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9 commits
2.0.0 ... main

Author SHA1 Message Date
Simon Brodtmann
bac183d1c1 Reformat code 2025-07-07 23:10:51 +02:00
Simon Brodtmann
7134f437e5 Cleanup 2025-07-06 20:24:21 +02:00
Simon Brodtmann
9144d7492f Change line endings to \n 2025-07-06 20:17:23 +02:00
32c3dcadbe compat: Dropped incompatibility flag for Space Age. 2025-07-06 20:15:51 +02:00
Simon Brodtmann
6b957759d5 Fix changelog 2025-07-06 11:09:34 +02:00
Simon Brodtmann
8b3d372b57 2.0.1 2025-07-06 11:05:48 +02:00
Simon Brodtmann
7ca55d0e7a Fix Musk floor 2025-07-06 11:02:48 +02:00
Simon Brodtmann
721f6f271f Fix common.is_surface 2025-07-06 10:58:08 +02:00
Simon Brodtmann
04fbdf540c Fix locales 2025-07-06 10:26:08 +02:00
123 changed files with 38889 additions and 39996 deletions

View file

@ -4,82 +4,82 @@
function Test_Spawn() function Test_Spawn()
local surface = game.surfaces['nauvis'] local surface = game.surfaces['nauvis']
surface.create_entity({name = "tree-01", position = {2, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-01", position = { 2, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-02", position = {4, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-02", position = { 4, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-02-red", position = {6, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-02-red", position = { 6, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-03", position = {8, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-03", position = { 8, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-04", position = {10, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-04", position = { 10, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-05", position = {12, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-05", position = { 12, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-06", position = {14, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-06", position = { 14, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-06-brown", position = {16, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-06-brown", position = { 16, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-07", position = {18, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-07", position = { 18, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-08", position = {20, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-08", position = { 20, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-08-brown", position = {22, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-08-brown", position = { 22, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-09", position = {24, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-09", position = { 24, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-09-brown", position = {26, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-09-brown", position = { 26, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-09-red", position = {28, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-09-red", position = { 28, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-a", position = {30, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-a", position = { 30, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-b", position = {32, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-b", position = { 32, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-c", position = {34, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-c", position = { 34, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-d", position = {36, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-d", position = { 36, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-e", position = {38, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-e", position = { 38, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-f", position = {40, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-f", position = { 40, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-g", position = {42, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-g", position = { 42, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-h", position = {44, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-h", position = { 44, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-i", position = {46, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-i", position = { 46, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-j", position = {48, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-j", position = { 48, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-k", position = {50, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-k", position = { 50, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-l", position = {52, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-l", position = { 52, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-m", position = {54, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-m", position = { 54, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-desert-n", position = {56, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-desert-n", position = { 56, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-a", position = {58, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-a", position = { 58, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-b", position = {60, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-b", position = { 60, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-c", position = {62, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-c", position = { 62, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-d", position = {64, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-d", position = { 64, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-e", position = {66, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-e", position = { 66, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-f", position = {68, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-f", position = { 68, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-g", position = {70, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-g", position = { 70, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-h", position = {72, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-h", position = { 72, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-i", position = {74, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-i", position = { 74, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-j", position = {76, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-j", position = { 76, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-k", position = {78, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-k", position = { 78, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-l", position = {80, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-l", position = { 80, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-m", position = {82, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-m", position = { 82, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-n", position = {84, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-n", position = { 84, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-dryland-o", position = {86, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-dryland-o", position = { 86, 10 }, force = game.forces.player })
--surface.create_entity({name = "tree-grassland-0", position = {88, 10}, force = game.forces.player}) --surface.create_entity({name = "tree-grassland-0", position = {88, 10}, force = game.forces.player})
surface.create_entity({name = "tree-grassland-a", position = {90, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-a", position = { 90, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-b", position = {92, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-b", position = { 92, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-c", position = {94, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-c", position = { 94, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-d", position = {96, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-d", position = { 96, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-e", position = {98, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-e", position = { 98, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-f", position = {100, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-f", position = { 100, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-g", position = {102, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-g", position = { 102, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-h", position = {104, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-h", position = { 104, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-h2", position = {106, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-h2", position = { 106, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-h3", position = {108, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-h3", position = { 108, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-i", position = {110, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-i", position = { 110, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-k", position = {112, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-k", position = { 112, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-l", position = {114, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-l", position = { 114, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-m", position = {116, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-m", position = { 116, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-n", position = {118, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-n", position = { 118, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-p", position = {120, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-p", position = { 120, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-grassland-q", position = {122, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-grassland-q", position = { 122, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-snow-a", position = {124, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-snow-a", position = { 124, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-volcanic-a", position = {126, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-volcanic-a", position = { 126, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-a", position = {128, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-a", position = { 128, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-b", position = {130, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-b", position = { 130, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-c", position = {132, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-c", position = { 132, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-d", position = {134, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-d", position = { 134, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-e", position = {136, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-e", position = { 136, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-f", position = {138, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-f", position = { 138, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-g", position = {140, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-g", position = { 140, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-h", position = {142, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-h", position = { 142, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-i", position = {144, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-i", position = { 144, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-j", position = {146, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-j", position = { 146, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-k", position = {148, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-k", position = { 148, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-l", position = {150, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-l", position = { 150, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-m", position = {152, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-m", position = { 152, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-n", position = {154, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-n", position = { 154, 10 }, force = game.forces.player })
surface.create_entity({name = "tree-wetland-o", position = {156, 10}, force = game.forces.player}) surface.create_entity({ name = "tree-wetland-o", position = { 156, 10 }, force = game.forces.player })
end end

View file

@ -1,4 +1,6 @@
--------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------
Version: 2.0.0 Version: 2.0.1
Date: 05.07.2025 Date: 06.07.2025
Initial 2.0 release Bug Fixes:
- Fix locales
- Fix Musk floor

View file

@ -566,10 +566,13 @@ return function(mod_name)
-- Check if argument is a valid surface -- Check if argument is a valid surface
common.is_surface = function(surface) common.is_surface = function(surface)
local t = type(surface) local t = type(surface)
surface = (t == "number" or t == "string" and game.surfaces[surface]) or local result = false
(t == "table" and surface.object_name and if (t == "number" or t == "string") and game.surfaces[surface] and game.surfaces[surface].valid then
surface.object_name == "LuaSurface" and surface) result = game.surfaces[surface]
return surface elseif surface and surface.object_name == "LuaSurface" and surface.valid then
result = surface
end
return result
end end

View file

@ -14,10 +14,10 @@ end
local AlienBiomes local AlienBiomes
local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false) local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
require ("util") require("util")
require ("libs/util_ext") require("libs/util_ext")
require ("control_tree") require("control_tree")
require ("control_arboretum") require("control_arboretum")
---************** Used for Testing ----- ---************** Used for Testing -----
@ -38,7 +38,7 @@ local function Create_dummy_force()
-- New force won't share chart data with any other force -- New force won't share chart data with any other force
f.share_chart = false f.share_chart = false
BioInd.writeDebug("Created force: %s", {game.forces[BioInd.MuskForceName].name}) BioInd.writeDebug("Created force: %s", { game.forces[BioInd.MuskForceName].name })
end end
@ -46,10 +46,10 @@ end
local function get_bi_trees() local function get_bi_trees()
local list = {} local list = {}
local trees = prototypes.get_entity_filtered({{filter = "type", type = "tree"}}) local trees = prototypes.get_entity_filtered({ { filter = "type", type = "tree" } })
for tree_name, tree in pairs(trees) do for tree_name, tree in pairs(trees) do
if tree_name:match("^bio%-tree%-.+%-%d$") then if tree_name:match("^bio%-tree%-.+%-%d$") then
BioInd.show("Found matching tree", tree_name) BioInd.show("Found matching tree", tree_name)
list[tree_name] = true list[tree_name] = true
end end
end end
@ -71,14 +71,14 @@ local function get_fixed_tiles()
for tile_name, tile in pairs(prototypes.tile) do for tile_name, tile in pairs(prototypes.tile) do
for p, pattern in ipairs(tile_patterns) do for p, pattern in ipairs(tile_patterns) do
if tile_name:match(pattern) then if tile_name:match(pattern) then
BioInd.show("Found matching tile", tile_name) BioInd.show("Found matching tile", tile_name)
-- If a tile is minable and fertilizer is used on it, we must deduct the mined -- If a tile is minable and fertilizer is used on it, we must deduct the mined
-- tiles from the player/robot again! -- tiles from the player/robot again!
list[tile_name] = tile.mineable_properties.products or true list[tile_name] = tile.mineable_properties.products or true
end end
end end
end end
BioInd.show("Forbidden tiles", list) BioInd.show("Forbidden tiles", list)
return list return list
end end
@ -112,7 +112,7 @@ end
-------------------------------------------------------------------- --------------------------------------------------------------------
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
}) })

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

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@ -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.

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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

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@ -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"
] ]
} }

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@ -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.

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@ -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

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@ -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__

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[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

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[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!

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# 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)

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[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

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@ -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__

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@ -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__

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@ -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.

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[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__.

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[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

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# __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

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[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

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[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__

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[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!

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[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)

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[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

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@ -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__

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@ -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

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@ -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

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[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__.

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@ -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

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# __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__

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@ -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

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[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__

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@ -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!

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@ -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.

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@ -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__.

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[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__

View file

@ -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

View file

@ -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")

View 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

View file

@ -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:

View file

@ -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

View file

@ -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.