm_pole[i].destroy()
|
sm_pole[i].destroy()
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
@ -87,7 +87,7 @@ BioInd.writeDebug("Destroying pole number %g", {i})
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
BioInd.writeDebug("Electric grid overlay of musk floor will be %s in map view.",
|
BioInd.writeDebug("Electric grid overlay of musk floor will be %s in map view.",
|
||||||
{BioInd.UseMuskForce and "hidden" or "displayed"})
|
{ BioInd.UseMuskForce and "hidden" or "displayed" })
|
||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
@ -96,11 +96,11 @@ settings_changed.bio_garden = function()
|
||||||
|
|
||||||
-- Has this setting been changed since the last time the game was run?
|
-- Has this setting been changed since the last time the game was run?
|
||||||
local current = BioInd.get_startup_setting("BI_Easy_Bio_Gardens")
|
local current = BioInd.get_startup_setting("BI_Easy_Bio_Gardens")
|
||||||
BioInd.show("Last state of BI_Easy_Bio_Gardens", storage.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)
|
BioInd.show("Current state of BI_Easy_Bio_Gardens", current)
|
||||||
|
|
||||||
if storage.mod_settings.BI_Easy_Bio_Gardens ~= current then
|
if storage.mod_settings.BI_Easy_Bio_Gardens ~= current then
|
||||||
BioInd.writeDebug("Setting has been changed!")
|
BioInd.writeDebug("Setting has been changed!")
|
||||||
local pole, neighbours
|
local pole, neighbours
|
||||||
-- This is the unmodified table!
|
-- This is the unmodified table!
|
||||||
local compound_entity = BioInd.compound_entities["bi-bio-garden"]
|
local compound_entity = BioInd.compound_entities["bi-bio-garden"]
|
||||||
|
@ -112,10 +112,10 @@ BioInd.writeDebug("Setting has been changed!")
|
||||||
if not (garden.base and garden.base.valid) then
|
if not (garden.base and garden.base.valid) then
|
||||||
-- Remove all hidden entities!
|
-- Remove all hidden entities!
|
||||||
for hidden, h_name in pairs(compound_entity.hidden or {}) do
|
for hidden, h_name in pairs(compound_entity.hidden or {}) do
|
||||||
BioInd.show("hidden", hidden)
|
BioInd.show("hidden", hidden)
|
||||||
BioInd.writeDebug("Removing hidden entity %s %s", {
|
BioInd.writeDebug("Removing hidden entity %s %s", {
|
||||||
garden[hidden] and garden[hidden].valid and garden[hidden].name or "nil",
|
garden[hidden] and garden[hidden].valid and garden[hidden].name or "nil",
|
||||||
garden[hidden] and garden[hidden].valid and garden[hidden].unit_number or "nil"})
|
garden[hidden] and garden[hidden].valid and garden[hidden].unit_number or "nil" })
|
||||||
BioInd.remove_entity(garden[hidden])
|
BioInd.remove_entity(garden[hidden])
|
||||||
garden[hidden] = nil
|
garden[hidden] = nil
|
||||||
end
|
end
|
||||||
|
@ -132,7 +132,7 @@ BioInd.writeDebug("Removing hidden entity %s %s", {
|
||||||
local pole_type = "electric-pole"
|
local pole_type = "electric-pole"
|
||||||
for s, surface in pairs(game.surfaces) do
|
for s, surface in pairs(game.surfaces) do
|
||||||
-- Find poles on surface
|
-- Find poles on surface
|
||||||
found_poles = surface.find_entities_filtered{
|
found_poles = surface.find_entities_filtered {
|
||||||
name = compound_entity.hidden[pole_type].name,
|
name = compound_entity.hidden[pole_type].name,
|
||||||
type = "electric-pole",
|
type = "electric-pole",
|
||||||
}
|
}
|
||||||
|
@ -145,7 +145,7 @@ BioInd.writeDebug("Removing hidden entity %s %s", {
|
||||||
-- Setting is on, so we need to create the hidden poles
|
-- Setting is on, so we need to create the hidden poles
|
||||||
if current then
|
if current then
|
||||||
BioInd.writeDebug("Need to create hidden poles for %s Bio Gardens!",
|
BioInd.writeDebug("Need to create hidden poles for %s Bio Gardens!",
|
||||||
{table_size(storage.bi_bio_garden_table) })
|
{ table_size(storage.bi_bio_garden_table) })
|
||||||
|
|
||||||
-- Restore the list of hidden entities
|
-- Restore the list of hidden entities
|
||||||
storage.compound_entities["bi-bio-garden"] = BioInd.compound_entities["bi-bio-garden"]
|
storage.compound_entities["bi-bio-garden"] = BioInd.compound_entities["bi-bio-garden"]
|
||||||
|
@ -154,7 +154,7 @@ BioInd.writeDebug("Removing hidden entity %s %s", {
|
||||||
-- Make sure the base entity exists!
|
-- Make sure the base entity exists!
|
||||||
base = garden.base
|
base = garden.base
|
||||||
pole = base and garden[pole_type]
|
pole = base and garden[pole_type]
|
||||||
BioInd.show("pole", pole)
|
BioInd.show("pole", pole)
|
||||||
-- There is a pole referenced in the table, and it is a valid entity
|
-- There is a pole referenced in the table, and it is a valid entity
|
||||||
if pole and pole.valid then
|
if pole and pole.valid then
|
||||||
-- Delete pole from list of removeable poles
|
-- Delete pole from list of removeable poles
|
||||||
|
@ -167,7 +167,7 @@ BioInd.show("pole", pole)
|
||||||
pole = BioInd.create_entities(
|
pole = BioInd.create_entities(
|
||||||
storage[compound_entity.tab],
|
storage[compound_entity.tab],
|
||||||
base,
|
base,
|
||||||
{pole = hidden_entities[pole_type].name}
|
{ pole = hidden_entities[pole_type].name }
|
||||||
)
|
)
|
||||||
|
|
||||||
-- Add the new pole to the table
|
-- Add the new pole to the table
|
||||||
|
@ -185,9 +185,9 @@ BioInd.show("pole", pole)
|
||||||
-- Setting is off -- disconnect and remove hidden poles!
|
-- Setting is off -- disconnect and remove hidden poles!
|
||||||
else
|
else
|
||||||
BioInd.writeDebug("%s Bio Gardens found -- try to disconnect hidden poles!",
|
BioInd.writeDebug("%s Bio Gardens found -- try to disconnect hidden poles!",
|
||||||
{table_size(storage.bi_bio_garden_table) })
|
{ table_size(storage.bi_bio_garden_table) })
|
||||||
-- Find hidden poles of registered gardens
|
-- Find hidden poles of registered gardens
|
||||||
BioInd.show("storage.bi_bio_garden_table", storage.bi_bio_garden_table)
|
BioInd.show("storage.bi_bio_garden_table", storage.bi_bio_garden_table)
|
||||||
for g, garden in pairs(storage.bi_bio_garden_table or {}) do
|
for g, garden in pairs(storage.bi_bio_garden_table or {}) do
|
||||||
if garden[pole_type] then
|
if garden[pole_type] then
|
||||||
-- Pole really exists: destroy the entity
|
-- Pole really exists: destroy the entity
|
||||||
|
@ -209,12 +209,12 @@ BioInd.show("storage.bi_bio_garden_table", storage.bi_bio_garden_table)
|
||||||
-- We don't want to create hidden poles if the setting is off,
|
-- We don't want to create hidden poles if the setting is off,
|
||||||
-- so remove the pole from hidden entities!
|
-- so remove the pole from hidden entities!
|
||||||
storage.compound_entities["bi-bio-garden"].hidden[pole_type] = nil
|
storage.compound_entities["bi-bio-garden"].hidden[pole_type] = nil
|
||||||
BioInd.show("storage.compound_entities", storage.compound_entities)
|
BioInd.show("storage.compound_entities", storage.compound_entities)
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Remove any hidden poles that are not associated with a garden
|
-- Remove any hidden poles that are not associated with a garden
|
||||||
BioInd.writeDebug("Removing %s hidden poles not associated with a bio garden!",
|
BioInd.writeDebug("Removing %s hidden poles not associated with a bio garden!",
|
||||||
{table_size(remove_poles)})
|
{ table_size(remove_poles) })
|
||||||
for p, pole in pairs(remove_poles) do
|
for p, pole in pairs(remove_poles) do
|
||||||
pole.destroy()
|
pole.destroy()
|
||||||
end
|
end
|
||||||
|
|
|
@ -3,7 +3,7 @@ _________________
|
||||||
|
|
||||||
## Bio Industries
|
## Bio Industries
|
||||||
|
|
||||||
**Disclaimer:** This is a fork of Bio Industries to bring it to Factorio 2.x. The main reason for the fork is the preparation for [ATOM](https://mods.factorio.com/mod/all-the-overhaul-modpack). Space Age is currently not supported. Rails have been removed from the mod because of changed graphics requirements. If you want to contribute, feel free to contact me.
|
**Disclaimer:** This is a fork of [Bio Industries](https://mods.factorio.com/mod/Bio_Industries) to bring it to Factorio 2.x. The main reason for the fork is the preparation for [ATOM](https://mods.factorio.com/mod/all-the-overhaul-modpack). Space Age is currently not supported. Rails have been removed from the mod because of changed graphics requirements. If you want to contribute, feel free to contact me.
|
||||||
|
|
||||||
Bio Industries provides you with some very useful buildings and products.
|
Bio Industries provides you with some very useful buildings and products.
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue