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8 commits
2.0.0 ... main

Author SHA1 Message Date
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 38886 additions and 39996 deletions

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@ -1,85 +1,85 @@
----- Just used for Testing ----- Just used for Testing
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

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@ -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

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@ -1,261 +1,261 @@
BioInd.writeDebug("Entered control_arboretum.lua") BioInd.writeDebug("Entered control_arboretum.lua")
---Arboretum Stuff ---Arboretum Stuff
local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false) local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
-- If a recipe with NORMAL FERTILIZER is used, don't fertilize tiles set have "true" -- If a recipe with NORMAL FERTILIZER is used, don't fertilize tiles set have "true"
-- set! (Fertile tiles set to true in this table can't be made more fertile with -- set! (Fertile tiles set to true in this table can't be made more fertile with
-- normal fertilizer, and nothing should grow on the other tiles.) -- normal fertilizer, and nothing should grow on the other tiles.)
local Terrain_Check_1 = { local Terrain_Check_1 = {
["grass-1"] = true, -- Fertility: 100% ["grass-1"] = true, -- Fertility: 100%
["grass-3"] = true, -- Fertility: 85% ["grass-3"] = true, -- Fertility: 85%
["vegetation-green-grass-1"] = true, -- Fertility: 100% ["vegetation-green-grass-1"] = true, -- Fertility: 100%
["vegetation-green-grass-3"] = true, -- Fertility: 85% ["vegetation-green-grass-3"] = true, -- Fertility: 85%
} }
-- If a recipe with ADVANCED FERTILIZER is used, don't fertilize tiles set have "true" set! -- If a recipe with ADVANCED FERTILIZER is used, don't fertilize tiles set have "true" set!
-- (Fertile tiles in this table can't be made more fertile, and nothing should grow on the -- (Fertile tiles in this table can't be made more fertile, and nothing should grow on the
-- the others tiles!) -- the others tiles!)
local Terrain_Check_2 = { local Terrain_Check_2 = {
["grass-1"] = true, -- Fertility: 100% ["grass-1"] = true, -- Fertility: 100%
["vegetation-green-grass-1"] = true, -- Fertility: 100% ["vegetation-green-grass-1"] = true, -- Fertility: 100%
} }
local plant_radius = 75 local plant_radius = 75
-- Different tiles are used if AlienBiomes is active -- Different tiles are used if AlienBiomes is active
local AB, terrain_name_g1, terrain_name_g3 local AB, terrain_name_g1, terrain_name_g3
-- OmniFluid replaces all fluids with items, so the arboretum won't have a fluidbox! -- OmniFluid replaces all fluids with items, so the arboretum won't have a fluidbox!
local function get_new_position(pos) local function get_new_position(pos)
pos = BioInd.normalize_position(pos) or BioInd.arg_err("nil", position) pos = BioInd.normalize_position(pos) or BioInd.arg_err("nil", position)
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
-- Check that all ingredients are available! -- Check that all ingredients are available!
local function check_ingredients(arboretum) local function check_ingredients(arboretum)
local recipe = arboretum.get_recipe() local recipe = arboretum.get_recipe()
local need = recipe and storage.bi_arboretum_recipe_table[recipe.name] local need = recipe and storage.bi_arboretum_recipe_table[recipe.name]
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
return true return true
end end
local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input) local inventory = arboretum.get_inventory(defines.inventory.assembling_machine_input)
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
true -- raise_event true -- raise_event
) )
end end
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
end end
local arboretum = ArboretumTable.base local arboretum = ArboretumTable.base
local new_position, currentTilename local new_position, currentTilename
local pos, surface, Inventory, stack local pos, surface, Inventory, stack
-- 'AlienBiomes' is a bool value -- we don't want to read it again if it's false, -- 'AlienBiomes' is a bool value -- we don't want to read it again if it's false,
-- but only if it hasn't been set yet! -- but only if it hasn't been set yet!
AB = storage.compatible.AlienBiomes AB = storage.compatible.AlienBiomes
terrain_name_g1 = terrain_name_g1 or (AB and "vegetation-green-grass-1" or "grass-1") terrain_name_g1 = terrain_name_g1 or (AB and "vegetation-green-grass-1" or "grass-1")
terrain_name_g3 = terrain_name_g3 or (AB and "vegetation-green-grass-3" or "grass-3") terrain_name_g3 = terrain_name_g3 or (AB and "vegetation-green-grass-3" or "grass-3")
local check = check_ingredients(arboretum) local check = check_ingredients(arboretum)
local ingredients, recipe_name local ingredients, recipe_name
if check then if check then
ingredients, recipe_name = check.ingredients, check.name ingredients, recipe_name = check.ingredients, check.name
end end
if ingredients then if ingredients then
local create_seedling, new_plant local create_seedling, new_plant
pos = BioInd.normalize_position(arboretum.position) or pos = BioInd.normalize_position(arboretum.position) or
BioInd.arg_err("nil", "position") BioInd.arg_err("nil", "position")
surface = arboretum.surface surface = arboretum.surface
-- Just plant a tree and hope the ground is fertile! -- Just plant a tree and hope the ground is fertile!
if recipe_name == "bi-arboretum-r1" then if recipe_name == "bi-arboretum-r1" then
BioInd.writeDebug(tostring(recipe_name) .. ": Just plant a tree") BioInd.writeDebug(tostring(recipe_name) .. ": Just plant a tree")
--- 10 attempts to find a random spot to plant a tree and/or change terrain --- 10 attempts to find a random spot to plant a tree and/or change terrain
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"
} }
if surface.can_place_entity(new_plant) then if surface.can_place_entity(new_plant) then
consume_ingredients(arboretum, ingredients) consume_ingredients(arboretum, ingredients)
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, break out of the loop. --- After sucessfully planting a tree, break out of the loop.
break break
else else
BioInd.writeDebug("Can't plant here (attempt %s)", k) BioInd.writeDebug("Can't plant here (attempt %s)", k)
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!
elseif recipe_name == "bi-arboretum-r2" then elseif recipe_name == "bi-arboretum-r2" then
BioInd.writeDebug(tostring(recipe_name) .. ": Just change terrain to grass-3 (basic)") BioInd.writeDebug(tostring(recipe_name) .. ": Just change terrain to grass-3 (basic)")
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
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
-- We need to fertilize the ground! -- We need to fertilize the ground!
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!
elseif recipe_name == "bi-arboretum-r3" then elseif recipe_name == "bi-arboretum-r3" then
BioInd.writeDebug(tostring(recipe_name) .. ": Just change terrain to grass-1 (advanced)") BioInd.writeDebug(tostring(recipe_name) .. ": Just change terrain to grass-1 (advanced)")
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
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
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!
-- Also plant a tree. -- Also plant a tree.
elseif recipe_name == "bi-arboretum-r4" then elseif recipe_name == "bi-arboretum-r4" then
BioInd.writeDebug(tostring(recipe_name) .. ": Plant Tree AND change the terrain to grass-3 (basic)") BioInd.writeDebug(tostring(recipe_name) .. ": Plant Tree AND change the terrain to grass-3 (basic)")
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
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"
} }
-- Test to see if we can plant -- Test to see if we can plant
if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then
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
set_tile(currentTilename, terrain_name_g3, surface, new_position) set_tile(currentTilename, terrain_name_g3, 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
-- 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!
-- Also plant a tree. -- Also plant a tree.
elseif recipe_name == "bi-arboretum-r5" then elseif recipe_name == "bi-arboretum-r5" then
BioInd.writeDebug(tostring(recipe_name) .. ": Plant Tree and change the terrain to grass-1 (advanced)") BioInd.writeDebug(tostring(recipe_name) .. ": Plant Tree and change the terrain to grass-1 (advanced)")
for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain for k = 1, 10 do --- 10 attempts to find a random spot to plant a tree and / or change terrain
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"
} }
if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then if surface.can_place_entity(new_plant) and Bi_Industries.fertility[currentTilename] then
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_2[currentTilename] then if Terrain_Check_2[currentTilename] then
arboretum.insert({ arboretum.insert({
name = "bi-adv-fertilizer", count = ingredients.items["bi-adv-fertilizer"] name = "bi-adv-fertilizer", count = ingredients.items["bi-adv-fertilizer"]
}) })
BioInd.writeDebug("Refunded advanced fertilizer!") BioInd.writeDebug("Refunded advanced fertilizer!")
end end
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
BioInd.writeDebug("Terraformer has no recipe!") BioInd.writeDebug("Terraformer has no recipe!")
end end
end end
end end

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@ -1,448 +1,448 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = "__Bio_Industries_2__/graphics/icons/" local ICONPATH = "__Bio_Industries_2__/graphics/icons/"
-- If OwnlyMe's or Tral'a "Robot Tree Farm" mods are active, they will create variatons -- If OwnlyMe's or Tral'a "Robot Tree Farm" mods are active, they will create variatons
-- of our variations of tree prototypes. Remove them! -- of our variations of tree prototypes. Remove them!
local ignore_trees = BioInd.get_tree_ignore_list() local ignore_trees = BioInd.get_tree_ignore_list()
local removed = 0 local removed = 0
for name, _ in pairs(ignore_trees or {}) do for name, _ in pairs(ignore_trees or {}) do
if name:match("rtf%-bio%-tree%-.+%-%d-%d+") then if name:match("rtf%-bio%-tree%-.+%-%d-%d+") then
data.raw.tree[name] = nil data.raw.tree[name] = nil
ignore_trees[name] = nil ignore_trees[name] = nil
removed = removed + 1 removed = removed + 1
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",
name = "wood", name = "wood",
amount_min = 1, amount_min = 1,
amount_max = 6 amount_max = 6
} }
} }
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", {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") 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
-- trees). In this case, overwriting mining.results with the data from -- trees). In this case, overwriting mining.results with the data from
-- mining.result could break other mods (e.g. IR2's rubber trees should -- mining.result could break other mods (e.g. IR2's rubber trees should
-- yield "rubber-wood" instead of "wood"). -- yield "rubber-wood" instead of "wood").
if tree.minable.result and not tree.minable.results then if tree.minable.result and not tree.minable.results then
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
-- CONVERT RESULT TO RESULTS -- CONVERT RESULT TO RESULTS
else else
BioInd.writeDebug("Converting tree.minable.result to tree.minable.results!") BioInd.writeDebug("Converting tree.minable.result to tree.minable.results!")
tree.minable.mining_particle = "wooden-particle" tree.minable.mining_particle = "wooden-particle"
tree.minable.results = { tree.minable.results = {
{ {
type = "item", type = "item",
name = tree.minable.result, name = tree.minable.result,
amount = tree.minable.count, amount = tree.minable.count,
} }
} }
end end
--CHECK FOR RESULTS TABLE --CHECK FOR RESULTS TABLE
elseif tree.minable.results then elseif tree.minable.results then
BioInd.writeDebug("Checking minable.results!") BioInd.writeDebug("Checking minable.results!")
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
end end
end end
tree.minable.result = nil tree.minable.result = nil
tree.minable.count = nil tree.minable.count = nil
-- NEITHER RESULT NOR RESULTS EXIST -- CREATE RESULTS! -- NEITHER RESULT NOR RESULTS EXIST -- CREATE RESULTS!
else else
BioInd.writeDebug("Creating minable.results!") BioInd.writeDebug("Creating minable.results!")
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
---- Game Tweaks ---- Player (Changed for 0.18.34/1.1.4!) ---- Game Tweaks ---- Player (Changed for 0.18.34/1.1.4!)
if BI.Settings.BI_Game_Tweaks_Player then if BI.Settings.BI_Game_Tweaks_Player then
-- There may be more than one character in the game! Here's a list of -- There may be more than one character in the game! Here's a list of
-- the character prototype names or patterns matching character prototype -- the character prototype names or patterns matching character prototype
-- names we want to ignore. -- names we want to ignore.
local blacklist = { local blacklist = {
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Known dummies -- -- Known dummies --
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Autodrive -- Autodrive
"autodrive-passenger", "autodrive-passenger",
-- AAI Programmable Vehicles -- AAI Programmable Vehicles
"^.+%-_%-driver$", "^.+%-_%-driver$",
-- Minime -- Minime
"minime_character_dummy", "minime_character_dummy",
-- Water Turret (currently the dummies are not characters -- but things may change!) -- Water Turret (currently the dummies are not characters -- but things may change!)
"^WT%-.+%-dummy$", "^WT%-.+%-dummy$",
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Other characters -- -- Other characters --
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Bob's Classes and Multiple characters mod -- Bob's Classes and Multiple characters mod
"^.*bob%-character%-.+$", "^.*bob%-character%-.+$",
} }
local whitelist = { local whitelist = {
-- Default character -- Default character
"^character$", "^character$",
-- Characters compatible with Minime -- Characters compatible with Minime
"^.*skin.*$", "^.*skin.*$",
} }
local tweaks = { local tweaks = {
loot_pickup_distance = 5, -- default 2 loot_pickup_distance = 5, -- default 2
build_distance = 20, -- Vanilla 6 build_distance = 20, -- Vanilla 6
drop_item_distance = 20, -- Vanilla 6 drop_item_distance = 20, -- Vanilla 6
reach_distance = 20, -- Vanilla 6 reach_distance = 20, -- Vanilla 6
item_pickup_distance = 6, -- Vanilla 1 item_pickup_distance = 6, -- Vanilla 1
reach_resource_distance = 6, -- Vanilla 2.7 reach_resource_distance = 6, -- Vanilla 2.7
} }
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
end end
end end
if not ignore then if not ignore then
found = true found = true
break break
end end
end end
if found then if found then
break break
end end
end end
-- Apply tweaks -- Apply tweaks
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
end end
end end
end end
-- Moved to data-updates.lua for 0.18.34/1.1.4! -- Moved to data-updates.lua for 0.18.34/1.1.4!
---- Game Tweaks ---- Production science pack recipe ---- Game Tweaks ---- Production science pack recipe
if data.raw.recipe["bi-production-science-pack"] then if data.raw.recipe["bi-production-science-pack"] then
BI_Functions.lib.allow_productivity("bi-production-science-pack") BI_Functions.lib.allow_productivity("bi-production-science-pack")
thxbob.lib.tech.add_recipe_unlock("production-science-pack", "bi-production-science-pack") thxbob.lib.tech.add_recipe_unlock("production-science-pack", "bi-production-science-pack")
BioInd.writeDebug("Unlock for recipe \"bi-production-science-pack\" added.") BioInd.writeDebug("Unlock for recipe \"bi-production-science-pack\" added.")
end end
---- Game Tweaks ---- Bots ---- Game Tweaks ---- Bots
if BI.Settings.BI_Game_Tweaks_Bot then if BI.Settings.BI_Game_Tweaks_Bot then
-- Logistic & Construction bots can't catch fire or be mined -- Logistic & Construction bots can't catch fire or be mined
local function immunify(bot) local function immunify(bot)
-- Changed for 0.18.34/1.1.4! -- Changed for 0.18.34/1.1.4!
local can_insert = true local can_insert = true
bot.flags = bot.flags or {} bot.flags = bot.flags or {}
bot.resistances = bot.resistances or {} bot.resistances = bot.resistances or {}
for f, flag in pairs(bot.flags) do for f, flag in pairs(bot.flags) do
if flag == "not-flammable" then if flag == "not-flammable" then
can_insert = false can_insert = false
break break
end end
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", {resistance.percent or "nil", bot.name})
bot.resistances[r] = {type = "fire", percent = 100} 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
for _, bot in pairs(data.raw['construction-robot']) do for _, bot in pairs(data.raw['construction-robot']) do
immunify(bot) immunify(bot)
end end
for _, bot in pairs(data.raw['logistic-robot']) do for _, bot in pairs(data.raw['logistic-robot']) do
immunify(bot) immunify(bot)
end end
end end
---- Game Tweaks stack size ---- ---- Game Tweaks stack size ----
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")
for tweak_name, tweak in pairs(tweaks) do for tweak_name, tweak in pairs(tweaks) do
item = data.raw.item[tweak_name] item = data.raw.item[tweak_name]
if item then if item 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
end end
--- Update fuel_emissions_multiplier values --- Update fuel_emissions_multiplier values
if BI.Settings.BI_Game_Tweaks_Emissions_Multiplier then if BI.Settings.BI_Game_Tweaks_Emissions_Multiplier then
for item, factor in pairs({ for item, factor in pairs({
["pellet-coke"] = 0.80, ["pellet-coke"] = 0.80,
["enriched-fuel"] = 0.90, ["enriched-fuel"] = 0.90,
["solid-fuel"] = 1.00, ["solid-fuel"] = 1.00,
["solid-carbon"] = 1.05, ["solid-carbon"] = 1.05,
["carbon"] = 1.05, ["carbon"] = 1.05,
["wood-bricks"] = 1.20, ["wood-bricks"] = 1.20,
["rocket-fuel"] = 1.20, ["rocket-fuel"] = 1.20,
["bi-seed"] = 1.30, ["bi-seed"] = 1.30,
["seedling"] = 1.30, ["seedling"] = 1.30,
["bi-wooden-pole-big"] = 1.30, ["bi-wooden-pole-big"] = 1.30,
["bi-wooden-pole-huge"] = 1.30, ["bi-wooden-pole-huge"] = 1.30,
["bi-wooden-fence"] = 1.30, ["bi-wooden-fence"] = 1.30,
["bi-wood-pipe"] = 1.30, ["bi-wood-pipe"] = 1.30,
["bi-wood-pipe-to-ground"] = 1.30, ["bi-wood-pipe-to-ground"] = 1.30,
["bi-wooden-chest-large"] = 1.30, ["bi-wooden-chest-large"] = 1.30,
["bi-wooden-chest-huge"] = 1.30, ["bi-wooden-chest-huge"] = 1.30,
["bi-wooden-chest-giga"] = 1.30, ["bi-wooden-chest-giga"] = 1.30,
["bi-ash"] = 1.30, ["bi-ash"] = 1.30,
["ash"] = 1.30, ["ash"] = 1.30,
["wood-charcoal"] = 1.25, ["wood-charcoal"] = 1.25,
["cellulose-fiber"] = 1.40, ["cellulose-fiber"] = 1.40,
["bi-woodpulp"] = 1.40, ["bi-woodpulp"] = 1.40,
["solid-coke"] = 1.40, ["solid-coke"] = 1.40,
["wood-pellets"] = 1.40, ["wood-pellets"] = 1.40,
["coal-crushed"] = 1.50, ["coal-crushed"] = 1.50,
["wood"] = 1.60, ["wood"] = 1.60,
["coal"] = 2.00, ["coal"] = 2.00,
-- Removed in 0.17.48/0.18.16 -- Removed in 0.17.48/0.18.16
}) do }) do
BI_Functions.lib.fuel_emissions_multiplier_update(item, factor) BI_Functions.lib.fuel_emissions_multiplier_update(item, factor)
end end
end end
-- Make vanilla and Bio boilers exchangeable -- Make vanilla and Bio boilers exchangeable
if BI.Settings.BI_Bio_Fuel then if BI.Settings.BI_Bio_Fuel then
local boiler = data.raw["boiler"]["boiler"] local boiler = data.raw["boiler"]["boiler"]
local boiler_group = boiler.fast_replaceable_group or "boiler" local boiler_group = boiler.fast_replaceable_group or "boiler"
boiler.fast_replaceable_group = boiler_group boiler.fast_replaceable_group = boiler_group
data.raw["boiler"]["bi-bio-boiler"].fast_replaceable_group = boiler_group data.raw["boiler"]["bi-bio-boiler"].fast_replaceable_group = boiler_group
end end
if mods["Krastorio2"] then if mods["Krastorio2"] then
-- Krastorio² needs much more wood than usually provided by Bio Industries. If Krastorio² is -- Krastorio² needs much more wood than usually provided by Bio Industries. If Krastorio² is
-- active, BI should produce much more wood/wood pulp. For better baĺancing, our recipes should -- active, BI should produce much more wood/wood pulp. For better baĺancing, our recipes should
-- also be changed to require more wood/wood pulp as ingredients. -- also be changed to require more wood/wood pulp as ingredients.
-- Recipes for making wood should also use/produce more seeds, seedlings, and water. It shouldn't -- Recipes for making wood should also use/produce more seeds, seedlings, and water. It shouldn't
-- be necessary to increase the input of ash and fertilizer in these recipes as they already -- be necessary to increase the input of ash and fertilizer in these recipes as they already
-- require more wood/wood pulp. -- require more wood/wood pulp.
local update = { local update = {
"wood", "bi-woodpulp", "wood", "bi-woodpulp",
"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", {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"}) 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
-- Make sure fertilizers have the "place_as_tile" property! -- Make sure fertilizers have the "place_as_tile" property!
local AlienBiomes = data.raw.tile["vegetation-green-grass-3"] and local AlienBiomes = data.raw.tile["vegetation-green-grass-3"] and
data.raw.tile["vegetation-green-grass-1"] and true or false data.raw.tile["vegetation-green-grass-1"] and true or false
-- We've already set place_as_tile. If it doesn't exist, our fertilizer definition has -- We've already set place_as_tile. If it doesn't exist, our fertilizer definition has
-- been overwritten by some other mod, so we restore icons and localization and add -- been overwritten by some other mod, so we restore icons and localization and add
-- place_as_tile again! -- place_as_tile again!
local fertilizer = data.raw.item["fertilizer"] local fertilizer = data.raw.item["fertilizer"]
if not fertilizer.place_as_tile then 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
fertilizer.icons = { fertilizer.icons = {
{ {
icon = ICONPATH .. "fertilizer_64.png", icon = ICONPATH .. "fertilizer_64.png",
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",
amount = 15 amount = 15
}) })
end end
-- Moved to data-updates.lua for 0.18.34/1.1.4! -- Moved to data-updates.lua for 0.18.34/1.1.4!
--- If Space Exploration Mod is installed. --- If Space Exploration Mod is installed.
if mods["space-exploration"] then if mods["space-exploration"] then
-- Space Exploration Mod likes Stack Sizes to be 200 max. -- Space Exploration Mod likes Stack Sizes to be 200 max.
-- Changed in 1.1.11 -- Changed in 1.1.11
local tweaks = { local tweaks = {
["bi-solar-mat"] = 400, ["bi-solar-mat"] = 400,
["bi-seed"] = 800, ["bi-seed"] = 800,
["seedling"] = 400, ["seedling"] = 400,
["bi-woodpulp"] = 800, ["bi-woodpulp"] = 800,
["bi-ash"] = 400, ["bi-ash"] = 400,
["wood-charcoal"] = 400, ["wood-charcoal"] = 400,
["pellet-coke"] = 400, ["pellet-coke"] = 400,
["stone-crushed"] = 400, ["stone-crushed"] = 400,
} }
local item local item
for tweak_name, tweak in pairs(tweaks) do for tweak_name, tweak in pairs(tweaks) do
item = data.raw.item[tweak_name] item = data.raw.item[tweak_name]
if item and item.stack_size then if item and item.stack_size then
item.stack_size = 200 item.stack_size = 200
end end
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,
["bi-dart-magazine-enhanced"] = 400, ["bi-dart-magazine-enhanced"] = 400,
["bi-dart-magazine-poison"] = 400, ["bi-dart-magazine-poison"] = 400,
} }
local item local item
for tweak_name, tweak in pairs(ammo_tweaks) do for tweak_name, tweak in pairs(ammo_tweaks) do
item = data.raw.ammo[tweak_name] item = data.raw.ammo[tweak_name]
item.stack_size = 200 item.stack_size = 200
end end
end end
end 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
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Add icons to our prototypes -- Add icons to our prototypes
BioInd.BI_add_icons() BioInd.BI_add_icons()
---TESTING! ---TESTING!
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

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local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
if not BI then BI = {} end if not BI then BI = {} end
if not BI.Settings then BI.Settings = {} end if not BI.Settings then BI.Settings = {} end
if not BI_Functions then BI_Functions = {} end if not BI_Functions then BI_Functions = {} end
if not BI_Functions.lib then BI_Functions.lib = {} end if not BI_Functions.lib then BI_Functions.lib = {} end
if not thxbob then thxbob = {} end if not thxbob then thxbob = {} end
if not thxbob.lib then thxbob.lib = {} end if not thxbob.lib then thxbob.lib = {} end
for var, name in pairs({ for var, name in pairs({
Bio_Cannon = "BI_Bio_Cannon", Bio_Cannon = "BI_Bio_Cannon",
BI_Bio_Fuel = "BI_Bio_Fuel", BI_Bio_Fuel = "BI_Bio_Fuel",
BI_Easy_Bio_Gardens = "BI_Easy_Bio_Gardens", BI_Easy_Bio_Gardens = "BI_Easy_Bio_Gardens",
BI_Bigger_Wooden_Chests = "BI_Bigger_Wooden_Chests", BI_Bigger_Wooden_Chests = "BI_Bigger_Wooden_Chests",
BI_Game_Tweaks_Stack_Size = "BI_Game_Tweaks_Stack_Size", BI_Game_Tweaks_Stack_Size = "BI_Game_Tweaks_Stack_Size",
BI_Game_Tweaks_Recipe = "BI_Game_Tweaks_Recipe", BI_Game_Tweaks_Recipe = "BI_Game_Tweaks_Recipe",
BI_Game_Tweaks_Tree = "BI_Game_Tweaks_Tree", BI_Game_Tweaks_Tree = "BI_Game_Tweaks_Tree",
BI_Game_Tweaks_Small_Tree_Collisionbox = "BI_Game_Tweaks_Small_Tree_Collisionbox", BI_Game_Tweaks_Small_Tree_Collisionbox = "BI_Game_Tweaks_Small_Tree_Collisionbox",
BI_Game_Tweaks_Player = "BI_Game_Tweaks_Player", BI_Game_Tweaks_Player = "BI_Game_Tweaks_Player",
BI_Game_Tweaks_Disassemble = "BI_Game_Tweaks_Disassemble", BI_Game_Tweaks_Disassemble = "BI_Game_Tweaks_Disassemble",
BI_Game_Tweaks_Bot = "BI_Game_Tweaks_Bot", BI_Game_Tweaks_Bot = "BI_Game_Tweaks_Bot",
BI_Solar_Additions = "BI_Solar_Additions" BI_Solar_Additions = "BI_Solar_Additions"
}) do }) do
BI.Settings[var] = BioInd.get_startup_setting(name) BI.Settings[var] = BioInd.get_startup_setting(name)
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.
require("prototypes.Bio_Fuel.item") require("prototypes.Bio_Fuel.item")
require("prototypes.Bio_Fuel.recipe") require("prototypes.Bio_Fuel.recipe")
require("prototypes.Bio_Fuel.entities") require("prototypes.Bio_Fuel.entities")
require("prototypes.Bio_Fuel.technology") require("prototypes.Bio_Fuel.technology")
-- Create the hidden entities (Moved here so we can be sure the base -- Create the hidden entities (Moved here so we can be sure the base
-- entities already exist and their properties can be read.) -- entities already exist and their properties can be read.)
require("prototypes.compound_entities.hidden_entities") require("prototypes.compound_entities.hidden_entities")
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Alien Biomes will degrade tiles to "landfill" if more than 255 tiles are defined -- Alien Biomes will degrade tiles to "landfill" if more than 255 tiles are defined
-- in the game. We can register the musk-floor tiles with Alien Biomes so it will -- in the game. We can register the musk-floor tiles with Alien Biomes so it will
-- try to prioritize the tiles if they exist. -- try to prioritize the tiles if they exist.
alien_biomes_priority_tiles = alien_biomes_priority_tiles or {} alien_biomes_priority_tiles = alien_biomes_priority_tiles or {}
table.insert(alien_biomes_priority_tiles, "bi-solar-mat") table.insert(alien_biomes_priority_tiles, "bi-solar-mat")
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Add icons to our prototypes -- Add icons to our prototypes
BioInd.BI_add_icons() BioInd.BI_add_icons()

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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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@ -1,20 +1,20 @@
{ {
"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",
"homepage": "https://discord.gg/5bevXf5W", "homepage": "https://discord.gg/5bevXf5W",
"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",
"kry_stdlib >= 2.0.6", "? space-age",
"? alien-biomes", "kry_stdlib >= 2.0.6",
"? Krastorio2", "? alien-biomes",
"(?) angelspetrochem", "? Krastorio2",
"(?) Transport_Drones", "(?) angelspetrochem",
"(?) Natural_Evolution_Buildings", "(?) Transport_Drones",
"(?) Natural_Evolution_Enemies", "(?) Natural_Evolution_Buildings",
"!space-age" "(?) Natural_Evolution_Enemies"
] ]
} }

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@ -1,25 +1,25 @@
function BI_Functions.lib.allow_productivity(recipe_name) function BI_Functions.lib.allow_productivity(recipe_name)
if data.raw.recipe[recipe_name] then if data.raw.recipe[recipe_name] then
for i, module in pairs(data.raw.module) do for i, module in pairs(data.raw.module) do
if module.limitation and module.effect.productivity then if module.limitation and module.effect.productivity then
table.insert(module.limitation, recipe_name) table.insert(module.limitation, recipe_name)
end end
end end
end end
end end
function BI_Functions.lib.remove_from_blueprint(check_tile) function BI_Functions.lib.remove_from_blueprint(check_tile)
if data.raw.tile[check_tile] then if data.raw.tile[check_tile] then
data.raw.tile[check_tile].can_be_part_of_blueprint = false data.raw.tile[check_tile].can_be_part_of_blueprint = false
end end
end end
function BI_Functions.lib.fuel_emissions_multiplier_update(item2update, value) function BI_Functions.lib.fuel_emissions_multiplier_update(item2update, value)
local target = data.raw.item[item2update] local target = data.raw.item[item2update]
if target and target.fuel_value then if target and target.fuel_value then
target.fuel_emissions_multiplier = value target.fuel_emissions_multiplier = value
end end
end end

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local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
if not thxbob.lib.machine then thxbob.lib.machine = {} end if not thxbob.lib.machine then thxbob.lib.machine = {} end
function thxbob.lib.machine.has_category(machine, category_in) function thxbob.lib.machine.has_category(machine, category_in)
local hasit = false local hasit = false
if machine and machine.crafting_categories then if machine and machine.crafting_categories then
for i, category in pairs(machine.crafting_categories) do for i, category in pairs(machine.crafting_categories) do
if category == category_in then if category == category_in then
hasit = true hasit = true
end end
end end
end end
return hasit return hasit
end end
function thxbob.lib.machine.add_category(machine, category) function thxbob.lib.machine.add_category(machine, category)
if machine and data.raw["recipe-category"][category] then if machine and data.raw["recipe-category"][category] then
if not machine.crafting_categories then if not machine.crafting_categories then
machine.crafting_categories = {category} machine.crafting_categories = {category}
elseif not thxbob.lib.machine.has_category(machine, category) then elseif not thxbob.lib.machine.has_category(machine, category) then
table.insert(machine.crafting_categories, category) table.insert(machine.crafting_categories, category)
end end
else else
if not data.raw["recipe-category"][category] then if not data.raw["recipe-category"][category] then
BioInd.writeDebug("Crafting category %s does not exist.", {category}) BioInd.writeDebug("Crafting category %s does not exist.", {category})
end end
end end
end end
function thxbob.lib.machine.if_add_category(machine, category, category_to_add) function thxbob.lib.machine.if_add_category(machine, category, category_to_add)
if machine and data.raw["recipe-category"][category] and data.raw["recipe-category"][category_to_add] then if machine and data.raw["recipe-category"][category] and data.raw["recipe-category"][category_to_add] then
if thxbob.lib.machine.has_category(machine, category) then if thxbob.lib.machine.has_category(machine, category) then
thxbob.lib.machine.add_category(machine, category_to_add) thxbob.lib.machine.add_category(machine, category_to_add)
end end
else else
if not data.raw["recipe-category"][category] then if not data.raw["recipe-category"][category] then
BioInd.writeDebug("Crafting category %s does not exist.", {category}) BioInd.writeDebug("Crafting category %s does not exist.", {category})
end end
if not data.raw["recipe-category"][category_to_add] then if not data.raw["recipe-category"][category_to_add] then
BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add}) BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add})
end end
end end
end end
function thxbob.lib.machine.type_if_add_category(machine_type, category, category_to_add) function thxbob.lib.machine.type_if_add_category(machine_type, category, category_to_add)
if data.raw["recipe-category"][category] and data.raw["recipe-category"][category_to_add] then if data.raw["recipe-category"][category] and data.raw["recipe-category"][category_to_add] then
for i, machine in pairs(data.raw[machine_type]) do for i, machine in pairs(data.raw[machine_type]) do
thxbob.lib.machine.if_add_category(machine, category, category_to_add) thxbob.lib.machine.if_add_category(machine, category, category_to_add)
end end
else else
if not data.raw["recipe-category"][category] then if not data.raw["recipe-category"][category] then
BioInd.writeDebug("Crafting category %s does not exist.", {category}) BioInd.writeDebug("Crafting category %s does not exist.", {category})
end end
if not data.raw["recipe-category"][category_to_add] then if not data.raw["recipe-category"][category_to_add] then
BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add}) BioInd.writeDebug("Crafting category %s does not exist.", {category_to_add})
end end
end end
end end
function thxbob.lib.machine.has_resource_category(machine, category_in) function thxbob.lib.machine.has_resource_category(machine, category_in)
local hasit = false local hasit = false
if machine and machine.resource_categories then if machine and machine.resource_categories then
for i, category in pairs(machine.resource_categories) do for i, category in pairs(machine.resource_categories) do
if category == category_in then if category == category_in then
hasit = true hasit = true
end end
end end
end end
return hasit return hasit
end end
function thxbob.lib.machine.add_resource_category(machine, category) function thxbob.lib.machine.add_resource_category(machine, category)
if machine and data.raw["resource-category"][category] then if machine and data.raw["resource-category"][category] then
if not machine.resource_categories then if not machine.resource_categories then
machine.resource_categories = {category} machine.resource_categories = {category}
elseif not thxbob.lib.machine.has_resource_category(machine, category) then elseif not thxbob.lib.machine.has_resource_category(machine, category) then
table.insert(machine.resource_categories, category) table.insert(machine.resource_categories, category)
end end
else else
if not data.raw["resource-category"][category] then if not data.raw["resource-category"][category] then
BioInd.writeDebug("Resource category %s does not exist.", {category}) BioInd.writeDebug("Resource category %s does not exist.", {category})
end end
end end
end end
function thxbob.lib.machine.if_add_resource_category(machine, category, category_to_add) function thxbob.lib.machine.if_add_resource_category(machine, category, category_to_add)
if machine and data.raw["resource-category"][category] and data.raw["resource-category"][category_to_add] then if machine and data.raw["resource-category"][category] and data.raw["resource-category"][category_to_add] then
if thxbob.lib.machine.has_resource_category(machine, category) then if thxbob.lib.machine.has_resource_category(machine, category) then
thxbob.lib.machine.add_resource_category(machine, category_to_add) thxbob.lib.machine.add_resource_category(machine, category_to_add)
end end
else else
if not data.raw["resource-category"][category] then if not data.raw["resource-category"][category] then
BioInd.writeDebug("Resource category %s does not exist.", {category}) BioInd.writeDebug("Resource category %s does not exist.", {category})
end end
if not data.raw["resource-category"][category_to_add] then if not data.raw["resource-category"][category_to_add] then
BioInd.writeDebug("Resource category %s does not exist.", {category_to_add}) BioInd.writeDebug("Resource category %s does not exist.", {category_to_add})
end end
end end
end end
function thxbob.lib.machine.type_if_add_resource_category(machine_type, category, category_to_add) function thxbob.lib.machine.type_if_add_resource_category(machine_type, category, category_to_add)
if data.raw["resource-category"][category] and data.raw["resource-category"][category_to_add] then if data.raw["resource-category"][category] and data.raw["resource-category"][category_to_add] then
for i, machine in pairs(data.raw[machine_type]) do for i, machine in pairs(data.raw[machine_type]) do
thxbob.lib.machine.if_add_resource_category(machine, category, category_to_add) thxbob.lib.machine.if_add_resource_category(machine, category, category_to_add)
end end
else else
if not data.raw["resource-category"][category] then if not data.raw["resource-category"][category] then
BioInd.writeDebug("Resource category %s does not exist.", {category}) BioInd.writeDebug("Resource category %s does not exist.", {category})
end end
if not data.raw["resource-category"][category_to_add] then if not data.raw["resource-category"][category_to_add] then
BioInd.writeDebug("Resource category %s does not exist.", {category_to_add}) BioInd.writeDebug("Resource category %s does not exist.", {category_to_add})
end end
end end
end end

View file

@ -1,80 +1,80 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
-- Merges table2's contents into table1. -- Merges table2's contents into table1.
function thxbob.lib.table_merge(table1, table2) function thxbob.lib.table_merge(table1, table2)
for index, value in pairs(table2) do for index, value in pairs(table2) do
if type(value) == "table" then if type(value) == "table" then
if type(table1[index]) == "table" then if type(table1[index]) == "table" then
thxbob.lib.table_merge(table1[index], table2[index]) thxbob.lib.table_merge(table1[index], table2[index])
else else
table1[index] = util.table.deepcopy(table2[index]) table1[index] = util.table.deepcopy(table2[index])
end end
else else
table1[index] = value table1[index] = value
end end
end end
end end
-- Converts recipe.result to recipe.results! -- Converts recipe.result to recipe.results!
function thxbob.lib.result_check(object) function thxbob.lib.result_check(object)
BioInd.show("Entered function result_check", object) BioInd.show("Entered function result_check", object)
if object then if object then
object.results = object.results or {} object.results = object.results or {}
if object.result then if object.result then
local item = thxbob.lib.item.basic_item({name = object.result}) local item = thxbob.lib.item.basic_item({name = object.result})
BioInd.show("item", item) BioInd.show("item", item)
if object.result_count then if object.result_count then
item.amount = object.result_count item.amount = object.result_count
object.result_count = nil object.result_count = nil
end end
BioInd.show("object.result", object.result) BioInd.show("object.result", object.result)
thxbob.lib.item.add_new(object.results, item) thxbob.lib.item.add_new(object.results, item)
BioInd.show("object.results after add_new", object.results) BioInd.show("object.results after add_new", object.results)
if object.ingredients then -- It's a recipe if object.ingredients then -- It's a recipe
if not object.main_product then if not object.main_product then
if object.icon or object.subgroup or object.order or item.type ~= "item" then -- if we already have one, add the rest if object.icon or object.subgroup or object.order or item.type ~= "item" then -- if we already have one, add the rest
BioInd.writeDebug("data.raw[%s][%s]: %s", {item.type, object.result, data.raw[item.type][object.result] or "nil"}) BioInd.writeDebug("data.raw[%s][%s]: %s", {item.type, object.result, data.raw[item.type][object.result] or "nil"})
if (not object.icon) and data.raw[item.type][object.result] and if (not object.icon) and data.raw[item.type][object.result] and
data.raw[item.type][object.result].icon then data.raw[item.type][object.result].icon then
object.icon = data.raw[item.type][object.result].icon object.icon = data.raw[item.type][object.result].icon
object.icon_size = data.raw[item.type][object.result].icon_size object.icon_size = data.raw[item.type][object.result].icon_size
-- Make sure objects also have an icons definition -- Make sure objects also have an icons definition
elseif not object.icons and data.raw[item.type][object.result] and elseif not object.icons and data.raw[item.type][object.result] and
data.raw[item.type][object.result].icons and data.raw[item.type][object.result].icons and
-- Don't assume that an icon already exists, -- Don't assume that an icon already exists,
-- it could be set later on! -- it could be set later on!
data.raw[item.type][object.result].icon then data.raw[item.type][object.result].icon then
object.icons = { object.icons = {
{icon = data.raw[item.type][object.result].icon, icon_size = 64} {icon = data.raw[item.type][object.result].icon, icon_size = 64}
} }
end end
if not object.subgroup and data.raw[item.type][object.result] and if not object.subgroup and data.raw[item.type][object.result] and
data.raw[item.type][object.result].subgroup then data.raw[item.type][object.result].subgroup then
object.subgroup = data.raw[item.type][object.result].subgroup object.subgroup = data.raw[item.type][object.result].subgroup
end end
if not object.order and data.raw[item.type][object.result] and if not object.order and data.raw[item.type][object.result] and
data.raw[item.type][object.result].order then data.raw[item.type][object.result].order then
object.order = data.raw[item.type][object.result].order object.order = data.raw[item.type][object.result].order
end end
else -- otherwise just use main_product as a cheap way to set them all. else -- otherwise just use main_product as a cheap way to set them all.
object.main_product = object.result object.main_product = object.result
end end
end end
end end
object.result = nil object.result = nil
end end
else else
BioInd.writeDebug("%s does not exist.", {object}) BioInd.writeDebug("%s does not exist.", {object})
end end
end end
function thxbob.lib.belt_speed_ips(ips) function thxbob.lib.belt_speed_ips(ips)
return ips * 1/480 return ips * 1/480
end end

View file

@ -1,178 +1,178 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
if not thxbob.lib.item then thxbob.lib.item = {} end if not thxbob.lib.item then thxbob.lib.item = {} end
function thxbob.lib.item.get_type(name) function thxbob.lib.item.get_type(name)
local item_types = { local item_types = {
"ammo", "ammo",
"armor", "armor",
"capsule", "capsule",
"fluid", "fluid",
"gun", "gun",
"item", "item",
"module", "module",
"tool", "tool",
"item-with-entity-data" "item-with-entity-data"
} }
local item_type = nil local item_type = nil
for i, type_name in pairs(item_types) do for i, type_name in pairs(item_types) do
if data.raw[type_name][name] then item_type = type_name end if data.raw[type_name][name] then item_type = type_name end
end end
return item_type return item_type
end end
function thxbob.lib.item.get_basic_type(name) function thxbob.lib.item.get_basic_type(name)
local item_type = "item" local item_type = "item"
if data.raw.fluid[name] then item_type = "fluid" end if data.raw.fluid[name] then item_type = "fluid" end
return item_type return item_type
end end
function thxbob.lib.item.basic_item(inputs) function thxbob.lib.item.basic_item(inputs)
local item = {} local item = {}
if inputs.name then if inputs.name then
item.name = inputs.name item.name = inputs.name
else else
item.name = inputs[1] item.name = inputs[1]
end end
if inputs.amount then if inputs.amount then
item.amount = inputs.amount item.amount = inputs.amount
else else
if inputs[2] then if inputs[2] then
item.amount = inputs[2] item.amount = inputs[2]
end end
end end
if not item.amount then if not item.amount then
item.amount = 1 item.amount = 1
end end
if inputs.type then if inputs.type then
item.type = inputs.type item.type = inputs.type
else else
item.type = thxbob.lib.item.get_basic_type(item.name) item.type = thxbob.lib.item.get_basic_type(item.name)
end end
if item.type == "item" then if item.type == "item" then
if item.amount > 0 and item.amount < 1 then if item.amount > 0 and item.amount < 1 then
item.amount = 1 item.amount = 1
else else
item.amount = math.floor(item.amount) item.amount = math.floor(item.amount)
end end
end end
return item return item
end end
function thxbob.lib.item.item(inputs) function thxbob.lib.item.item(inputs)
local item = {} local item = {}
if inputs.name then if inputs.name then
item.name = inputs.name item.name = inputs.name
else else
item.name = inputs[1] item.name = inputs[1]
end end
if inputs.amount then if inputs.amount then
item.amount = inputs.amount item.amount = inputs.amount
else else
if inputs[2] then if inputs[2] then
item.amount = inputs[2] item.amount = inputs[2]
end end
end end
if not item.amount then if not item.amount then
if inputs.amount_min and inputs.amount_max then if inputs.amount_min and inputs.amount_max then
item.amount_min = inputs.amount_min item.amount_min = inputs.amount_min
item.amount_max = inputs.amount_max item.amount_max = inputs.amount_max
else else
item.amount = 1 item.amount = 1
end end
end end
if inputs.probability then item.probability = inputs.probability end if inputs.probability then item.probability = inputs.probability end
if inputs.type then if inputs.type then
item.type = inputs.type item.type = inputs.type
else else
item.type = thxbob.lib.item.get_basic_type(item.name) item.type = thxbob.lib.item.get_basic_type(item.name)
end end
return item return item
end end
function thxbob.lib.item.combine(item1_in, item2_in) function thxbob.lib.item.combine(item1_in, item2_in)
local item = {} local item = {}
local item1 = thxbob.lib.item.item(item1_in) local item1 = thxbob.lib.item.item(item1_in)
local item2 = thxbob.lib.item.item(item2_in) local item2 = thxbob.lib.item.item(item2_in)
item.name = item1.name item.name = item1.name
item.type = item1.type item.type = item1.type
if item1.amount and item2.amount then if item1.amount and item2.amount then
item.amount = item1.amount + item2.amount item.amount = item1.amount + item2.amount
elseif item1.amount_min and item1.amount_max and item2.amount_min and item2.amount_max then elseif item1.amount_min and item1.amount_max and item2.amount_min and item2.amount_max then
item.amount_min = item1.amount_min + item2.amount_min item.amount_min = item1.amount_min + item2.amount_min
item.amount_max = item1.amount_max + item2.amount_max item.amount_max = item1.amount_max + item2.amount_max
else else
if item1.amount_min and item1.amount_max and item2.amount then if item1.amount_min and item1.amount_max and item2.amount then
item.amount_min = item1.amount_min + item2.amount item.amount_min = item1.amount_min + item2.amount
item.amount_max = item1.amount_max + item2.amount item.amount_max = item1.amount_max + item2.amount
elseif item1.amount and item2.amount_min and item2.amount_max then elseif item1.amount and item2.amount_min and item2.amount_max then
item.amount_min = item1.amount + item2.amount_min item.amount_min = item1.amount + item2.amount_min
item.amount_max = item1.amount + item2.amount_max item.amount_max = item1.amount + item2.amount_max
end end
end end
if item1.probability and item2.probability then if item1.probability and item2.probability then
item.probability = (item1.probability + item2.probability) / 2 item.probability = (item1.probability + item2.probability) / 2
elseif item1.probability then elseif item1.probability then
item.probability = (item1.probability + 1) / 2 item.probability = (item1.probability + 1) / 2
elseif item2.probability then elseif item2.probability then
item.probability = (item2.probability + 1) / 2 item.probability = (item2.probability + 1) / 2
end end
return item return item
end end
function thxbob.lib.item.add(list, item_in) --increments amount if exists function thxbob.lib.item.add(list, item_in) --increments amount if exists
local item = thxbob.lib.item.item(item_in) local item = thxbob.lib.item.item(item_in)
local addit = true local addit = true
for i, object in pairs(list) do for i, object in pairs(list) do
if object[1] == item.name or object.name == item.name then if object[1] == item.name or object.name == item.name then
addit = false addit = false
list[i] = thxbob.lib.item.combine(object, item) list[i] = thxbob.lib.item.combine(object, item)
end end
end end
if addit then table.insert(list, item) end if addit then table.insert(list, item) end
end end
function thxbob.lib.item.add_new(list, item_in) --ignores if exists function thxbob.lib.item.add_new(list, item_in) --ignores if exists
local item = thxbob.lib.item.item(item_in) local item = thxbob.lib.item.item(item_in)
local addit = true local addit = true
for i, object in pairs(list) do for i, object in pairs(list) do
if item.name == thxbob.lib.item.basic_item(object).name then addit = false end if item.name == thxbob.lib.item.basic_item(object).name then addit = false end
end end
if addit then if addit then
table.insert(list, item) table.insert(list, item)
end end
end end
function thxbob.lib.item.remove(list, item) function thxbob.lib.item.remove(list, item)
for i, object in ipairs(list) do for i, object in ipairs(list) do
if object[1] == item or object.name == item then if object[1] == item or object.name == item then
table.remove(list, i) table.remove(list, i)
end end
end end
end end
function thxbob.lib.item.set(list, item_in) function thxbob.lib.item.set(list, item_in)
local item = thxbob.lib.item.item(item_in) local item = thxbob.lib.item.item(item_in)
for i, object in pairs(list) do for i, object in pairs(list) do
if object[1] == item.name or object.name == item.name then if object[1] == item.name or object.name == item.name then
list[i] = item list[i] = item
end end
end end
end end

View file

@ -1,163 +1,163 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
if not thxbob.lib.recipe then thxbob.lib.recipe = {} end if not thxbob.lib.recipe then thxbob.lib.recipe = {} end
function thxbob.lib.recipe.replace_ingredient(recipe, old, new) function thxbob.lib.recipe.replace_ingredient(recipe, old, new)
local retval = false local retval = false
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(new) then if data.raw.recipe[recipe] and thxbob.lib.item.get_type(new) then
local amount = 0 local amount = 0
if data.raw.recipe[recipe].ingredients then if data.raw.recipe[recipe].ingredients then
for i, ingredient in pairs(data.raw.recipe[recipe].ingredients) do for i, ingredient in pairs(data.raw.recipe[recipe].ingredients) do
local item = thxbob.lib.item.basic_item(ingredient) local item = thxbob.lib.item.basic_item(ingredient)
if item.name == old then if item.name == old then
amount = item.amount + amount amount = item.amount + amount
end end
end end
if amount > 0 then if amount > 0 then
if thxbob.lib.item.get_type(old) == "fluid" and thxbob.lib.item.get_type(new) == "item" then if thxbob.lib.item.get_type(old) == "fluid" and thxbob.lib.item.get_type(new) == "item" then
amount = math.ceil(amount / 10) amount = math.ceil(amount / 10)
end end
if thxbob.lib.item.get_type(old) == "item" and thxbob.lib.item.get_type(new) == "fluid" then if thxbob.lib.item.get_type(old) == "item" and thxbob.lib.item.get_type(new) == "fluid" then
amount = amount * 10 amount = amount * 10
end end
thxbob.lib.recipe.remove_ingredient(recipe, old) thxbob.lib.recipe.remove_ingredient(recipe, old)
thxbob.lib.recipe.add_ingredient(recipe, {new, amount}) thxbob.lib.recipe.add_ingredient(recipe, {new, amount})
return true return true
else else
return false return false
end end
end end
else else
if not data.raw.recipe[recipe] then if not data.raw.recipe[recipe] then
BioInd.writeDebug("Recipe %s does not exist.", {recipe}) BioInd.writeDebug("Recipe %s does not exist.", {recipe})
end end
if not thxbob.lib.item.get_type(new) then if not thxbob.lib.item.get_type(new) then
BioInd.writeDebug("Ingredient %s does not exist.", {new}) BioInd.writeDebug("Ingredient %s does not exist.", {new})
end end
end end
return retval return retval
end end
function thxbob.lib.recipe.replace_ingredient_in_all(old, new) function thxbob.lib.recipe.replace_ingredient_in_all(old, new)
if thxbob.lib.item.get_basic_type(new) then if thxbob.lib.item.get_basic_type(new) then
for i, recipe in pairs(data.raw.recipe) do for i, recipe in pairs(data.raw.recipe) do
thxbob.lib.recipe.replace_ingredient(recipe.name, old, new) thxbob.lib.recipe.replace_ingredient(recipe.name, old, new)
end end
else else
BioInd.writeDebug("Ingredient %s does not exist.", {new}) BioInd.writeDebug("Ingredient %s does not exist.", {new})
end end
end end
function thxbob.lib.recipe.remove_ingredient(recipe, item) function thxbob.lib.recipe.remove_ingredient(recipe, item)
if data.raw.recipe[recipe] then if data.raw.recipe[recipe] then
if data.raw.recipe[recipe].ingredients then if data.raw.recipe[recipe].ingredients then
thxbob.lib.item.remove(data.raw.recipe[recipe].ingredients, item) thxbob.lib.item.remove(data.raw.recipe[recipe].ingredients, item)
end end
else else
BioInd.writeDebug("Recipe %s does not exist.", {recipe}) BioInd.writeDebug("Recipe %s does not exist.", {recipe})
end end
end end
function thxbob.lib.recipe.add_new_ingredient(recipe, item) function thxbob.lib.recipe.add_new_ingredient(recipe, item)
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
if data.raw.recipe[recipe].ingredients then if data.raw.recipe[recipe].ingredients then
thxbob.lib.item.add_new(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item)) thxbob.lib.item.add_new(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item))
end end
else else
if not data.raw.recipe[recipe] then if not data.raw.recipe[recipe] then
BioInd.writeDebug("Recipe %s does not exist.", {recipe}) BioInd.writeDebug("Recipe %s does not exist.", {recipe})
end end
if not thxbob.lib.item.get_type(item) then if not thxbob.lib.item.get_type(item) then
BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name}) BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name})
end end
end end
end end
function thxbob.lib.recipe.add_ingredient(recipe, item) function thxbob.lib.recipe.add_ingredient(recipe, item)
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
if data.raw.recipe[recipe].ingredients then if data.raw.recipe[recipe].ingredients then
thxbob.lib.item.add(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item)) thxbob.lib.item.add(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item))
end end
else else
if not data.raw.recipe[recipe] then if not data.raw.recipe[recipe] then
BioInd.writeDebug("Recipe %s does not exist.", {recipe}) BioInd.writeDebug("Recipe %s does not exist.", {recipe})
end end
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name}) BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name})
end end
end end
end end
function thxbob.lib.recipe.set_ingredient(recipe, item) function thxbob.lib.recipe.set_ingredient(recipe, item)
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
if data.raw.recipe[recipe].ingredients then if data.raw.recipe[recipe].ingredients then
thxbob.lib.item.set(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item)) thxbob.lib.item.set(data.raw.recipe[recipe].ingredients, thxbob.lib.item.basic_item(item))
end end
else else
if not data.raw.recipe[recipe] then if not data.raw.recipe[recipe] then
BioInd.writeDebug("Recipe %s does not exist.", {recipe}) BioInd.writeDebug("Recipe %s does not exist.", {recipe})
end end
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name}) BioInd.writeDebug("Ingredient %s does not exist.", {thxbob.lib.item.basic_item(item).name})
end end
end end
end end
function thxbob.lib.recipe.add_result(recipe, item) function thxbob.lib.recipe.add_result(recipe, item)
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then
thxbob.lib.result_check(data.raw.recipe[recipe]) thxbob.lib.result_check(data.raw.recipe[recipe])
thxbob.lib.item.add(data.raw.recipe[recipe].results, item) thxbob.lib.item.add(data.raw.recipe[recipe].results, item)
end end
else else
if not data.raw.recipe[recipe] then if not data.raw.recipe[recipe] then
BioInd.writeDebug("Recipe %s does not exist.", {recipe}) BioInd.writeDebug("Recipe %s does not exist.", {recipe})
end end
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
BioInd.writeDebug("Item %s does not exist.", {thxbob.lib.item.basic_item(item).name}) BioInd.writeDebug("Item %s does not exist.", {thxbob.lib.item.basic_item(item).name})
end end
end end
end end
function thxbob.lib.recipe.set_result(recipe, item) function thxbob.lib.recipe.set_result(recipe, item)
if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then if data.raw.recipe[recipe] and thxbob.lib.item.get_type(thxbob.lib.item.basic_item(item).name) then
if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then
thxbob.lib.result_check(data.raw.recipe[recipe]) thxbob.lib.result_check(data.raw.recipe[recipe])
thxbob.lib.item.set(data.raw.recipe[recipe].results, item) thxbob.lib.item.set(data.raw.recipe[recipe].results, item)
end end
else else
if not data.raw.recipe[recipe] then if not data.raw.recipe[recipe] then
BioInd.writeDebug("Recipe %s does not exist.", {recipe}) BioInd.writeDebug("Recipe %s does not exist.", {recipe})
end end
if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then if not thxbob.lib.item.get_basic_type(thxbob.lib.item.basic_item(item).name) then
BioInd.writeDebug("Item %s does not exist.", {thxbob.lib.item.basic_item(item).name}) BioInd.writeDebug("Item %s does not exist.", {thxbob.lib.item.basic_item(item).name})
end end
end end
end end
function thxbob.lib.recipe.remove_result(recipe, item) function thxbob.lib.recipe.remove_result(recipe, item)
local f_name = "remove_result" local f_name = "remove_result"
BioInd.writeDebug("Entered function %s(%s, %s)", {f_name, recipe, item}) BioInd.writeDebug("Entered function %s(%s, %s)", {f_name, recipe, item})
if data.raw.recipe[recipe] then if data.raw.recipe[recipe] then
if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then if data.raw.recipe[recipe].result or data.raw.recipe[recipe].results then
thxbob.lib.result_check(data.raw.recipe[recipe]) thxbob.lib.result_check(data.raw.recipe[recipe])
thxbob.lib.item.remove(data.raw.recipe[recipe].results, item) thxbob.lib.item.remove(data.raw.recipe[recipe].results, item)
end end
else else
BioInd.writeDebug("Recipe %s does not exist.", {recipe}) BioInd.writeDebug("Recipe %s does not exist.", {recipe})
end end
end end

View file

@ -1,173 +1,173 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
if not thxbob.lib.tech then thxbob.lib.tech = {} end if not thxbob.lib.tech then thxbob.lib.tech = {} end
function thxbob.lib.tech.replace_science_pack(technology, old, new) function thxbob.lib.tech.replace_science_pack(technology, old, new)
if data.raw.technology[technology] and data.raw.tool[new] then if data.raw.technology[technology] and data.raw.tool[new] then
local doit = false local doit = false
local amount = 0 local amount = 0
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
if ingredient[1] == old then if ingredient[1] == old then
doit = true doit = true
amount = ingredient[2] + amount amount = ingredient[2] + amount
end end
if ingredient.name == old then if ingredient.name == old then
doit = true doit = true
amount = ingredient.amount + amount amount = ingredient.amount + amount
end end
end end
if doit then if doit then
thxbob.lib.tech.remove_science_pack(technology, old) thxbob.lib.tech.remove_science_pack(technology, old)
thxbob.lib.tech.add_science_pack(technology, new, amount) thxbob.lib.tech.add_science_pack(technology, new, amount)
end end
else else
if not data.raw.technology[technology] then if not data.raw.technology[technology] then
BioInd.writeDebug("Technology %s does not exist.", {technology}) BioInd.writeDebug("Technology %s does not exist.", {technology})
end end
if not data.raw.tool[new] then if not data.raw.tool[new] then
BioInd.writeDebug("Science pack %s does not exist.", {new}) BioInd.writeDebug("Science pack %s does not exist.", {new})
end end
end end
end end
function thxbob.lib.tech.add_new_science_pack(technology, pack, amount) function thxbob.lib.tech.add_new_science_pack(technology, pack, amount)
if data.raw.technology[technology] and data.raw.tool[pack] then if data.raw.technology[technology] and data.raw.tool[pack] then
local addit = true local addit = true
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
if ingredient[1] == pack or ingredient.name == pack then addit = false end if ingredient[1] == pack or ingredient.name == pack then addit = false end
end end
if addit then table.insert(data.raw.technology[technology].unit.ingredients, {pack, amount}) end if addit then table.insert(data.raw.technology[technology].unit.ingredients, {pack, amount}) end
else else
if not data.raw.technology[technology] then if not data.raw.technology[technology] then
BioInd.writeDebug("Technology %s does not exist.", {technology}) BioInd.writeDebug("Technology %s does not exist.", {technology})
end end
if not data.raw.tool[pack] then if not data.raw.tool[pack] then
BioInd.writeDebug("Science pack %s does not exist.", {pack}) BioInd.writeDebug("Science pack %s does not exist.", {pack})
end end
end end
end end
function thxbob.lib.tech.add_science_pack(technology, pack, amount) function thxbob.lib.tech.add_science_pack(technology, pack, amount)
if data.raw.technology[technology] and data.raw.tool[pack] then if data.raw.technology[technology] and data.raw.tool[pack] then
local addit = true local addit = true
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
if ingredient[1] == pack then if ingredient[1] == pack then
addit = false addit = false
ingredient[2] = ingredient[2] + amount ingredient[2] = ingredient[2] + amount
end end
if ingredient.name == pack then if ingredient.name == pack then
addit = false addit = false
ingredient.amount = ingredient.amount + amount ingredient.amount = ingredient.amount + amount
end end
end end
if addit then if addit then
table.insert(data.raw.technology[technology].unit.ingredients, {pack, amount}) table.insert(data.raw.technology[technology].unit.ingredients, {pack, amount})
end end
else else
if not data.raw.technology[technology] then if not data.raw.technology[technology] then
BioInd.writeDebug("Technology " .. tostring(technology) .. " does not exist.") BioInd.writeDebug("Technology " .. tostring(technology) .. " does not exist.")
end end
if not data.raw.tool[pack] then if not data.raw.tool[pack] then
BioInd.writeDebug("Science pack %s does not exist.", {pack}) BioInd.writeDebug("Science pack %s does not exist.", {pack})
end end
end end
end end
function thxbob.lib.tech.remove_science_pack(technology, pack) function thxbob.lib.tech.remove_science_pack(technology, pack)
if data.raw.technology[technology] then if data.raw.technology[technology] then
for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do for i, ingredient in pairs(data.raw.technology[technology].unit.ingredients) do
if ingredient[1] == pack or ingredient.name == pack then if ingredient[1] == pack or ingredient.name == pack then
table.remove(data.raw.technology[technology].unit.ingredients, i) table.remove(data.raw.technology[technology].unit.ingredients, i)
end end
end end
else else
BioInd.writeDebug("Technology %s does not exist.", {technology}) BioInd.writeDebug("Technology %s does not exist.", {technology})
end end
end end
function thxbob.lib.tech.add_recipe_unlock(technology, recipe) function thxbob.lib.tech.add_recipe_unlock(technology, recipe)
if data.raw.technology[technology] and data.raw.recipe[recipe] then if data.raw.technology[technology] and data.raw.recipe[recipe] then
local addit = true local addit = true
if not data.raw.technology[technology].effects then if not data.raw.technology[technology].effects then
data.raw.technology[technology].effects = {} data.raw.technology[technology].effects = {}
end end
for i, effect in pairs(data.raw.technology[technology].effects) do for i, effect in pairs(data.raw.technology[technology].effects) do
if effect.type == "unlock-recipe" and effect.recipe == recipe then addit = false end if effect.type == "unlock-recipe" and effect.recipe == recipe then addit = false end
end end
if addit then table.insert(data.raw.technology[technology].effects, {type = "unlock-recipe", recipe = recipe}) end if addit then table.insert(data.raw.technology[technology].effects, {type = "unlock-recipe", recipe = recipe}) end
else else
if not data.raw.technology[technology] then if not data.raw.technology[technology] then
BioInd.writeDebug("Technology %s does not exist.", {technology}) BioInd.writeDebug("Technology %s does not exist.", {technology})
end end
if not data.raw.recipe[recipe] then if not data.raw.recipe[recipe] then
BioInd.writeDebug("Recipe %s does not exist.", {recipe}) BioInd.writeDebug("Recipe %s does not exist.", {recipe})
end end
end end
end end
function thxbob.lib.tech.remove_recipe_unlock(technology, recipe) function thxbob.lib.tech.remove_recipe_unlock(technology, recipe)
if data.raw.technology[technology] and data.raw.technology[technology].effects then if data.raw.technology[technology] and data.raw.technology[technology].effects then
for i, effect in pairs(data.raw.technology[technology].effects) do for i, effect in pairs(data.raw.technology[technology].effects) do
if effect.type == "unlock-recipe" and effect.recipe == recipe then if effect.type == "unlock-recipe" and effect.recipe == recipe then
table.remove(data.raw.technology[technology].effects, i) table.remove(data.raw.technology[technology].effects, i)
end end
end end
else else
if not data.raw.technology[technology] then if not data.raw.technology[technology] then
BioInd.writeDebug("Technology %s does not exist.", {technology}) BioInd.writeDebug("Technology %s does not exist.", {technology})
end end
end end
end end
function thxbob.lib.tech.replace_prerequisite(technology, old, new) function thxbob.lib.tech.replace_prerequisite(technology, old, new)
if data.raw.technology[technology] and data.raw.technology[new] then if data.raw.technology[technology] and data.raw.technology[new] then
for i, prerequisite in ipairs(data.raw.technology[technology].prerequisites) do for i, prerequisite in ipairs(data.raw.technology[technology].prerequisites) do
if prerequisite == old then if prerequisite == old then
thxbob.lib.tech.remove_prerequisite(technology, old) thxbob.lib.tech.remove_prerequisite(technology, old)
thxbob.lib.tech.add_prerequisite(technology, new) thxbob.lib.tech.add_prerequisite(technology, new)
end end
end end
else else
if not data.raw.technology[technology] then if not data.raw.technology[technology] then
BioInd.writeDebug("Technology %s does not exist.", {technology}) BioInd.writeDebug("Technology %s does not exist.", {technology})
end end
if not data.raw.technology[new] then if not data.raw.technology[new] then
BioInd.writeDebug("Technology %s does not exist.", {new}) BioInd.writeDebug("Technology %s does not exist.", {new})
end end
end end
end end
function thxbob.lib.tech.add_prerequisite(technology, prerequisite) function thxbob.lib.tech.add_prerequisite(technology, prerequisite)
if data.raw.technology[technology] and data.raw.technology[prerequisite] then if data.raw.technology[technology] and data.raw.technology[prerequisite] then
local addit = true local addit = true
if data.raw.technology[technology].prerequisites then if data.raw.technology[technology].prerequisites then
for i, check in ipairs(data.raw.technology[technology].prerequisites) do for i, check in ipairs(data.raw.technology[technology].prerequisites) do
if check == prerequisite then addit = false end if check == prerequisite then addit = false end
end end
else else
data.raw.technology[technology].prerequisites = {} data.raw.technology[technology].prerequisites = {}
end end
if addit then table.insert(data.raw.technology[technology].prerequisites, prerequisite) end if addit then table.insert(data.raw.technology[technology].prerequisites, prerequisite) end
else else
if not data.raw.technology[technology] then if not data.raw.technology[technology] then
BioInd.writeDebug("Technology %s does not exist.", {technology}) BioInd.writeDebug("Technology %s does not exist.", {technology})
end end
if not data.raw.technology[prerequisite] then if not data.raw.technology[prerequisite] then
BioInd.writeDebug("Technology %s does not exist.", {prerequisite}) BioInd.writeDebug("Technology %s does not exist.", {prerequisite})
end end
end end
end end
function thxbob.lib.tech.remove_prerequisite(technology, prerequisite) function thxbob.lib.tech.remove_prerequisite(technology, prerequisite)
if data.raw.technology[technology] then if data.raw.technology[technology] then
for i, check in ipairs(data.raw.technology[technology].prerequisites) do for i, check in ipairs(data.raw.technology[technology].prerequisites) do
if check == prerequisite then if check == prerequisite then
table.remove(data.raw.technology[technology].prerequisites, i) table.remove(data.raw.technology[technology].prerequisites, i)
end end
end end
else else
BioInd.writeDebug("Technology %s does not exist.", {technology}) BioInd.writeDebug("Technology %s does not exist.", {technology})
end end
end end

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View file

@ -1,142 +1,142 @@
--- Utils for grouping --- Utils for grouping
function group_entities(entity_list) function group_entities(entity_list)
return group_entities(nil, entity_list) return group_entities(nil, entity_list)
end end
function group_entities(entity_groupid, entity_list) function group_entities(entity_groupid, entity_list)
return group("entities", entity_groupid, entity_list) return group("entities", entity_groupid, entity_list)
end end
function getGroup_entities(entity_groupid) function getGroup_entities(entity_groupid)
return getGroup("entities", entity_groupid) return getGroup("entities", entity_groupid)
end end
function getGroup_entities_by_member(entity_id) function getGroup_entities_by_member(entity_id)
return getGroup_byMember("entities", entity_id) return getGroup_byMember("entities", entity_id)
end end
function ungroup_entities(entity_groupid) function ungroup_entities(entity_groupid)
return ungroup("entities", entity_groupid) return ungroup("entities", entity_groupid)
end end
------------------------------------------------------------------- -------------------------------------------------------------------
-- Grouping -- Grouping
-- --
function group(index_id, group_id, members) function group(index_id, group_id, members)
_init_group(index_id, group_id) _init_group(index_id, group_id)
if index_id == nil then if index_id == nil then
index_id = "default" index_id = "default"
end end
if group_id then if group_id then
for ix, vx in ipairs(members) do for ix, vx in ipairs(members) do
_addto_group(index_id, group_id, vx) _addto_group(index_id, group_id, vx)
end end
return group_id return group_id
else else
-- no GID, then assign one -- no GID, then assign one
return group(index_id, _new_group(index_id), members) return group(index_id, _new_group(index_id), members)
end end
end end
function getGroup(index_id, group_id) function getGroup(index_id, group_id)
_init_group(index_id, group_id) _init_group(index_id, group_id)
if group_id then if group_id then
return _get_group(index_id, group_id) return _get_group(index_id, group_id)
else else
return nil return nil
end end
end end
function getGroup_byMember(index_id, group_id, member_id) function getGroup_byMember(index_id, group_id, member_id)
_init_group(index_id, group_id) _init_group(index_id, group_id)
if member_id then if member_id then
return _of_group(index_id, group_id, entity_id) return _of_group(index_id, group_id, entity_id)
else else
return nil return nil
end end
end end
function ungroup(index_id, group_id) function ungroup(index_id, group_id)
_init_group(index_id, group_id) _init_group(index_id, group_id)
if group_id then if group_id then
return _clear_group(index_id, group_id) return _clear_group(index_id, group_id)
else else
return false return false
end end
end end
------------------------------------------------------------------- -------------------------------------------------------------------
function _init_group(index_id) function _init_group(index_id)
if not storage.group then if not storage.group then
storage.group = {} storage.group = {}
end end
if not storage.group.default then if not storage.group.default then
storage.group.default = {} storage.group.default = {}
end end
if index_id and not storage.group[index_id] then if index_id and not storage.group[index_id] then
-- don't care if they name their group "default" -- don't care if they name their group "default"
storage.group[index_id] = {} storage.group[index_id] = {}
end end
end end
function _new_group(index_id) function _new_group(index_id)
local group_id_n = 0 local group_id_n = 0
local group_id_r = nil local group_id_r = nil
while group_id_r == nil do while group_id_r == nil do
local group_id_x = "gid-" .. (group_id_n + #storage.group[index_id]) local group_id_x = "gid-" .. (group_id_n + #storage.group[index_id])
if storage.group[index_id][group_id_x] then if storage.group[index_id][group_id_x] then
-- collision -- collision
group_id_n = group_id_n + 1 group_id_n = group_id_n + 1
else else
group_id_r = group_id_x group_id_r = group_id_x
end end
end end
return group_id_r return group_id_r
end end
function _addto_group(index_id, group_id, member_id) function _addto_group(index_id, group_id, member_id)
if storage.group[index_id] then if storage.group[index_id] then
if not storage.group[index_id][group_id] then if not storage.group[index_id][group_id] then
storage.group[index_id][group_id] = {} storage.group[index_id][group_id] = {}
end end
end end
table.insert(storage.group[index_id][group_id], member_id) table.insert(storage.group[index_id][group_id], member_id)
end end
function _get_group(index_id, group_id) function _get_group(index_id, group_id)
return storage.group[index_id][group_id] return storage.group[index_id][group_id]
end end
function _of_group(index_id, member_id) function _of_group(index_id, member_id)
--full scan --full scan
for kx, vx in pairs(storage.group[index_id]) do for kx, vx in pairs(storage.group[index_id]) do
for ky, vy in pairs(vx) do for ky, vy in pairs(vx) do
if member_id == vy then if member_id == vy then
return vx return vx
end end
end end
end end
return nil return nil
end end
function _clear_group(index_id, group_id) function _clear_group(index_id, group_id)
storage.group[index_id][group_id] = nil storage.group[index_id][group_id] = nil
end end
------------------------------------------------------------------- -------------------------------------------------------------------
------------------------------------------------------------------- -------------------------------------------------------------------
-- Cantor Hash -- Cantor Hash
------------------------------------------------------------------- -------------------------------------------------------------------
function cantor(k1, k2) function cantor(k1, k2)
return (0.5 * (k1+k2) * (k1+k2+1) + k2) return (0.5 * (k1+k2) * (k1+k2+1) + k2)
end end
------------------------------------------------------------------- -------------------------------------------------------------------

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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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[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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[BI-item-description] [BI-item-description]
# __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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@ -1,52 +1,52 @@
#~ translation into German by Tobilike #~ translation into German by Tobilike
# 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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@ -1,137 +1,137 @@
[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?
#~ 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-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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[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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[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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[BI-item-description] [BI-item-description]
# __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
#~ sand=__ITEM__sand__ #~ sand=__ITEM__sand__
sand = sand =

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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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@ -1,43 +1,43 @@
[fluid-name] [fluid-name]
#~ bi-biomass=Algae biomass #~ bi-biomass=Algae biomass
bi-biomass = __ITEM__bi-biomass__ bi-biomass=__ITEM__bi-biomass__
# We don't seem to use that! # We don't seem to use that!
#~ bi-ground-water=Water #~ bi-ground-water=Water
liquid-air = Liquid air liquid-air=Liquid air
nitrogen = Nitrogen nitrogen=Nitrogen
water-saline = Saline water water-saline=Saline water
bi-fertilizer-fluid = Liquid __ITEM__fertilizer__ bi-fertilizer-fluid=Liquid __ITEM__fertilizer__
bi-adv-fertilizer-fluid = Liquid __ITEM__bi-adv-fertilizer__ bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__
[fluid-description] [fluid-description]
bi-fertilizer-fluid = Liquid __ITEM__fertilizer__ makes greenwashing easy. bi-fertilizer-fluid=Liquid __ITEM__fertilizer__ makes greenwashing easy.
bi-adv-fertilizer-fluid = Liquid __ITEM__bi-adv-fertilizer__ -- just the thing you'll need if you really want to green-wash your factory! bi-adv-fertilizer-fluid=Liquid __ITEM__bi-adv-fertilizer__ -- just the thing you'll need if you really want to green-wash your factory!
[tile-name] [tile-name]
bi-solar-mat = Solar mat bi-solar-mat=Solar mat
bi-wood-floor = Wood floor bi-wood-floor=Wood floor
[item-group-name] [item-group-name]
bio-industries = Bio-Industries bio-industries=Bio-Industries
[ammo-category-name] [ammo-category-name]
Bio_Cannon_Ammo = Bio-cannon ammo Bio_Cannon_Ammo=Bio-cannon ammo
Bio_Turret_Ammo = Bio-turret ammo Bio_Turret_Ammo=Bio-turret ammo
[damage-type-name] [damage-type-name]
Biological = Biological Biological=Biological
bob-pierce = Pierce bob-pierce=Pierce
[modifier-description] [modifier-description]
Bio_Cannon_Ammo-damage-bonus = __ENTITY__bi-bio-cannon__ damage: +__1__ Bio_Cannon_Ammo-damage-bonus=__ENTITY__bi-bio-cannon__ damage: +__1__
Bio_Cannon_Ammo-shooting-speed-bonus = __ENTITY__bi-bio-cannon__ shooting speed: +__1__ Bio_Cannon_Ammo-shooting-speed-bonus=__ENTITY__bi-bio-cannon__ shooting speed: +__1__
Bio_Turret_Ammo-damage-bonus = __ENTITY__bi-dart-turret__ ammo damage bonus: +__1__ Bio_Turret_Ammo-damage-bonus=__ENTITY__bi-dart-turret__ ammo damage bonus: +__1__
Bio_Turret_Ammo-shooting-speed-bonus = __ENTITY__bi-dart-turret__ ammo shooting speed bonus: +__1__ Bio_Turret_Ammo-shooting-speed-bonus=__ENTITY__bi-dart-turret__ ammo shooting speed bonus: +__1__
bi-dart-turret-attack-bonus = __ENTITY__bi-dart-turret__ damage bonus: +__1__ bi-dart-turret-attack-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
bi-dart-turret-damage-bonus = __ENTITY__bi-dart-turret__ damage bonus: +__1__ bi-dart-turret-damage-bonus=__ENTITY__bi-dart-turret__ damage bonus: +__1__
[bi-misc] [bi-misc]
growing-tree = Growing tree growing-tree=Growing tree
growing-tree-desc = Given some time, a big tree will grow from this __ENTITY__seedling__. growing-tree-desc=Given some time, a big tree will grow from this __ENTITY__seedling__.
young-tree = Young tree young-tree=Young tree
young-tree-desc = This tree is still young and won't yield much wood yet. Better wait until it's fully grown before you chop it down! young-tree-desc=This tree is still young and won't yield much wood yet. Better wait until it's fully grown before you chop it down!

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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
#~ bi-production-science-pack=Use more, but cheaper wooden rails to make production science packs! #~ 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-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-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-to-concrete=Upgrade wooden rails to default rails
#~ bi-rail-wood=Cheap rails made with wood #~ bi-rail-wood=Cheap rails made with wood
#~ bi-sand=Sand from crushed stone #~ 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-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-bomb-advanced=Plant trees in a large area, with advanced fertilizer via a seed bomb! #~ bi-seed-bomb-advanced=Plant trees in a large area, with advanced fertilizer via a seed bomb!
#~ bi-seed-bomb-basic=Plant trees in a large area 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 fertilizer via a seed bomb! #~ bi-seed-bomb-standard=Plant trees in a large area, with fertilizer via a seed bomb!
#~ bi-slag-slurry=Slag slurry from ash, crushed stone and saline water #~ 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=A boiler that uses solar energy or electricity (also produces electricity).
#~ bi-solar-boiler-hidden-panel=A boiler that uses solar energy or electricity (also produces electricity). #~ bi-solar-boiler-hidden-panel=A boiler that uses solar energy or electricity (also produces electricity).
#~ bi-stone-crusher=Machine to break stone into crushed stone #~ bi-stone-crusher=Machine to break stone into crushed stone
#~ bi-sulfur=Bio-sulfur #~ bi-sulfur=Bio-sulfur
#~ bi-wood-from-pulp=Regain wood by compressing wood pulp and resin #~ bi-wood-from-pulp=Regain wood by compressing wood pulp and resin
#~ bi-wood-fuel-brick=Compress wood pulp for easier handling! #~ 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-wooden-pole-huge=A huge wooden pole for spanning vast distances (64 tiles) with copper cable or circuit network wires

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@ -1,124 +1,124 @@
[recipe-name] [recipe-name]
## 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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[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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[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

View file

@ -1,104 +1,104 @@
[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__.
# Changed for 0.17.60/0.18.29! # 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-bio-boiler=These boilers are as efficient as normal ones, but produce 75% less pollution!
#~ bi-arboretum-area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения #~ bi-arboretum-area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
#~ bi-arboretum-hidden-radar=Радар терраформера #~ bi-arboretum-hidden-radar=Радар терраформера
#~ bi-bio-cannon-area=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения #~ bi-bio-cannon-area=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
#~ bi-bio-farm-hidden-pole=Кабели биофермы (Скрыто) #~ bi-bio-farm-hidden-pole=Кабели биофермы (Скрыто)
#~ bi-bio-farm-light=Гарячие лампы биофермы, так что деревья могут расти ночью (Скрыто) #~ bi-bio-farm-light=Гарячие лампы биофермы, так что деревья могут расти ночью (Скрыто)
#~ bi-bio-farm-hidden-panel=Солнеяная энергия биофермы (Скрыто) #~ bi-bio-farm-hidden-panel=Солнеяная энергия биофермы (Скрыто)
#~ New string in 0.17.60/0.18.29! #~ 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=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=Сад также ведет себя как лампа ночью. (Скрыто) #~ bi-bio-garden-light=Сад также ведет себя как лампа ночью. (Скрыто)
#~ New string in 0.17.60/0.18.29! #~ 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=The bio garden scrubs air, removing pollution. (One bio garden can absorb 45 pollution units per second as much as 1500 trees!)
#~ New string in 0.17.60/0.18.29! #~ New string in 0.17.60/0.18.29!
#~ bi-bio-reactor=Bio-reactors are used to produce and process biomass. #~ bi-bio-reactor=Bio-reactors are used to produce and process biomass.
#~ New string in 0.17.60/0.18.29! #~ 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=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).
#~ New string in 0.17.60/0.18.29! #~ 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=Wood and wood pulp are processed to charcoal and other fuels in the cokery.
#~ These strings are obsolete! #~ These strings are obsolete!
#~ bi-curved-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы" #~ 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-bridge=Деревянные изогнутые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
#~ bi-curved-rail-wood=Деревянные изогнутые рельсы #~ bi-curved-rail-wood=Деревянные изогнутые рельсы
#~ These are items, not entities! #~ These are items, not entities!
#~ bi-dart-magazine-basic=Базовые дротиковые снаряды #~ bi-dart-magazine-basic=Базовые дротиковые снаряды
#~ bi-dart-magazine-enhanced=Продвинутые дротиковые снаряды #~ bi-dart-magazine-enhanced=Продвинутые дротиковые снаряды
#~ bi-dart-magazine-poison=Ядовитые дротиковые снаряды #~ bi-dart-magazine-poison=Ядовитые дротиковые снаряды
#~ bi-dart-magazine-standard=Стандартные дротиковые снаряды #~ bi-dart-magazine-standard=Стандартные дротиковые снаряды
#~ These strings seem to be obsolete! #~ These strings seem to be obsolete!
#~ bi-ground-steam=Природные залежи пара #~ bi-ground-steam=Природные залежи пара
#~ bi-ground-sulfuric-acid=Природные залежи серной кислоты #~ bi-ground-sulfuric-acid=Природные залежи серной кислоты
#~ bi-ground-water=Глубинная вода #~ bi-ground-water=Глубинная вода
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска #~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-hidden-panel=Энергия от пола Илона Маска #~ bi-musk-mat-hidden-panel=Энергия от пола Илона Маска
#~ New string in 0.17.60/0.18.29! #~ 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=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-solar-boiler-2=Бойлер, который использует солнечную энергию или электричество. Также производит электричество #~ bi-solar-boiler-2=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
#~ bi-solar-boiler-hidden-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество #~ bi-solar-boiler-hidden-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
#~ New string in 0.17.60/0.18.29! #~ 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=These machines crush stone and concrete. If necessary, you can also use them to make sand from crushed stone.
#~ bi-straight-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы" #~ bi-straight-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-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
#~ bi-straight-rail-wood=Деревянные прямые рельсы #~ bi-straight-rail-wood=Деревянные прямые рельсы
#~ New string in 0.17.60/0.18.29! #~ 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=Though not very strong, wooden fences help you right from the start to keep enemies out of your factory.
#~ 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-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-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.

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[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
#~ bi-arboretum-hidden-radar=Радар терраформер #~ bi-arboretum-hidden-radar=Радар терраформер
#~ bi-bio-cannon-area=Прототип артиллерии #~ bi-bio-cannon-area=Прототип артиллерии
#~ bi-bio-farm-hidden-pole=Кабели биофермы #~ bi-bio-farm-hidden-pole=Кабели биофермы
#~ bi-bio-farm-light=Горячие лампы биофермы #~ bi-bio-farm-light=Горячие лампы биофермы
#~ bi-bio-farm-hidden-panel=Солнечная энергия биофермы #~ bi-bio-farm-hidden-panel=Солнечная энергия биофермы
#~ bi-bio-garden-light=Свет биосада #~ bi-bio-garden-light=Свет биосада
#~ bi-curved-rail-power=Электрические рельсы #~ bi-curved-rail-power=Электрические рельсы
#~ bi-curved-rail-wood-bridge=Деревянные изогнутые рельсы для мостов #~ bi-curved-rail-wood-bridge=Деревянные изогнутые рельсы для мостов
#~ bi-curved-rail-wood=Деревянные изогнутые рельсы #~ bi-curved-rail-wood=Деревянные изогнутые рельсы
#~ bi-dart-magazine-basic=Базовый дротиковый снаряд #~ bi-dart-magazine-basic=Базовый дротиковый снаряд
#~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками #~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
#~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками #~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками
#~ bi-dart-magazine-standard=Магазин с дротиками #~ bi-dart-magazine-standard=Магазин с дротиками
#~ These strings seem to be obsolete! #~ These strings seem to be obsolete!
#~ bi-ground-steam=Природный пар #~ bi-ground-steam=Природный пар
#~ bi-ground-sulfuric-acid=Природная серная кислота #~ bi-ground-sulfuric-acid=Природная серная кислота
#~ bi-ground-water=Вода #~ bi-ground-water=Вода
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска #~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-hidden-panel=Пол Илона Маска #~ bi-musk-mat-hidden-panel=Пол Илона Маска
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер - Панель #~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер - Панель
#~ bi-straight-rail-power=Электрические рельсы #~ bi-straight-rail-power=Электрические рельсы
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов #~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
#~ bi-straight-rail-wood=Деревянные прямые рельсы #~ 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-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
#~ bi-straight-rail-wood=Деревянные прямые рельсы #~ bi-straight-rail-wood=Деревянные прямые рельсы
#~ seedling-2=Саженец #~ seedling-2=Саженец
#~ seedling-3=Саженец #~ seedling-3=Саженец

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[BI-item-description] [BI-item-description]
# __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__
#~ bi-arboretum=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья #~ bi-arboretum=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
#~ bi-arboretum-area=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья #~ bi-arboretum-area=Терраформер, позволяющий изменять поверхность и сажать вокруг себя деревья
#~ bi-stone-crusher=Завод для перемалывания камня в Измельчённый камень #~ bi-stone-crusher=Завод для перемалывания камня в Измельчённый камень
#~ bi-Arboretum-Area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения #~ 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=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-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
#~ bi-bio-boiler=Высокоэффективный бойлер #~ 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-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-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-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! #~ bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
#~ Obsolete? #~ Obsolete?
#~ bi-burner-pump=Топливный насос для выкачки воды из-под земли #~ bi-burner-pump=Топливный насос для выкачки воды из-под земли
#~ bi-ground-water=Вода #~ bi-ground-water=Вода
#~ bi-large-substation=Гигантская подстанция #~ bi-large-substation=Гигантская подстанция
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска #~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-hidden-panel=Энергия от пола Илона Маска #~ bi-musk-mat-hidden-panel=Энергия от пола Илона Маска
#~ 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 рельсы для создания мостов. Заметьте, что вы не можете по ней ходить. #~ bi-rail-wood-bridge=Деревянные рельсы для создания мостов. Заметьте, что вы не можете по ней ходить.
#~ bi-rail-wood=Деревянные рельсы #~ bi-rail-wood=Деревянные рельсы
#~ bi-solar-boiler-hidden-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество #~ bi-solar-boiler-hidden-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-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-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-to-ground=Деревянная подземная труба
#~ bi-wood-pipe=Труба сделанная из дерева #~ bi-wood-pipe=Труба сделанная из дерева
#~ bi-wooden-chest-giga=Самый большой деревянный ящик #~ bi-wooden-chest-giga=Самый большой деревянный ящик
#~ bi-wooden-chest-huge=Деревянный ящик больше среднего #~ bi-wooden-chest-huge=Деревянный ящик больше среднего
#~ 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 #~ bi-wooden-pole-big=Большой деревянный столб ЛЭП
#~ bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64 #~ bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64
#~ 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. #~ 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.
#~ 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

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@ -1,104 +1,104 @@
[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
#~ bi-bio-reactor=Биореактор #~ bi-bio-reactor=Биореактор
#~ bi-solar-boiler=Солнечная электростанция и бойлер #~ bi-solar-boiler=Солнечная электростанция и бойлер
#~ bi-arboretum-area=Терраформер #~ bi-arboretum-area=Терраформер
#~ bi-arboretum=Терраформер #~ bi-arboretum=Терраформер
#~ bi-bio-accumulator=Аккумулятор огромной емкости #~ bi-bio-accumulator=Аккумулятор огромной емкости
#~ bi-bio-boiler=Биобойлер #~ bi-bio-boiler=Биобойлер
#~ bi-bio-cannon=Прототип артиллерии #~ bi-bio-cannon=Прототип артиллерии
#~ bi-bio-farm=Биоферма #~ bi-bio-farm=Биоферма
#~ bi-bio-solar-farm=Био Солнечная ферма #~ bi-bio-solar-farm=Био Солнечная ферма
#~ bi-biolab=Биолаборатория #~ bi-biolab=Биолаборатория
#~ bi-burner-pump=Топливная качалка #~ bi-burner-pump=Топливная качалка
#~ bi-cokery=Коксовая печь #~ bi-cokery=Коксовая печь
#~ bi-dart-turret=Дротиковая турель #~ bi-dart-turret=Дротиковая турель
#~ bi-ground-water=Вода #~ bi-ground-water=Вода
#~ bi-large-substation=Гигантская подстанция #~ bi-large-substation=Гигантская подстанция
#~ Obsolete? #~ Obsolete?
#~ bi-medicine=Медицина #~ bi-medicine=Медицина
#~ Do we need localizations for hidden entities? #~ Do we need localizations for hidden entities?
#~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска #~ bi-musk-mat-hidden-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-hidden-panel=Пол Илона Маска #~ bi-musk-mat-hidden-panel=Пол Илона Маска
#~ Obsolete #~ Obsolete
#~ bi-nutrients=Питательный раствор #~ bi-nutrients=Питательный раствор
#~ 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 рельсы для мостов #~ bi-rail-wood-bridge=Деревянные рельсы для мостов
#~ bi-rail-wood=Деревянные рельсы #~ bi-rail-wood=Деревянные рельсы
#~ bi-solar-boiler-2=Солнечная электростанция и бойлер - бойлер #~ bi-solar-boiler-2=Солнечная электростанция и бойлер - бойлер
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер - панель #~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер - панель
#~ bi-solar-mat=Пол Илона Маска #~ bi-solar-mat=Пол Илона Маска
#~ bi-stone-crusher=Измельченный камень #~ bi-stone-crusher=Измельченный камень
#~ 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 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-huge=Гигантский электрический столб #~ bi-wooden-pole-huge=Гигантский электрический столб
#~ seedling=Сажанец #~ seedling=Сажанец
#~ Obsolete? #~ Obsolete?
#~ water-saline=Солёная вода #~ water-saline=Солёная вода

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@ -1,508 +0,0 @@
[mod-setting-name]
BI_Solar_Additions=Включить: Био дополнения
BI_Bio_Fuel=Включить: Производство биотоплива
BI_Bio_Cannon=Включить: Прототип артиллерии
BI_Game_Tweaks_Stack_Size=Твики игры: Размер стака
BI_Game_Tweaks_Recipe=Твики игры: Рецепт
BI_Game_Tweaks_Tree=Твики игры: Добыча с деревьев
BI_Game_Tweaks_Small_Tree_Collisionbox=Enable game tweaks: Smaller collision boxes for trees
BI_Game_Tweaks_Player=Твики игры: Игрок
BI_Game_Tweaks_Disassemble=Твики игры: Разборка элементов
BI_Game_Tweaks_Bot=Твики игры: Дроны
BI_Game_Tweaks_Emissions_Multiplier=Твики игры: Множители выбросов топлива
BI_Game_Tweaks_Production_Science=Game tweaks: Alternative recipe for __ITEM__production-science-pack__
BI_Show_musk_floor_in_mapview=Enable: Electric grid overlay for __ENTITY__bi-solar-mat__ in map view\n(Default: on)
BI_Enable_gvv_support=Compatibility: Add support for GVV
[mod-setting-description]
BI_Solar_Additions=Включает такие предметы как Солнечная ферма, Солнечная электростанция, Биоаккумулятор и Гигантскую подстанцию.
BI_Bio_Fuel=Включает производство нефтяной продукции используя биотопливо
BI_Bio_Cannon=Прототип артиллерии очень мощный, но стреляет только по гнездам
BI_Game_Tweaks_Stack_Size=Влияет на размеры стаков Древесины, Камня, Щебня, Бетона и Шлака
BI_Game_Tweaks_Recipe=Изменения в рецептах:\nБетон (Железная руда => Железный прут)\nКаменная стена (+ Железный прут)\nЖелезная дорога (Камень => Измельченный камень)
BI_Game_Tweaks_Tree=Твики игры - при рубке деревья случайно дают от 1 до 6 древесины. В ваниле = 4
BI_Game_Tweaks_Small_Tree_Collisionbox=EXPERIMENTAL: This setting is enabled per default. If it isn't, trees will have the bigger vanilla collision box, making forests more likely to block players, vehicles, and biters. Not sure if this will have any side effects!
BI_Game_Tweaks_Player=Дистанция взаимодействия 6 => 20, подбор количества предметов 1 => 4, дистанция добычи ресурсов 2.7 => 4, дистанция подбора предметов 2 => 5, скорость бега 0.15 => 0.25
BI_Game_Tweaks_Disassemble=Добавить некоторые рецепты для разборки. Вы получите около 50% ресурсов обратно
BI_Game_Tweaks_Bot=Дроны не могут быть подобраны или получать повреждения от горения
BI_Game_Tweaks_Emissions_Multiplier=Боб начинал это. Основная идея заключается в том, что необработанное топливо производит больше загрязнения, чем более продвинутые виды топлива. Таким образом уголь производил 200% загрязнения, в то время как твердое топливо - всего 85%. Пожалуйста, смотрите файл "Fuel Values.xlsx" в папке с модом для большей информации.
BI_Game_Tweaks_Production_Science=If this is enabled, an alternative recipe for Production science packs will be available.\n(Default: on)
BI_Show_musk_floor_in_mapview=Show the electric grid overlay for __ENTITY__bi-solar-mat__ in map view. This shouldn't be changed in a running game as applying the setting to every __ENTITY__bi-solar-mat__ tile may take some time!
BI_Enable_gvv_support=The "Lua API global Variable Viewer" (gvv) allows you to inspect the global table of other mods. If you want to help debugging "Water Turret", enable this and type "\gvv" at the chat console to open the GUI of gvv.\n(Default: off)
[technology-name]
bi-tech-coal-processing-1=Переработка угля 1
bi-tech-coal-processing-2=Переработка угля 2
bi-tech-coal-processing-3=Переработка угля 3
bi-tech-advanced-biotechnology=Продвинутая биотехнология
bi-tech-bio-cannon=Прототип артиллерии
bi-tech-bio-farming=Биоферма
bi-tech-fertiliser=Удобрение
bi-tech-organic-plastic=Органический пластик
[technology-description]
bi-tech-coal-processing-1=Переработка дерева в уголь
bi-tech-coal-processing-2=Переработка дерева в уголь
bi-tech-coal-processing-3=Переработка дерева в уголь
bi-tech-advanced-biotechnology=Открытие более высокоуровневых рецептов
bi-tech-bio-cannon=Прототип технологии артиллерийской башни. - Пока что без возможности ручного наведения
bi-tech-bio-farming=Изучите как выращивать деревья первый шаг к открытию других производств дерева
bi-tech-fertiliser=Используя удобрения, вы сможете получить значительно больше из рецептов
bi-tech-organic-plastic=Производство пластика используя органические материалы
[entity-name]
bi-arboretum-area=Терраформер
bi-arboretum-radar=Радар терраформер
bi-arboretum=Терраформер
bi-bio-accumulator=Аккумулятор огромной емкости
bi-bio-boiler=Биобойлер
bi-bio-cannon-area=Прототип артиллерии
bi-bio-cannon=Прототип артиллерии
bi-bio-farm-electric-pole=Кабели биофермы
bi-bio-farm-light=Горячие лампы биофермы
bi-bio-farm-solar-panel=Солнечная энергия биофермы
bi-bio-farm=Биоферма
bi-bio-garden-light=Свет биосада
bi-bio-garden=Биосад
bi-bio-greenhouse=Теплица
bi-bio-reactor=Биореактор
bi-bio-solar-farm=Био Солнечная ферма
bi-burner-pump=Топливная качалка
bi-cokery=Коксовая печь
#~ bi-curved-rail-power=Электрические рельсы
#~ bi-curved-rail-wood-bridge=Деревянные изогнутые рельсы для мостов
#~ bi-curved-rail-wood=Деревянные изогнутые рельсы
bi-dart-magazine-basic=Базовый дротиковый снаряд
bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
bi-dart-magazine-poison=Магазин с ядовитыми дротиками
bi-dart-magazine-standard=Магазин с дротиками
bi-dart-turret=Дротиковая турель
#~ These strings seem to be obsolete!
#~ bi-ground-steam=Природный пар
#~ bi-ground-sulfuric-acid=Природная серная кислота
#~ bi-ground-water=Вода
bi-large-substation=Гигантская подстанция
bi-musk-mat-pole=Скрытый силовой столб для пола Илона Маска
bi-musk-mat-solar-panel=Пол Илона Маска
bi-power-to-rail-pole=Коннектор "Электро-рельсы"
bi-solar-boiler-panel=Солнечная электростанция и бойлер - Панель
bi-solar-boiler=Солнечная электростанция и бойлер - Бойлер
bi-solar-mat=Пол Илона Маска
bi-stone-crusher=Измельчитель камня
#~ bi-straight-rail-power=Электрические рельсы
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
#~ bi-straight-rail-wood=Деревянные прямые рельсы
#~ bi-rail-power=Электрические рельсы
bi-rail-power=Электрические рельсы
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов
#~ bi-straight-rail-wood=Деревянные прямые рельсы
bi-rail-wood=Деревянные прямые рельсы
bi-wood-pipe-to-ground=Подземная деревянная труба
bi-wood-pipe=Деревянная труба
bi-wooden-chest-giga=Огромный деревянный ящик
bi-wooden-chest-huge=Большой деревянный ящик
bi-wooden-chest-large=Средний деревянный ящик
bi-wooden-fence=Деревянный забор
bi-wooden-pole-big=Большой деревянный столб
bi-wooden-pole-huge=Гигантский электрический столб
seedling-2=Саженец
seedling-3=Саженец
seedling=Саженец
wooden-chest=Деревянный ящик
rail-remnants-wood=Remnants of wooden rails
rail-remnants-wood-bridge=Remnants of a wooden bridge
[entity-description]
bi-arboretum-area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
bi-arboretum-radar=Радар терраформера
bi-arboretum=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
bi-bio-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
bi-bio-boiler=Высокоэффективный бойлер
bi-bio-cannon-area=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
bi-bio-cannon=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
bi-bio-farm-electric-pole=Кабели биофермы (Скрыто)
bi-bio-farm-light=Гарячие лампы биофермы, так что деревья могут расти ночью (Скрыто)
bi-bio-farm-solar-panel=Солнеяная энергия биофермы (Скрыто)
#~ New string in 0.17.60/0.18.29!
#~ bi-bio-farm=Bio farms are where saplings grow into trees that are processed to raw wood and wood pulp. An integrated solar panel provides some of the energy during the day.
bi-bio-farm=Биоферма, превращает саженцы в древесину. Потребляет больше электричества ночью
bi-bio-garden-light=Сад также ведет себя как лампа ночью. (Скрыто)
#~ New string in 0.17.60/0.18.29!
#~ bi-bio-garden=The bio garden scrubs air, removing pollution. (One bio garden can absorb 45 pollution units per second as much as 1500 trees!)
bi-bio-garden=Биосад собирает воздух и убирает загрязнение. (-35 PU)
bi-bio-greenhouse=Используйте теплицу для роста саженцев
#~ New string in 0.17.60/0.18.29!
#~ bi-bio-reactor=Bio-reactors are used to produce and process biomass.bi-bio-reactor=Использует продвинутые биореакции
#~ New string in 0.17.60/0.18.29!
#~ bi-bio-solar-farm=Bio solar farm save space by condensing your solar panels into a compact unit. They create a lot of power!\Using Bio solar farms instead of the original solar panels will also improve performance because less entities require less updates per second (UPS).
bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
bi-burner-pump=Топливный насос для выкачки воды из-под земли
#~ New string in 0.17.60/0.18.29!
#~ bi-cokery=Wood and wood pulp are processed to charcoal and other fuels in the cokery.
bi-cokery=Переработка дерева в уголь или другие виды топлива
#~ These strings are obsolete!
#~ bi-curved-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
#~ bi-curved-rail-wood-bridge=Деревянные изогнутые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
#~ bi-curved-rail-wood=Деревянные изогнутые рельсы
#~ These are items, not entities!
#~ bi-dart-magazine-basic=Базовые дротиковые снаряды
#~ bi-dart-magazine-enhanced=Продвинутые дротиковые снаряды
#~ bi-dart-magazine-poison=Ядовитые дротиковые снаряды
#~ bi-dart-magazine-standard=Стандартные дротиковые снаряды
#~ These strings seem to be obsolete!
#~ bi-ground-steam=Природные залежи пара
#~ bi-ground-sulfuric-acid=Природные залежи серной кислоты
#~ bi-ground-water=Глубинная вода
bi-large-substation=Гигантская подстанция
bi-musk-mat-pole=Скрытый силовой столб для пола Илона Маска
bi-musk-mat-solar-panel=Энергия от пола Илона Маска
#~ New string in 0.17.60/0.18.29!
#~ bi-power-to-rail-pole=Connect your power rail to the power grid!\nATTENTION: When you place a connector in reach of two powered rails that are running parallel or crossing each other, you will connect these networks!
bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
bi-solar-boiler-2=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
bi-solar-boiler-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
bi-solar-mat=Солнечная панель/пол которая может быть использована как дорожное покрытие, генерирует 10kW электричества и позволяет быстро перемещаться (Спасибо Илону Маску!)
#~ New string in 0.17.60/0.18.29!
#~ bi-stone-crusher=These machines crush stone and concrete. If necessary, you can also use them to make sand from crushed stone.
bi-stone-crusher=Машина которая измельчает камни
#~ bi-straight-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
bi-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
#~ bi-straight-rail-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
bi-rail-wood-bridge=Деревянные прямые рельсы для мостов. Заметьте, что вы не можете по ним ходить.
#~ bi-straight-rail-wood=Деревянные прямые рельсы
bi-rail-wood=Деревянные прямые рельсы
bi-wood-pipe-to-ground=Подземная деревянная труба
bi-wood-pipe=Деревянная труба
bi-wooden-chest-giga=Самый большой деревянный ящик
bi-wooden-chest-huge=Больше среднего деревянный ящик
bi-wooden-chest-large=Обычный средний деревянный ящик
#~ New string in 0.17.60/0.18.29!
#~ bi-wooden-fence=Though not very strong, wooden fences help you right from the start to keep enemies out of your factory.
bi-wooden-fence=Защитная стена сделанная из дерева
bi-wooden-pole-big=Большой деревянный столб ЛЭП. Будет автоматически восстанавливать здоровье, если вы играете с NE Enemies
bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64
seedling-2=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.
seedling-3=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.
seedling=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.
rail-remnants-wood=Remnants of wooden rails
rail-remnants-wood-bridge=Remnants of a wooden bridge
[item-name]
bi-adv-fertiliser=Продвинутое удобрение
bi-arboretum-area=Терраформер
bi-arboretum-r1=Посаженные деревья
bi-arboretum-r2=Изменение территории - Базовое
bi-arboretum-r3=Изменение территории - Продвинутое
bi-arboretum-r4=Изменение территории и посаженых деревьев - Базовое
bi-arboretum-r5=Изменение территории и посаженых деревьев - Продвинутое
bi-arboretum=Терраформер
bi-ash=Зола
bi-bio-accumulator=Аккумулятор огромной емкости
bi-bio-boiler=Биобойлер
bi-bio-cannon-area=Прототип артиллерии
bi-bio-cannon-basic-ammo=Прототип артиллерии - ракетный боеприпас
bi-bio-cannon-biological-ammo=Прототип артиллерии - биологический боеприпас
bi-bio-cannon-poison-ammo=Прототип артиллерии - ядовитый боеприпас
bi-bio-cannon-proto-ammo=Прототип артиллерии - базовый боеприпас
bi-bio-cannon=Прототип артиллерии
bi-bio-farm=Биоферма
bi-bio-solar-farm=Био Солнечная ферма
bi-biolab=Биолаборатория
bi-burner-pump=Топливная качалка
bi-cellulose=Целлюлоза
bi-cokery=Коксовая печь
bi-dart-magazine-basic=Базовый дротиковый снаряд
bi-dart-magazine-enhanced=Продвинутый дротиковый снаряд
bi-dart-magazine-poison=Ядовитые дротиковые снаряды
bi-dart-magazine-standard=Стандартные дротиковые боеприпасы
bi-dart-rifle=Дротиковая винтовка
bi-dart-turret=Дротиковая турель
bi-ground-water=Вода
bi-large-substation=Гигантская подстанция
#~ Obsolete?
#~ bi-medicine=Медицина
#~ Do we need localizations for hidden entities?
#~ bi-musk-mat-pole=Скрытый силовой столб для пола Илона Маска
#~ bi-musk-mat-solar-panel=Пол Илона Маска
#~ Obsolete
#~ bi-nutrients=Питательный раствор
bi-power-to-rail-pole=Коннектор "Электро-рельсы"
bi-purified-air=Очиститель воздуха
bi-rail-power=Электрические рельсы
bi-rail-wood-bridge=Деревянные рельсы для мостов
bi-rail-wood=Деревянные рельсы
bi-seed-bomb-advanced=Продвинутая семенная бомба
bi-seed-bomb-basic=Базовая семенная бомба
bi-seed-bomb-standard=Стандартная семенная бомба
bi-seed=Семена
bi-solar-boiler-2=Солнечная электростанция и бойлер - бойлер
bi-solar-boiler-panel=Солнечная электростанция и бойлер - панель
bi-solar-mat=Пол Илона Маска
bi-stone-crusher=Измельченный камень
bi-wood-pipe-to-ground=Подземная деревянная труба
bi-wood-pipe=Деревянная труба
bi-wooden-chest-giga=Огромный деревянный ящик
bi-wooden-chest-huge=Большой деревянный ящик
bi-wooden-chest-large=Средний деревянный ящик
bi-wooden-fence=Деревянный забор
bi-wooden-pole-big=Большой деревянный столб ЛЭП. Будет автоматически восстанавливать здоровье, если вы играете с NE Enemies
bi-wooden-pole-huge=Гигантский электрический столб
bi-woodpulp=Древесные опилки
fertiliser=Удобрение
pellet-coke=Коксовый уголь
resin=Смола
seedling=Сажанец
stone-crushed=Измельчитель камня
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
water-saline=Солёная вода
wood-bricks=Деревянные топливные брикеты
wood-charcoal=Древесный уголь
[item-description]
bi-Arboretum-Area=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
bi-Arboretum=Терраформер изменяет местность или растущие деревья в радиусе вокруг строения
bi-arboretum-r1=Сажает деревья или изменяет местность в радиусе вокруг строения
bi-arboretum-r2=Изменяет местность в радиусе вокруг строения - Базовое
bi-arboretum-r3=Изменяет местность в радиусе вокруг строения - Продвинутое
bi-arboretum-r4=Изменяет местность и сажает деревья в радиусе вокруг строения - Базовое
bi-arboretum-r5=Изменяет местность и сажает деревья в радиусе вокруг строения - Продвинутое
bi-bio-accumulator=Может хранить огромное количество энергии, потому что размер имеет значение...
bi-bio-boiler=Высокоэффективный бойлер
bi-bio-cannon-area=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
bi-bio-cannon-basic-ammo=Ракетная мощь, низкий физический урон
bi-bio-cannon-biological-ammo=Ракетная мощь, высокий биологический урон
bi-bio-cannon-poison-ammo=Ракетная мощь, средний урон ядом
bi-bio-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
bi-bio-cannon=Может стрелять ТОЛЬКО по гнездам! - Дистанция 90 - Пока что без возможности ручного наведения
bi-bio-farm=Теплица с мощным искусственным освещением для выращивания деревьев из саженцев (сырье-древесина)
bi-bio-solar-farm=Сохраняет пространство, соединяя ваши солнечный панели в компактный блок. Создает много энергии!
#~ Obsolete?
bi-burner-pump=Топливный насос для выкачки воды из-под земли
bi-dart-magazine-basic=Базовый дротиковый снаряд
bi-dart-magazine-enhanced=Продвинутый дротиковый снаряд
bi-dart-magazine-poison=Малый урон ядом
bi-dart-magazine-standard=Стандартные дротиковые снаряды
bi-ground-water=Вода
bi-large-substation=Гигантская подстанция
bi-musk-mat-pole=Скрытый силовой столб для пола Илона Маска
bi-musk-mat-solar-panel=Энергия от пола Илона Маска
bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
bi-purified-air=Чистый воздух, загрязнение удаляется!
bi-rail-power=Рельса которая может проводить электричество. Подключите к электрической сети используя коннектор "Электро-рельсы"
bi-rail-wood-bridge=Деревянные рельсы для создания мостов. Заметьте, что вы не можете по ней ходить.
bi-rail-wood=Деревянные рельсы
bi-seed-bomb-advanced=Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
bi-seed-bomb-basic=Засаживает деревьями большую территорию с помощью семенной бомбы!
bi-seed-bomb-standard=Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
bi-seed=Семена, чтобы выращивать из них саженцы
bi-solar-boiler-panel=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
bi-solar-boiler=Бойлер, который использует солнечную энергию или электричество. Также производит электричество
bi-solar-mat=Солнечная панель/пол которая может быть использована как дорожное покрытие, генерирует 10kW электричества и позволяет быстро перемещаться (Спасибо Илону Маску!)
bi-wood-pipe-to-ground=Деревянная подземная труба
bi-wood-pipe=Труба сделанная из дерева
bi-wooden-chest-giga=Самый большой деревянный ящик
bi-wooden-chest-huge=Деревянный ящик больше среднего
bi-wooden-chest-large=Обычный средний деревянный ящик
bi-wooden-fence=Защитная стена сделанная из дерева
bi-wooden-pole-big=Большой деревянный столб ЛЭП
bi-wooden-pole-huge=Электрический столб, который может охватить огромное расстояние - 64
bi-woodpulp=Можно сжигать или переработать в золу или уголь
fertiliser=Удобрения нужны для быстрого выращивания растений и изменения качества почвы на более плодородную
pellet-coke=Коксовый уголь это отличное топливо для поездов.
resin=Смола
seedling=Молодое растение, идеально для посадки. Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала её нужно удобрить, чтобы увеличить шанс роста.
stone-crushed=Камень измельченный в щебень
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
water-saline=Солёная вода
wood-bricks=Хорошо обработанный источник топлива с низкими выбросами
[fluid-name]
bi-biomass=Биомасса из водорослей
bi-ground-water=Вода
liquid-air=Сжиженный воздух
nitrogen=Азот
#~ Obsolete? This is only used in a compatibility recipe for bi-slag-slurry if angelsrefining is active!
water-saline=Солёная вода
[recipe-name]
bi-bio-accumulator=Аккумулятор огромной емкости
bi-acid=Био-кислота
bi-adv-fertiliser-1=Продвинутое удобрение
bi-adv-fertiliser-2=Продвинутое удобрение
bi-arboretum=Терраформер
bi-arboretum-r1=Посаженные деревья
bi-arboretum-r2=Изменение территории - Базовое
bi-arboretum-r3=Изменение территории - Продвинутое
bi-arboretum-r4=Изменение территории и посаженых деревьев - Базовое
bi-arboretum-r5=Изменение территории и посаженых деревьев - Продвинутое
bi-ash-1=Зола
bi-ash-2=Зола
bi-battery=Биоаккумулятор
bi-dart-magazine-basic=Базовый дротиковый снаряд
bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
bi-dart-magazine-poison=Магазин с ядовитыми дротиками
bi-dart-magazine-standard=Магазин с дротиками
bi-dart-turret=Дротиковая турель
bi-dart-rifle=Дротиковая винтовка
bi-wooden-pole-big=Большой деревянный столб
bi-bio-farm=Биоферма
bi-bio-garden=Биосад
bi-bio-solar-farm=Био Солнечная ферма
bi-biomass-1=Водоросли-Биомасса-1
bi-biomass-2=Водоросли-Биомасса-2
bi-biomass-3=Водоросли-Биомасса-3
bi-biomass-conversion-1=Превращение биотоплива 1
bi-biomass-conversion-2=Превращение биотоплива 2
bi-biomass-conversion-3=Превращение биотоплива 3
bi-biomass-conversion-4=Превращение биотоплива 4
bi-bio-reactor=Биореактор
bi-bio-boiler=Биобойлер
bi-burner-inserter-disassemble=Разборка твердотопливного манипулятора
bi-burner-mining-drill-disassemble=Разборка твердотопливного бура
bi-cellulose-1=Целлюлоза
bi-cellulose-2=Целлюлоза
bi-charcoal-1=Древесный уголь
bi-charcoal-2=Древесный уголь
bi-coal-1=Базовое производство угля
bi-coal-2=Продвинутое производство угля
bi-coke-coal=Коксовый уголь
bi-cokery=Коксовая печь
bi-crushed-stone-1=Измельченный камень
bi-crushed-stone-2=Измельченный камень
bi-crushed-stone-3=Измельченный камень
bi-fertiliser-1=Удобрение
bi-fertiliser-2=Удобрение
bi-wooden-chest-giga=Огромный деревянный ящик
bi-bio-greenhouse=Теплица
bi-large-substation=Гигантская подстанция
bi-wooden-chest-huge=Большой деревянный ящик
bi-wooden-pole-huge=Гигантский электрический столб
bi-wooden-chest-large=Средний деревянный ящик
bi-liquid-air=Сжиженный воздух
bi-logs-1=Базовое производство дерева
bi-logs-2=Производство дерева Mk2
bi-logs-3=Продвинутое производство дерева
bi-logs-4=Супер производство дерева
bi-long-handed-inserter-disassemble=Разборка длинного манипулятора
bi-mineralized-sulfuric-waste=Получение воды и серных отходов
bi-nitrogen=Азот
bi-pellet-coke=Коксовые паллеты из твердого топлива
bi-pellet-coke-2=Угольные паллеты из Углерода
bi-wood-pipe-to-ground=Подземная деревянная труба
bi-plastic-1=Биопластик 1
bi-plastic-2=Биопластик 2
bi-power-to-rail-pole=Рельса с разъемом питания
bi-press-wood=Прессование древесины
bi-production-science-pack=Production science pack
bi-purified-air-1=Очистка воздуха
bi-purified-air-2=Очистка воздуха Mk2
bi-rail-power=Электрические рельсы
bi-rail-wood=Деревянные рельсы
bi-rail-wood-bridge=Деревянные рельсы для мостов
bi-rail-wood-to-concrete=Улучшенные деревянные рельсы
bi-resin-pulp=Смола
bi-resin-wood=Смола
#~ bi-seedling=Саженец
bi-seed-1=Базовое семя
bi-seed-2=Производство семян дерева из золы
bi-seed-3=Производство семян дерева из удобрения
bi-seed-4=Производство семян дерева из продвинутого удобрения
bi-seed-bomb-advanced=Продвинутая семенная бомба
bi-seed-bomb-basic=Базовая семенная бомба
bi-seed-bomb-standard=Стандартная семенная бомба
bi-seedling-1=Базовое производство саженцев
bi-seedling-2=Производство саженцев Mk2
bi-seedling-3=Продвинутое производство саженцев
bi-seedling-4=Супер производство саженцев
bi-slag-slurry=Сжиженный шлак
bi-solar-boiler=Солнечная электростанция и бойлер
bi-solar-boiler-panel=Солнечная электростанция и бойлер
bi-solar-mat=Пол Илона Маска
bi-solid-fuel=Твердое топливо из деревянных топливных брикетов
bi-steel-furnace-disassemble=Разборка стальной печи
bi-stone-brick=Био-Каменный блок
bi-stone-furnace-disassemble=Разборка каменной печи
bi-stone-crusher=Измельченный камень
bi-sulfur=Био-сера
bi-sulfur-angels=Био-сера
bi-wood-from-pulp=Wood from pulp
bi-wood-fuel-brick=Деревянные брикеты
bi-wood-pipe=Деревянная труба
bi-wooden-fence=Деревянный забор
bi-woodpulp=Древесные опилки
wooden-chest=Деревянный ящик
[recipe-description]
bi-arboretum=Сажает деревья или изменяет местность в радиусе вокруг строения
bi-arboretum-r1=Использование Терраформера - Сажает деревья в радиусе вокруг себя (Посадка никогда не прекращается, деревья перевысаживаются посекторно)
bi-arboretum-r2=Использование Терраформера - Изменяет местность в радиусе вокруг себя - Базовое
bi-arboretum-r3=Использование Терраформера - Изменяет местность в радиусе вокруг себя - Продвинутое
bi-arboretum-r4=Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Базовое
bi-arboretum-r5=Использование Терраформера - Изменяет местность и сажает деревья в радиусе вокруг себя - Продвинутое
bi-basic-pumpjack-disassemble=Разобрать топливную качалку и получить немного материалов
bi-biomass-conversion-1=Водоросли-Биомасса в легкую нефть
bi-biomass-conversion-2=Водоросли-Биомасса в нефть
bi-biomass-conversion-3=Водоросли-Биомасса в смазку
bi-biomass-conversion-4=Превращение биотоплива 4
bi-burner-inserter-disassemble=С небольшой потерей материалов
bi-burner-mining-drill-disassemble=С небольшой потерей материалов
bi-fertiliser-1=Позволяет растениям расти быстрее
bi-fertiliser-2=Позволяет растениям расти быстрее (гидроксид натрия)
bi-bio-greenhouse=Теплица производит семена и саженцы
bi-long-handed-inserter-disassemble=С небольшой потерей материалов
bi-mineralized-sulfuric-waste=Получение воды и серных отходов из измельченного камня, древесного угля и чистой воды
bi-power-to-rail-pole=Коннектор ваших электрических рельс к электрической сети
bi-rail-wood-bridge=Рельсы, которые могут пересекать воду
bi-seed-1=Семя, которое вырастает в саженец
bi-seed-2=Семя, которое вырастает в саженец
bi-seed-3=Семя, которое вырастает в саженец
bi-seed-4=Семя, которое вырастает в саженец
bi-seed-bomb-advanced=Засаживает деревьями большую территорию, с продвинутым удобрением с помощью семенной бомбы!
bi-seed-bomb-basic=Засаживает деревьями большую территорию с помощью семенной бомбы!
bi-seed-bomb-standard=Засаживает деревьями большую территорию, с удобрением с помощью семенной бомбы!
#~ bi-seedling=Молодое дерево, идеально для посадки. (Вы также можете посадить его в землю и оно вырастет в дерево. Помните, что сначала нужно удобрить землю, чтобы увеличить шанс роста.)
bi-seedling-1=Производит 40 саженцев
bi-seedling-2=Производит 50 саженцев
bi-seedling-3=Производит 75 саженцев
bi-seedling-4=Производит 150 саженцев
bi-slag-slurry=Сжиженный шлак из золы, измельченного камня и соленой воды
bi-steel-furnace-disassemble=С небольшой потерей материалов
bi-stone-brick=Каменный блок из измельченного камня и золы
bi-stone-furnace-disassemble=С небольшой потерей материалов
[tile-name]
bi-solar-mat=Солнечный пол
bi-wood-floor=Деревянный пол
[item-group-name]
Bio_Turret_Ammo=Био-Боеприпасы
bio-industries=Био-Индустрия
[damage-type-name]
Biological=Биологический
bob-pierce=Бронебойный
[bi-misc]
growing-tree=Growing tree
growing-tree-desc=Given some time, a big tree will grow from this sapling.
young-tree=Young tree
young-tree-desc=This tree is still young and won't yield much wood yet. Better wait until it's fully grown before you chop it down!
[modifier-description]
Bio_Cannon_Ammo-damage-bonus=Бонус урона боеприпаса прототипа артиллерии: +__1__
Bio_Cannon_Ammo-shooting-speed-bonus=Бонус скорости стрельбы прототипа артиллерии: +__1__
Bio_Turret_Ammo-damage-bonus=Бонус урона боеприпаса дротиковой турели: +__1__
Bio_Turret_Ammo-shooting-speed-bonus=Бонус скорости стрельбы боеприпаса дротиковой турели: +__1__
bi-dart-turret-attack-bonus=Бонус урона дротиковой турели: +__1__
[autoplace-control-names]
bi-ground-water=__ENTITY__bi-ground-water__

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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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@ -1,148 +1,148 @@
[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__.
#~ # Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17) #~ # 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) #~ # Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
#~ 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=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-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-basic-ammo=Ракетный, небольшой физический урон
#~ bi-bio-cannon-biological-ammo=Ракетный, высокий высокий биологический урон #~ bi-bio-cannon-biological-ammo=Ракетный, высокий высокий биологический урон
#~ bi-bio-cannon-poison-ammo=Ракетный, средний урон ядом #~ 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-cannon-proto-ammo=Низкий урон, большая часть взрывчатки используется для придания движения
#~ bi-bio-farm=Биоферма для производства Древесины и Древесных опилок #~ bi-bio-farm=Биоферма для производства Древесины и Древесных опилок
#~ bi-dart-magazine-basic=Базовый дротиковый снаряд #~ bi-dart-magazine-basic=Базовый дротиковый снаряд
#~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками #~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
#~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками #~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками
#~ bi-dart-magazine-standard=Магазин с дротиками #~ bi-dart-magazine-standard=Магазин с дротиками
#~ bi-production-science-pack=Используйте большое количество Деревянных рельсов для производства Производственных исследовательских пакетов! #~ 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-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=Дешёвые рельсы, сделанные с применением дерева
#~ 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-boiler-hidden-panel=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество). #~ bi-solar-boiler-hidden-panel=Бойлер с нагревом от солнечного тепла или электричества (также производит электричество).
#~ bi-stone-crusher=Устройство для дробления Камня в Измельчённый камень #~ bi-stone-crusher=Устройство для дробления Камня в Измельчённый камень
#~ bi-wooden-pole-huge=Огромный деревянный столб, позволяющий прокидывать Медный кабель или Сигнальный провод на протяжённые расстояния (64 клетки) #~ bi-wooden-pole-huge=Огромный деревянный столб, позволяющий прокидывать Медный кабель или Сигнальный провод на протяжённые расстояния (64 клетки)
#~ bi-arboretum=Сажает деревья или изменяет местность в радиусе вокруг строения #~ bi-arboretum=Сажает деревья или изменяет местность в радиусе вокруг строения
#~ bi-basic-pumpjack-disassemble=Разобрать топливную качалку и получить немного материалов #~ bi-basic-pumpjack-disassemble=Разобрать топливную качалку и получить немного материалов
#~ bi-burner-inserter-disassemble=С небольшой потерей материалов #~ bi-burner-inserter-disassemble=С небольшой потерей материалов
#~ bi-burner-mining-drill-disassemble=С небольшой потерей материалов #~ bi-burner-mining-drill-disassemble=С небольшой потерей материалов
#~ bi-bio-greenhouse=Теплица производит семена и саженцы #~ bi-bio-greenhouse=Теплица производит семена и саженцы
#~ bi-long-handed-inserter-disassemble=С небольшой потерей материалов #~ bi-long-handed-inserter-disassemble=С небольшой потерей материалов
#~ 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-wood-bridge=Рельсы, которые могут пересекать воду #~ bi-rail-wood-bridge=Рельсы, которые могут пересекать воду
#~ 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=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-steel-furnace-disassemble=С небольшой потерей материалов #~ bi-steel-furnace-disassemble=С небольшой потерей материалов
#~ bi-stone-furnace-disassemble=С небольшой потерей материалов #~ bi-stone-furnace-disassemble=С небольшой потерей материалов

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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__
#~ bi-bio-cannon=Прототип артиллерии #~ bi-bio-cannon=Прототип артиллерии
#~ bi-bio-cannon-area=Прототип артиллерии #~ bi-bio-cannon-area=Прототип артиллерии
#~ 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-production-science-pack=Производственный научный пакет #~ bi-production-science-pack=Производственный научный пакет
# Added bi-basic-petroleum-gas-processing (0.17.49/0.18.17) # 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) # Renamed bi-basic-petroleum-gas-processing to bi-basic-gas-processing (0.17.51/0.18.20)
#~ bi-bio-accumulator=Аккумулятор огромной емкости #~ bi-bio-accumulator=Аккумулятор огромной емкости
#~ bi-arboretum=Терраформер #~ bi-arboretum=Терраформер
#~ bi-dart-magazine-basic=Базовый дротиковый снаряд #~ bi-dart-magazine-basic=Базовый дротиковый снаряд
#~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками #~ bi-dart-magazine-enhanced=Магазин с продвинутыми дротиками
#~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками #~ bi-dart-magazine-poison=Магазин с ядовитыми дротиками
#~ bi-dart-magazine-standard=Магазин с дротиками #~ bi-dart-magazine-standard=Магазин с дротиками
#~ bi-dart-turret=Дротиковая турель #~ bi-dart-turret=Дротиковая турель
#~ bi-dart-rifle=Дротиковая винтовка #~ bi-dart-rifle=Дротиковая винтовка
#~ bi-wooden-pole-big=Большой деревянный столб #~ bi-wooden-pole-big=Большой деревянный столб
#~ bi-bio-farm=Биоферма #~ bi-bio-farm=Биоферма
#~ bi-bio-garden=Биосад #~ bi-bio-garden=Биосад
#~ bi-bio-solar-farm=Био Солнечная ферма #~ bi-bio-solar-farm=Био Солнечная ферма
#~ bi-bio-reactor=Биореактор #~ bi-bio-reactor=Биореактор
#~ bi-bio-boiler=Биобойлер #~ bi-bio-boiler=Биобойлер
#~ bi-cokery=Коксовая печь #~ bi-cokery=Коксовая печь
#~ bi-wooden-chest-giga=Огромный деревянный ящик #~ bi-wooden-chest-giga=Огромный деревянный ящик
#~ bi-bio-greenhouse=Теплица #~ bi-bio-greenhouse=Теплица
#~ bi-large-substation=Гигантская подстанция #~ bi-large-substation=Гигантская подстанция
#~ bi-wooden-chest-huge=Большой деревянный ящик #~ bi-wooden-chest-huge=Большой деревянный ящик
#~ bi-wooden-pole-huge=Гигантский электрический столб #~ bi-wooden-pole-huge=Гигантский электрический столб
#~ bi-wooden-chest-large=Средний деревянный ящик #~ bi-wooden-chest-large=Средний деревянный ящик
#~ bi-wood-pipe-to-ground=Подземная деревянная труба #~ bi-wood-pipe-to-ground=Подземная деревянная труба
#~ bi-power-to-rail-pole=Рельса с разъемом питания #~ bi-power-to-rail-pole=Рельса с разъемом питания
#~ bi-production-science-pack=Production science pack #~ bi-production-science-pack=Production science pack
#~ bi-rail-power=Электрические рельсы #~ bi-rail-power=Электрические рельсы
#~ bi-rail-wood=Деревянные рельсы #~ bi-rail-wood=Деревянные рельсы
#~ bi-rail-wood-bridge=Деревянные рельсы для мостов #~ bi-rail-wood-bridge=Деревянные рельсы для мостов
#~ bi-seedling=Саженец #~ bi-seedling=Саженец
#~ bi-solar-boiler=Солнечная электростанция и бойлер #~ bi-solar-boiler=Солнечная электростанция и бойлер
#~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер #~ bi-solar-boiler-hidden-panel=Солнечная электростанция и бойлер
#~ bi-solar-mat=Пол Илона Маска #~ bi-solar-mat=Пол Илона Маска
#~ bi-stone-crusher=Измельченный камень #~ bi-stone-crusher=Измельченный камень
#~ bi-wood-pipe=Деревянная труба #~ bi-wood-pipe=Деревянная труба
#~ bi-wooden-fence=Деревянный забор #~ bi-wooden-fence=Деревянный забор
#~ wooden-chest=Деревянный ящик #~ wooden-chest=Деревянный ящик

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[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

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@ -1,10 +1,10 @@
data:extend({ data:extend({
--- Bio Damage for new Ammo --- Bio Damage for new Ammo
{ {
type = "damage-type", type = "damage-type",
name = "Biological" name = "Biological"
}, },
}) })

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@ -1,212 +1,212 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local ENTITYPATH = BioInd.modRoot .. "/graphics/entities/bio_cannon/" local ENTITYPATH = BioInd.modRoot .. "/graphics/entities/bio_cannon/"
local REMNANTSPATH = BioInd.modRoot .. "/graphics/entities/remnants/" local REMNANTSPATH = BioInd.modRoot .. "/graphics/entities/remnants/"
require "util" require "util"
if BI.Settings.Bio_Cannon then if BI.Settings.Bio_Cannon then
function preparing_animation() function preparing_animation()
return { return {
layers = { layers = {
{ {
priority = "high", priority = "high",
width = 692, width = 692,
height = 672, height = 672,
direction_count = 1, direction_count = 1,
frame_count = 12, frame_count = 12,
line_length = 6, line_length = 6,
run_mode = "forward", run_mode = "forward",
axially_symmetrical = false, axially_symmetrical = false,
shift = {0, -0.8}, shift = {0, -0.8},
filename = ENTITYPATH .. "hr_bio_cannon_anim.png", filename = ENTITYPATH .. "hr_bio_cannon_anim.png",
scale = 0.5 scale = 0.5
} }
} }
} }
end end
function prepared_animation() -- OPEN function prepared_animation() -- OPEN
return { return {
layers = { layers = {
{ {
priority = "high", priority = "high",
width = 692, width = 692,
height = 672, height = 672,
direction_count = 1, direction_count = 1,
frame_count = 1, frame_count = 1,
line_length = 1, line_length = 1,
axially_symmetrical = false, axially_symmetrical = false,
shift = {0, -0.8}, shift = {0, -0.8},
filename = ENTITYPATH .. "hr_bio_cannon_open.png", filename = ENTITYPATH .. "hr_bio_cannon_open.png",
scale = 0.5 scale = 0.5
}, { }, {
priority = "high", priority = "high",
width = 320, width = 320,
height = 672, height = 672,
direction_count = 1, direction_count = 1,
frame_count = 1, frame_count = 1,
line_length = 1, line_length = 1,
axially_symmetrical = false, axially_symmetrical = false,
shift = {5, -0.95}, shift = {5, -0.95},
filename = ENTITYPATH .. "hr_bio_cannon_shadow.png", filename = ENTITYPATH .. "hr_bio_cannon_shadow.png",
draw_as_shadow = true, draw_as_shadow = true,
scale = 0.5 scale = 0.5
} }
} }
} }
end end
function folding_animation() function folding_animation()
return { return {
layers = { layers = {
{ {
priority = "high", priority = "high",
width = 692, width = 692,
height = 672, height = 672,
direction_count = 1, direction_count = 1,
frame_count = 12, frame_count = 12,
line_length = 6, line_length = 6,
run_mode = "backward", run_mode = "backward",
axially_symmetrical = false, axially_symmetrical = false,
shift = {0, -0.8}, shift = {0, -0.8},
filename = ENTITYPATH .. "hr_bio_cannon_anim.png", filename = ENTITYPATH .. "hr_bio_cannon_anim.png",
scale = 0.5 scale = 0.5
} }
} }
} }
end end
function folded_animation() -- CLOSED function folded_animation() -- CLOSED
return { return {
layers = { layers = {
{ {
priority = "high", priority = "high",
width = 692, width = 692,
height = 672, height = 672,
direction_count = 1, direction_count = 1,
frame_count = 1, frame_count = 1,
line_length = 1, line_length = 1,
axially_symmetrical = false, axially_symmetrical = false,
shift = {0, -0.8}, shift = {0, -0.8},
filename = ENTITYPATH .. "hr_bio_cannon_anim.png", filename = ENTITYPATH .. "hr_bio_cannon_anim.png",
scale = 0.5 scale = 0.5
}, { }, {
priority = "high", priority = "high",
width = 692, width = 692,
height = 672, height = 672,
direction_count = 1, direction_count = 1,
frame_count = 1, frame_count = 1,
line_length = 1, line_length = 1,
axially_symmetrical = false, axially_symmetrical = false,
shift = {0.2, -0.95}, shift = {0.2, -0.95},
filename = ENTITYPATH .. "hr_bio_cannon_shadow.png", filename = ENTITYPATH .. "hr_bio_cannon_shadow.png",
draw_as_shadow = true, draw_as_shadow = true,
scale = 0.5 scale = 0.5
} }
} }
} }
end end
data:extend({ data:extend({
-- Bio Cannon Artillery -- Bio Cannon Artillery
{ {
type = "ammo-turret", type = "ammo-turret",
name = "bi-bio-cannon", name = "bi-bio-cannon",
icon = ICONPATH .. "biocannon_icon.png", icon = ICONPATH .. "biocannon_icon.png",
icon_size = 64, icon_size = 64,
icons = {{icon = ICONPATH .. "biocannon_icon.png", icon_size = 64}}, icons = {{icon = ICONPATH .. "biocannon_icon.png", icon_size = 64}},
flags = {"placeable-neutral", "placeable-player", "player-creation"}, flags = {"placeable-neutral", "placeable-player", "player-creation"},
-- makes cannon blueprintable -- makes cannon blueprintable
placeable_by = {item = "bi-bio-cannon", count = 1}, placeable_by = {item = "bi-bio-cannon", count = 1},
open_sound = { open_sound = {
filename = "__base__/sound/machine-open.ogg", filename = "__base__/sound/machine-open.ogg",
volume = 0.85 volume = 0.85
}, },
close_sound = { close_sound = {
filename = "__base__/sound/machine-close.ogg", filename = "__base__/sound/machine-close.ogg",
volume = 0.75 volume = 0.75
}, },
minable = {mining_time = 10, result = "bi-bio-cannon"}, minable = {mining_time = 10, result = "bi-bio-cannon"},
max_health = 900, max_health = 900,
corpse = "bi-bio-cannon-remnants", corpse = "bi-bio-cannon-remnants",
dying_explosion = "massive-explosion", dying_explosion = "massive-explosion",
automated_ammo_count = 10, automated_ammo_count = 10,
resistances = { resistances = {
{type = "fire", percent = 90}, {type = "fire", percent = 90},
{type = "explosion", percent = 30}, {type = "explosion", percent = 30},
{type = "impact", percent = 30} {type = "impact", percent = 30}
}, },
collision_box = {{-4.20, -4.20}, {4.20, 4.20}}, collision_box = {{-4.20, -4.20}, {4.20, 4.20}},
selection_box = {{-4.5, -4.5}, {4.5, 4.5}}, selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
order = "i[items][Bio_Cannon]", order = "i[items][Bio_Cannon]",
inventory_size = 1, inventory_size = 1,
prepare_range = 120, prepare_range = 120,
preparing_speed = 0.012, preparing_speed = 0.012,
attack_parameters = { attack_parameters = {
type = "projectile", type = "projectile",
ammo_category = "Bio_Cannon_Ammo", ammo_category = "Bio_Cannon_Ammo",
cooldown = 600, cooldown = 600,
warmup = 600, warmup = 600,
-- ~ range = 0, -- ~ range = 0,
range = 120, range = 120,
min_range = 20, min_range = 20,
projectile_creation_distance = 1.8, projectile_creation_distance = 1.8,
action = {} action = {}
}, },
folding_speed = 0.012, folding_speed = 0.012,
preparing_animation = preparing_animation(), preparing_animation = preparing_animation(),
prepared_animation = prepared_animation(), prepared_animation = prepared_animation(),
-- attacking_animation = attacking_animation(), -- attacking_animation = attacking_animation(),
folding_animation = folding_animation(), folding_animation = folding_animation(),
folded_animation = folded_animation(), folded_animation = folded_animation(),
call_for_help_radius = 90, call_for_help_radius = 90,
attack_target_mask = {"Bio_Cannon_Ammo"}, attack_target_mask = {"Bio_Cannon_Ammo"},
graphics_set = {} graphics_set = {}
}, },
---- Corpse / Remnants ---- Corpse / Remnants
{ {
type = "corpse", type = "corpse",
name = "bi-bio-cannon-remnants", name = "bi-bio-cannon-remnants",
icon_size = 64, icon_size = 64,
icons = {{icon = ICONPATH .. "biocannon_icon.png", icon_size = 64}}, icons = {{icon = ICONPATH .. "biocannon_icon.png", icon_size = 64}},
flags = {"placeable-neutral", "not-on-map"}, flags = {"placeable-neutral", "not-on-map"},
subgroup = "defensive-structure-remnants", subgroup = "defensive-structure-remnants",
order = "a-c-a", order = "a-c-a",
selection_box = {{-4.5, -4.5}, {4.5, 4.5}}, selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
tile_width = 3, tile_width = 3,
tile_height = 3, tile_height = 3,
selectable_in_game = false, selectable_in_game = false,
time_before_removed = 60 * 60 * 15, -- 15 minutes time_before_removed = 60 * 60 * 15, -- 15 minutes
final_render_layer = "remnants", final_render_layer = "remnants",
remove_on_tile_placement = false, remove_on_tile_placement = false,
animation = make_rotated_animation_variations_from_sheet(1, { animation = make_rotated_animation_variations_from_sheet(1, {
layers = { layers = {
{ {
width = 692, width = 692,
height = 672, height = 672,
direction_count = 1, direction_count = 1,
frame_count = 1, frame_count = 1,
line_length = 1, line_length = 1,
axially_symmetrical = false, axially_symmetrical = false,
shift = {0, -0.8}, shift = {0, -0.8},
filename = REMNANTSPATH .. "hr_bio_cannon_remnant.png", filename = REMNANTSPATH .. "hr_bio_cannon_remnant.png",
scale = 0.5 scale = 0.5
} }
} }
}) })
} }
}) })
end end

View file

@ -1,16 +1,16 @@
if BI.Settings.Bio_Cannon then if BI.Settings.Bio_Cannon then
data:extend({ data:extend({
{ {
type = "ammo-category", type = "ammo-category",
name = "Bio_Cannon_Ammo", name = "Bio_Cannon_Ammo",
order = "1" order = "1"
}, },
{ {
type = "trigger-target-type", type = "trigger-target-type",
name = "Bio_Cannon_Ammo" name = "Bio_Cannon_Ammo"
} }
}) })
end end

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@ -1,28 +1,28 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
if BI.Settings.Bio_Cannon then if BI.Settings.Bio_Cannon then
data:extend({ data:extend({
-- Hive Buster Turret -- Hive Buster Turret
{ {
type = "item", type = "item",
name = "bi-bio-cannon", name = "bi-bio-cannon",
localised_name = {"entity-name.bi-bio-cannon"}, localised_name = {"entity-name.bi-bio-cannon"},
localised_description = {"entity-description.bi-bio-cannon"}, localised_description = {"entity-description.bi-bio-cannon"},
icon = ICONPATH .. "biocannon_icon.png", icon = ICONPATH .. "biocannon_icon.png",
icon_size = 64, icon_size = 64,
icon_mipmaps = 1, icon_mipmaps = 1,
icons = { icons = {
{ {
icon = ICONPATH .. "biocannon_icon.png", icon = ICONPATH .. "biocannon_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "defensive-structure", subgroup = "defensive-structure",
order = "x[turret]-x[gun-turret]", order = "x[turret]-x[gun-turret]",
place_result = "bi-bio-cannon", place_result = "bi-bio-cannon",
stack_size = 1, stack_size = 1,
}, },
}) })
end end

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@ -1,350 +1,350 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/entities/bio_cannon/projectiles/" local ICONPATH = BioInd.modRoot .. "/graphics/entities/bio_cannon/projectiles/"
require "util" require "util"
if BI.Settings.Bio_Cannon then if BI.Settings.Bio_Cannon then
if mods["Natural_Evolution_Enemies"] then if mods["Natural_Evolution_Enemies"] then
NE_Damage = 2 NE_Damage = 2
else else
NE_Damage = 1 NE_Damage = 1
end end
data:extend({ data:extend({
--Projectile --Projectile
-- Bio Cannon Ammo -- Bio Cannon Ammo
-- Prototype -- Prototype
{ {
type = "projectile", type = "projectile",
name = "bi-bio-cannon-proto-ammo", name = "bi-bio-cannon-proto-ammo",
flags = {"not-on-map"}, flags = {"not-on-map"},
acceleration = 0.0004, acceleration = 0.0004,
action = { action = {
{ {
type = "area", type = "area",
radius = 2, radius = 2,
action_delivery = { action_delivery = {
type = "instant", type = "instant",
target_effects = { target_effects = {
{ {
type = "damage", type = "damage",
damage = {amount = 80 * NE_Damage, type = "physical"} damage = {amount = 80 * NE_Damage, type = "physical"}
}, },
{ {
type = "create-entity", type = "create-entity",
entity_name = "small-scorchmark", entity_name = "small-scorchmark",
check_buildability = true check_buildability = true
}, },
} }
} }
}, },
}, },
light = {intensity = 0.7, size = 3}, light = {intensity = 0.7, size = 3},
animation = { animation = {
filename = ICONPATH .. "bio_cannon_proto_ammo.png", filename = ICONPATH .. "bio_cannon_proto_ammo.png",
priority = "extra-high", priority = "extra-high",
width = 18, width = 18,
height = 47, height = 47,
scale = 0.85, scale = 0.85,
frame_count = 1 frame_count = 1
}, },
shadow = { shadow = {
filename = ICONPATH .. "bio_cannon_ammo-shadow.png", filename = ICONPATH .. "bio_cannon_ammo-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 18, width = 18,
height = 47, height = 47,
scale = 0.85, scale = 0.85,
frame_count = 1 frame_count = 1
}, },
smoke = { smoke = {
{ {
name = "smoke-fast", name = "smoke-fast",
deviation = {0.15, 0.15}, deviation = {0.15, 0.15},
frequency = 1, frequency = 1,
position = {0, 1}, position = {0, 1},
slow_down_factor = 1, slow_down_factor = 1,
starting_frame = 3, starting_frame = 3,
starting_frame_deviation = 5, starting_frame_deviation = 5,
starting_frame_speed = 0, starting_frame_speed = 0,
starting_frame_speed_deviation = 5 starting_frame_speed_deviation = 5
} }
} }
}, },
-- Basic -- Basic
{ {
type = "projectile", type = "projectile",
name = "bi-bio-cannon-basic-ammo", name = "bi-bio-cannon-basic-ammo",
flags = {"not-on-map"}, flags = {"not-on-map"},
acceleration = 0.0005, acceleration = 0.0005,
action = { action = {
{ {
type = "area", type = "area",
radius = 8, radius = 8,
action_delivery = { action_delivery = {
type = "instant", type = "instant",
target_effects = { target_effects = {
{ {
type = "damage", type = "damage",
damage = {amount = 120 * NE_Damage, type = "physical"} damage = {amount = 120 * NE_Damage, type = "physical"}
}, },
{ {
type = "damage", type = "damage",
damage = {amount = 180 * NE_Damage, type = "explosion"} damage = {amount = 180 * NE_Damage, type = "explosion"}
}, },
} }
} }
}, },
{ {
type = "direct", type = "direct",
action_delivery = { action_delivery = {
type = "instant", type = "instant",
target_effects = { target_effects = {
{ {
type = "nested-result", type = "nested-result",
action = { action = {
type = "area", type = "area",
target_entities = false, target_entities = false,
repeat_count = 10, repeat_count = 10,
radius = 2, radius = 2,
action_delivery = { action_delivery = {
type = "projectile", type = "projectile",
projectile = "NE-Napalm-Small", projectile = "NE-Napalm-Small",
starting_speed = 0.5 starting_speed = 0.5
} }
} }
}, },
{ {
type = "create-entity", type = "create-entity",
entity_name = "small-scorchmark", entity_name = "small-scorchmark",
check_buildability = true check_buildability = true
}, },
{ {
type = "create-entity", type = "create-entity",
entity_name = "bio-cannon-explosion", entity_name = "bio-cannon-explosion",
}, },
} }
} }
}, },
}, },
light = {intensity = 0.7, size = 6}, light = {intensity = 0.7, size = 6},
animation = { animation = {
filename = ICONPATH .. "bio_cannon_basic_ammo.png", filename = ICONPATH .. "bio_cannon_basic_ammo.png",
priority = "extra-high", priority = "extra-high",
width = 18, width = 18,
height = 47, height = 47,
frame_count = 1 frame_count = 1
}, },
shadow = { shadow = {
filename = ICONPATH .. "bio_cannon_ammo-shadow.png", filename = ICONPATH .. "bio_cannon_ammo-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 18, width = 18,
height = 47, height = 47,
frame_count = 1 frame_count = 1
}, },
--[[ --[[
sound = { sound = {
{ {
filename = "__Natural_Evolution_Buildings__/sound/launch.ogg", filename = "__Natural_Evolution_Buildings__/sound/launch.ogg",
volume = 4.0 volume = 4.0
}, },
}, },
]] ]]
smoke = { smoke = {
{ {
name = "smoke-fast", name = "smoke-fast",
deviation = {0.15, 0.15}, deviation = {0.15, 0.15},
frequency = 1, frequency = 1,
position = {0, 1}, position = {0, 1},
slow_down_factor = 1, slow_down_factor = 1,
starting_frame = 3, starting_frame = 3,
starting_frame_deviation = 5, starting_frame_deviation = 5,
starting_frame_speed = 0, starting_frame_speed = 0,
starting_frame_speed_deviation = 5 starting_frame_speed_deviation = 5
} }
} }
}, },
--- Poison --- Poison
{ {
type = "projectile", type = "projectile",
name = "bi-bio-cannon-poison-ammo", name = "bi-bio-cannon-poison-ammo",
flags = {"not-on-map"}, flags = {"not-on-map"},
acceleration = 0.0006, acceleration = 0.0006,
action = { action = {
{ {
type = "area", type = "area",
radius = 12, radius = 12,
action_delivery = { action_delivery = {
type = "instant", type = "instant",
target_effects = { target_effects = {
{ {
type = "damage", type = "damage",
damage = {amount = 120 * NE_Damage, type = "physical"} damage = {amount = 120 * NE_Damage, type = "physical"}
}, },
{ {
type = "damage", type = "damage",
damage = {amount = 180 * NE_Damage, type = "explosion"} damage = {amount = 180 * NE_Damage, type = "explosion"}
}, },
{ {
type = "damage", type = "damage",
damage = {amount = 250 * NE_Damage, type = "poison"} damage = {amount = 250 * NE_Damage, type = "poison"}
}, },
} }
} }
}, },
{ {
type = "direct", type = "direct",
action_delivery = { action_delivery = {
type = "instant", type = "instant",
target_effects = { target_effects = {
{ {
type = "nested-result", type = "nested-result",
action = { action = {
type = "area", type = "area",
target_entities = false, target_entities = false,
repeat_count = 20, repeat_count = 20,
radius = 3, radius = 3,
action_delivery = { action_delivery = {
type = "projectile", type = "projectile",
projectile = "NE-Napalm-Small", projectile = "NE-Napalm-Small",
starting_speed = 0.5 starting_speed = 0.5
} }
} }
}, },
{ {
type = "create-entity", type = "create-entity",
entity_name = "small-scorchmark", entity_name = "small-scorchmark",
check_buildability = true check_buildability = true
}, },
{ {
type = "create-entity", type = "create-entity",
entity_name = "bio-cannon-explosion", entity_name = "bio-cannon-explosion",
}, },
} }
} }
}, },
}, },
light = {intensity = 0.8, size = 7}, light = {intensity = 0.8, size = 7},
animation = { animation = {
filename = ICONPATH .. "bio_cannon_poison_ammo.png", filename = ICONPATH .. "bio_cannon_poison_ammo.png",
priority = "extra-high", priority = "extra-high",
width = 18, width = 18,
height = 47, height = 47,
frame_count = 1 frame_count = 1
}, },
shadow = { shadow = {
filename = ICONPATH .. "bio_cannon_ammo-shadow.png", filename = ICONPATH .. "bio_cannon_ammo-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 18, width = 18,
height = 47, height = 47,
frame_count = 1 frame_count = 1
}, },
--[[ --[[
sound = { sound = {
{ {
filename = "__Natural_Evolution_Buildings__/sound/launch.ogg", filename = "__Natural_Evolution_Buildings__/sound/launch.ogg",
volume = 4.0 volume = 4.0
}, },
}, },
]] ]]
smoke = { smoke = {
{ {
name = "smoke-fast", name = "smoke-fast",
deviation = {0.15, 0.15}, deviation = {0.15, 0.15},
frequency = 1, frequency = 1,
position = {0, 1}, position = {0, 1},
slow_down_factor = 1, slow_down_factor = 1,
starting_frame = 3, starting_frame = 3,
starting_frame_deviation = 5, starting_frame_deviation = 5,
starting_frame_speed = 0, starting_frame_speed = 0,
starting_frame_speed_deviation = 5 starting_frame_speed_deviation = 5
} }
} }
}, },
--- Bio Cannon Explosion --- Bio Cannon Explosion
{ {
type = "smoke-with-trigger", type = "smoke-with-trigger",
name = "bio-cannon-explosion", name = "bio-cannon-explosion",
flags = {"not-on-map"}, flags = {"not-on-map"},
show_when_smoke_off = true, show_when_smoke_off = true,
animation = { animation = {
filename = ICONPATH .. "explosion.png", filename = ICONPATH .. "explosion.png",
priority = "low", priority = "low",
width = 256, width = 256,
height = 128, height = 128,
frame_count = 12, frame_count = 12,
animation_speed = 0.2, animation_speed = 0.2,
line_length = 3, line_length = 3,
scale = 2, scale = 2,
}, },
sound = { sound = {
{ {
filename = "__Bio_Industries_2__/sound/boom.ogg", filename = "__Bio_Industries_2__/sound/boom.ogg",
volume = 4.0 volume = 4.0
}, },
}, },
slow_down_factor = 0, slow_down_factor = 0,
affected_by_wind = false, affected_by_wind = false,
cyclic = false, cyclic = false,
duration = 60 * 5, duration = 60 * 5,
spread_duration = 10, spread_duration = 10,
}, },
--- Napalm Small --- Napalm Small
{ {
type = "projectile", type = "projectile",
name = "NE-Napalm-Small", name = "NE-Napalm-Small",
flags = {"not-on-map"}, flags = {"not-on-map"},
acceleration = 0, acceleration = 0,
action = { action = {
{ {
type = "direct", type = "direct",
action_delivery = { action_delivery = {
type = "instant", type = "instant",
target_effects = { target_effects = {
{ {
type = "create-entity", type = "create-entity",
entity_name = "fire-flame" entity_name = "fire-flame"
}, },
} }
} }
}, },
}, },
animation = { animation = {
filename = "__core__/graphics/empty.png", filename = "__core__/graphics/empty.png",
frame_count = 1, frame_count = 1,
width = 1, width = 1,
height = 1, height = 1,
priority = "high" priority = "high"
}, },
shadow = { shadow = {
filename = "__core__/graphics/empty.png", filename = "__core__/graphics/empty.png",
frame_count = 1, frame_count = 1,
width = 1, width = 1,
height = 1, height = 1,
priority = "high" priority = "high"
} }
}, },
}) })
end end

View file

@ -1,118 +1,118 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/weapon/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/weapon/"
if BI.Settings.Bio_Cannon then if BI.Settings.Bio_Cannon then
data:extend({ data:extend({
-- Prototype Artillery Proto Ammo -- Prototype Artillery Proto Ammo
{ {
type = "ammo", type = "ammo",
name = "bi-bio-cannon-proto-ammo", name = "bi-bio-cannon-proto-ammo",
icon = ICONPATH .. "bio_cannon_proto_ammo_icon.png", icon = ICONPATH .. "bio_cannon_proto_ammo_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_cannon_proto_ammo_icon.png", icon = ICONPATH .. "bio_cannon_proto_ammo_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
ammo_category = "artillery-shell", ammo_category = "artillery-shell",
ammo_type = { ammo_type = {
category = "Bio_Cannon_Ammo", category = "Bio_Cannon_Ammo",
target_type = "direction", target_type = "direction",
action = { action = {
{ {
type = "direct", type = "direct",
action_delivery = { action_delivery = {
type = "projectile", type = "projectile",
projectile = "bi-bio-cannon-proto-ammo", projectile = "bi-bio-cannon-proto-ammo",
starting_speed = 1, starting_speed = 1,
direction_deviation = 0.8, direction_deviation = 0.8,
range_deviation = 0.8, range_deviation = 0.8,
max_range = 90 max_range = 90
} }
} }
} }
}, },
subgroup = "ammo", subgroup = "ammo",
order = "z[Bio_Cannon_Ammo]-a[Proto]", order = "z[Bio_Cannon_Ammo]-a[Proto]",
stack_size = 50, stack_size = 50,
}, },
-- Prototype Artillery Basic Ammo -- Prototype Artillery Basic Ammo
{ {
type = "ammo", type = "ammo",
name = "bi-bio-cannon-basic-ammo", name = "bi-bio-cannon-basic-ammo",
icon = ICONPATH .. "bio_cannon_basic_ammo_icon.png", icon = ICONPATH .. "bio_cannon_basic_ammo_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_cannon_basic_ammo_icon.png", icon = ICONPATH .. "bio_cannon_basic_ammo_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
ammo_category = "artillery-shell", ammo_category = "artillery-shell",
ammo_type = { ammo_type = {
category = "Bio_Cannon_Ammo", category = "Bio_Cannon_Ammo",
target_type = "direction", target_type = "direction",
action = { action = {
{ {
type = "direct", type = "direct",
action_delivery = { action_delivery = {
type = "projectile", type = "projectile",
projectile = "bi-bio-cannon-basic-ammo", projectile = "bi-bio-cannon-basic-ammo",
starting_speed = 1, starting_speed = 1,
direction_deviation = 0.8, direction_deviation = 0.8,
range_deviation = 0.8, range_deviation = 0.8,
max_range = 90 max_range = 90
} }
} }
} }
}, },
subgroup = "ammo", subgroup = "ammo",
order = "z[Bio_Cannon_Ammo]-b[Basic]", order = "z[Bio_Cannon_Ammo]-b[Basic]",
stack_size = 50, stack_size = 50,
}, },
-- Prototype Artillery Poison Ammo -- Prototype Artillery Poison Ammo
{ {
type = "ammo", type = "ammo",
name = "bi-bio-cannon-poison-ammo", name = "bi-bio-cannon-poison-ammo",
icon = ICONPATH .. "bio_cannon_poison_ammo_icon.png", icon = ICONPATH .. "bio_cannon_poison_ammo_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_cannon_poison_ammo_icon.png", icon = ICONPATH .. "bio_cannon_poison_ammo_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
ammo_category = "artillery-shell", ammo_category = "artillery-shell",
ammo_type = { ammo_type = {
category = "Bio_Cannon_Ammo", category = "Bio_Cannon_Ammo",
target_type = "direction", target_type = "direction",
action = { action = {
{ {
type = "direct", type = "direct",
action_delivery = { action_delivery = {
type = "projectile", type = "projectile",
projectile = "bi-bio-cannon-poison-ammo", projectile = "bi-bio-cannon-poison-ammo",
starting_speed = 1, starting_speed = 1,
direction_deviation = 0.8, direction_deviation = 0.8,
range_deviation = 0.8, range_deviation = 0.8,
max_range = 90 max_range = 90
} }
} }
} }
}, },
subgroup = "ammo", subgroup = "ammo",
order = "z[Bio_Cannon_Ammo]-c[Poison]", order = "z[Bio_Cannon_Ammo]-c[Poison]",
stack_size = 50, stack_size = 50,
}, },
}) })
end end

View file

@ -1,57 +1,57 @@
if BI.Settings.Bio_Cannon then if BI.Settings.Bio_Cannon then
data:extend({ data:extend({
-- Prototype Artillery Proto Ammo -- Prototype Artillery Proto Ammo
{ {
type= "recipe", type= "recipe",
name= "bi-bio-cannon-proto-ammo", name= "bi-bio-cannon-proto-ammo",
localised_name = {"item-name.bi-bio-cannon-proto-ammo"}, localised_name = {"item-name.bi-bio-cannon-proto-ammo"},
localised_description = {"item-description.bi-bio-cannon-proto-ammo"}, localised_description = {"item-description.bi-bio-cannon-proto-ammo"},
enabled = false, enabled = false,
energy_required = 2, energy_required = 2,
ingredients = {{type="item", name="iron-plate", amount=10}, {type="item", name="explosives", amount=10}}, ingredients = {{type="item", name="iron-plate", amount=10}, {type="item", name="explosives", amount=10}},
results = {{type="item", name="bi-bio-cannon-proto-ammo", amount=1}}, results = {{type="item", name="bi-bio-cannon-proto-ammo", amount=1}},
subgroup = "bi-ammo", subgroup = "bi-ammo",
order = "z[Bio_Cannon_Ammo]-a[Proto]", order = "z[Bio_Cannon_Ammo]-a[Proto]",
allow_as_intermediate = true, -- Added for 0.18.34/1.1.4 allow_as_intermediate = true, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Added for 0.18.34/1.1.4 always_show_made_in = false, -- Added for 0.18.34/1.1.4
allow_decomposition = true, -- Added for 0.18.34/1.1.4 allow_decomposition = true, -- Added for 0.18.34/1.1.4
}, },
-- Prototype Artillery Basic Ammo -- Prototype Artillery Basic Ammo
{ {
type= "recipe", type= "recipe",
name= "bi-bio-cannon-basic-ammo", name= "bi-bio-cannon-basic-ammo",
localised_name = {"item-name.bi-bio-cannon-basic-ammo"}, localised_name = {"item-name.bi-bio-cannon-basic-ammo"},
localised_description = {"item-description.bi-bio-cannon-basic-ammo"}, localised_description = {"item-description.bi-bio-cannon-basic-ammo"},
enabled = false, enabled = false,
energy_required = 4, energy_required = 4,
ingredients = {{type="item", name="bi-bio-cannon-proto-ammo", amount=1}, {type="item", name="rocket", amount=10}}, ingredients = {{type="item", name="bi-bio-cannon-proto-ammo", amount=1}, {type="item", name="rocket", amount=10}},
results = {{type="item", name="bi-bio-cannon-basic-ammo", amount=1}}, results = {{type="item", name="bi-bio-cannon-basic-ammo", amount=1}},
subgroup = "bi-ammo", subgroup = "bi-ammo",
order = "z[Bio_Cannon_Ammo]-b[Basic]", order = "z[Bio_Cannon_Ammo]-b[Basic]",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Added for 0.18.34/1.1.4 always_show_made_in = false, -- Added for 0.18.34/1.1.4
allow_decomposition = true, -- Added for 0.18.34/1.1.4 allow_decomposition = true, -- Added for 0.18.34/1.1.4
}, },
-- Prototype Artillery Poison Ammo -- Prototype Artillery Poison Ammo
{ {
type= "recipe", type= "recipe",
name= "bi-bio-cannon-poison-ammo", name= "bi-bio-cannon-poison-ammo",
localised_name = {"item-name.bi-bio-cannon-poison-ammo"}, localised_name = {"item-name.bi-bio-cannon-poison-ammo"},
localised_description = {"item-description.bi-bio-cannon-poison-ammo"}, localised_description = {"item-description.bi-bio-cannon-poison-ammo"},
enabled = false, enabled = false,
energy_required = 8, energy_required = 8,
ingredients = {{type="item", name="bi-bio-cannon-basic-ammo", amount=1}, {type="item", name="poison-capsule", amount=5}, {type="item", name="explosive-rocket", amount=5}}, ingredients = {{type="item", name="bi-bio-cannon-basic-ammo", amount=1}, {type="item", name="poison-capsule", amount=5}, {type="item", name="explosive-rocket", amount=5}},
results = {{type="item", name="bi-bio-cannon-poison-ammo", amount=1}}, results = {{type="item", name="bi-bio-cannon-poison-ammo", amount=1}},
subgroup = "bi-ammo", subgroup = "bi-ammo",
order = "z[Bio_Cannon_Ammo]-c[Poison]", order = "z[Bio_Cannon_Ammo]-c[Poison]",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Added for 0.18.34/1.1.4 always_show_made_in = false, -- Added for 0.18.34/1.1.4
allow_decomposition = true, -- Added for 0.18.34/1.1.4 allow_decomposition = true, -- Added for 0.18.34/1.1.4
}, },
}) })
end end

View file

@ -1,30 +1,30 @@
if BI.Settings.Bio_Cannon then if BI.Settings.Bio_Cannon then
data:extend({ data:extend({
-- Hive Buster Turret -- Hive Buster Turret
{ {
type = "recipe", type = "recipe",
name = "bi-bio-cannon", name = "bi-bio-cannon",
localised_name = {"entity-name.bi-bio-cannon"}, localised_name = {"entity-name.bi-bio-cannon"},
localised_description = {"entity-description.bi-bio.cannon"}, localised_description = {"entity-description.bi-bio.cannon"},
enabled = false, enabled = false,
energy_required = 50, energy_required = 50,
ingredients = { ingredients = {
{type="item", name="concrete", amount=100}, {type="item", name="concrete", amount=100},
{type="item", name="radar", amount=1}, {type="item", name="radar", amount=1},
{type="item", name="steel-plate", amount=80}, {type="item", name="steel-plate", amount=80},
{type="item", name="electric-engine-unit", amount=5}, {type="item", name="electric-engine-unit", amount=5},
}, },
results = {{type="item", name="bi-bio-cannon", amount=1}}, results = {{type="item", name="bi-bio-cannon", amount=1}},
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = true, -- Added for 0.18.34/1.1.4 always_show_made_in = true, -- Added for 0.18.34/1.1.4
allow_decomposition = false, -- Added for 0.18.34/1.1.4 allow_decomposition = false, -- Added for 0.18.34/1.1.4
subgroup = "defensive-structure", subgroup = "defensive-structure",
order = "b[turret]-e[bi-prototype-artillery-turret]" order = "b[turret]-e[bi-prototype-artillery-turret]"
}, },
}) })
end end

View file

@ -1,37 +1,37 @@
-- Don't duplicate what NE does -- Don't duplicate what NE does
if BI.Settings.Bio_Cannon and not mods["Natural_Evolution_Buildings"] then if BI.Settings.Bio_Cannon and not mods["Natural_Evolution_Buildings"] then
table.insert(data.raw.technology["physical-projectile-damage-5"].effects, { table.insert(data.raw.technology["physical-projectile-damage-5"].effects, {
type = "ammo-damage", type = "ammo-damage",
ammo_category = "Bio_Cannon_Ammo", ammo_category = "Bio_Cannon_Ammo",
modifier = 0.9 modifier = 0.9
}) })
table.insert(data.raw.technology["physical-projectile-damage-6"].effects, { table.insert(data.raw.technology["physical-projectile-damage-6"].effects, {
type = "ammo-damage", type = "ammo-damage",
ammo_category = "Bio_Cannon_Ammo", ammo_category = "Bio_Cannon_Ammo",
modifier = 1.3 modifier = 1.3
}) })
table.insert(data.raw.technology["physical-projectile-damage-7"].effects, { table.insert(data.raw.technology["physical-projectile-damage-7"].effects, {
type = "ammo-damage", type = "ammo-damage",
ammo_category = "Bio_Cannon_Ammo", ammo_category = "Bio_Cannon_Ammo",
modifier = 1 modifier = 1
}) })
table.insert(data.raw.technology["artillery-shell-speed-1"].effects, { table.insert(data.raw.technology["artillery-shell-speed-1"].effects, {
type = "gun-speed", type = "gun-speed",
ammo_category = "Bio_Cannon_Ammo", ammo_category = "Bio_Cannon_Ammo",
modifier = 1 modifier = 1
}) })
table.insert(data.raw.technology["weapon-shooting-speed-5"].effects, { table.insert(data.raw.technology["weapon-shooting-speed-5"].effects, {
type = "gun-speed", type = "gun-speed",
ammo_category = "Bio_Cannon_Ammo", ammo_category = "Bio_Cannon_Ammo",
modifier = 0.8 modifier = 0.8
}) })
table.insert(data.raw.technology["weapon-shooting-speed-6"].effects, { table.insert(data.raw.technology["weapon-shooting-speed-6"].effects, {
type = "gun-speed", type = "gun-speed",
ammo_category = "Bio_Cannon_Ammo", ammo_category = "Bio_Cannon_Ammo",
modifier = 1.5 modifier = 1.5
}) })
end end

View file

@ -1,52 +1,52 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/technology/" local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
if BI.Settings.Bio_Cannon then if BI.Settings.Bio_Cannon then
data:extend({ data:extend({
{ {
type = "technology", type = "technology",
name = "bi-tech-bio-cannon", name = "bi-tech-bio-cannon",
icon_size = 256, icon_size = 256,
icon = ICONPATH .. "bi-tech-bio_cannon.png", icon = ICONPATH .. "bi-tech-bio_cannon.png",
icons = { icons = {
{ {
icon = ICONPATH .. "bi-tech-bio_cannon.png", icon = ICONPATH .. "bi-tech-bio_cannon.png",
icon_size = 256, icon_size = 256,
} }
}, },
effects = { effects = {
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-bio-cannon" recipe = "bi-bio-cannon"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-bio-cannon-proto-ammo" recipe = "bi-bio-cannon-proto-ammo"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-bio-cannon-basic-ammo" recipe = "bi-bio-cannon-basic-ammo"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-bio-cannon-poison-ammo" recipe = "bi-bio-cannon-poison-ammo"
}, },
}, },
prerequisites = {"military-2"}, prerequisites = {"military-2"},
unit = { unit = {
count = 300, count = 300,
ingredients = { ingredients = {
{"automation-science-pack", 1}, {"automation-science-pack", 1},
{"logistic-science-pack", 1}, {"logistic-science-pack", 1},
{"military-science-pack", 1}, {"military-science-pack", 1},
}, },
time = 30, time = 30,
} }
}, },
}) })
end end

View file

@ -1,78 +1,78 @@
-- We may want to remove our coal processing techs and move the unlocks to a -- We may want to remove our coal processing techs and move the unlocks to a
-- similar tech from other mods. So let's store the unlocks for each tech for -- similar tech from other mods. So let's store the unlocks for each tech for
-- easier shuffling! -- easier shuffling!
return { return {
-- "bi-tech-coal-processing-1" -- "bi-tech-coal-processing-1"
{ {
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-charcoal-1" recipe = "bi-charcoal-1"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-charcoal-2" recipe = "bi-charcoal-2"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-ash-2" recipe = "bi-ash-2"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-ash-1" recipe = "bi-ash-1"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-wood-fuel-brick" recipe = "bi-wood-fuel-brick"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seed-2" recipe = "bi-seed-2"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seedling-2" recipe = "bi-seedling-2"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-logs-2" recipe = "bi-logs-2"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-cokery" recipe = "bi-cokery"
}, },
}, },
-- "bi-tech-coal-processing-2" -- "bi-tech-coal-processing-2"
{ {
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-coal-1" recipe = "bi-coal-1"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-pellet-coke" recipe = "bi-pellet-coke"
}, },
-- Moved here from "bi-tech-coal-processing-1" (0.18.29): -- Moved here from "bi-tech-coal-processing-1" (0.18.29):
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-solid-fuel" recipe = "bi-solid-fuel"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-stone-brick" recipe = "bi-stone-brick"
}, },
}, },
-- "bi-tech-coal-processing-3" -- "bi-tech-coal-processing-3"
{ {
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-coal-2" recipe = "bi-coal-2"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-coke-coal" recipe = "bi-coke-coal"
}, },
}, },
} }

View file

@ -1,440 +1,440 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/" local ICONPATHMIPS = BioInd.modRoot .. "/graphics/icons/mips/"
data:extend({ data:extend({
{ {
type = "recipe", type = "recipe",
name = "bi-pellet-coke-2", name = "bi-pellet-coke-2",
icon = ICONPATH .. "pellet_coke_b.png", icon = ICONPATH .. "pellet_coke_b.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "pellet_coke_b.png", icon = ICONPATH .. "pellet_coke_b.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "biofarm-mod-smelting", category = "biofarm-mod-smelting",
subgroup = "bio-bio-farm-raw", subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-g[bi-coke-coal]-2", order = "a[bi]-a-g[bi-coke-coal]-2",
energy_required = 4, energy_required = 4,
ingredients = {}, ingredients = {},
results = {{type="item", name="pellet-coke", amount=1}}, results = {{type="item", name="pellet-coke", amount=1}},
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
allow_as_intermediate = false, allow_as_intermediate = false,
enabled = false, enabled = false,
}, },
-- fertilizer from sodium-hydroxide-- -- fertilizer from sodium-hydroxide--
{ {
type = "recipe", type = "recipe",
name = "bi-fertilizer-2", name = "bi-fertilizer-2",
icon = ICONPATH .. "fertilizer_sodium_hydroxide.png", icon = ICONPATH .. "fertilizer_sodium_hydroxide.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "fertilizer_sodium_hydroxide.png", icon = ICONPATH .. "fertilizer_sodium_hydroxide.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "chemistry", category = "chemistry",
energy_required = 5, energy_required = 5,
ingredients = { ingredients = {
{type = "fluid", name = "nitrogen", amount = 10}, {type = "fluid", name = "nitrogen", amount = 10},
{type = "item", name = "bi-ash", amount = 10} {type = "item", name = "bi-ash", amount = 10}
}, },
results = { results = {
{type = "item", name = "fertilizer", amount = 5} {type = "item", name = "fertilizer", amount = 5}
}, },
enabled = false, enabled = false,
allow_as_intermediate = true, -- Changed for 0.18.34/1.1.4 allow_as_intermediate = true, -- Changed for 0.18.34/1.1.4
always_show_made_in = true, -- Changed for 0.18.34/1.1.4 always_show_made_in = true, -- Changed for 0.18.34/1.1.4
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 allow_decomposition = true, -- Changed for 0.18.34/1.1.4
subgroup = "bio-bio-farm-intermediate-product", subgroup = "bio-bio-farm-intermediate-product",
order = "b[bi-fertilizer]", order = "b[bi-fertilizer]",
}, },
}) })
---- Resin ---- Resin
if not data.raw.item["resin"] then if not data.raw.item["resin"] then
data:extend({ data:extend({
--- Resin Item --- Resin Item
{ {
type = "item", type = "item",
name = "resin", name = "resin",
icon = ICONPATH .. "bi_resin.png", icon = ICONPATH .. "bi_resin.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_resin.png", icon = ICONPATH .. "bi_resin.png",
icon_size = 64, icon_size = 64,
} }
}, },
icon_mipmaps = 4, icon_mipmaps = 4,
pictures = { pictures = {
{ size = 64, filename = ICONPATHMIPS.."Resin_1.png", scale = 0.2 }, { size = 64, filename = ICONPATHMIPS.."Resin_1.png", scale = 0.2 },
{ size = 64, filename = ICONPATHMIPS.."Resin_2.png", scale = 0.2 }, { size = 64, filename = ICONPATHMIPS.."Resin_2.png", scale = 0.2 },
{ size = 64, filename = ICONPATHMIPS.."Resin_3.png", scale = 0.2 }, { size = 64, filename = ICONPATHMIPS.."Resin_3.png", scale = 0.2 },
{ size = 64, filename = ICONPATHMIPS.."Resin_4.png", scale = 0.2 } { size = 64, filename = ICONPATHMIPS.."Resin_4.png", scale = 0.2 }
}, },
subgroup = "bio-bio-farm-raw", subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-bb[bi-resin]", order = "a[bi]-a-bb[bi-resin]",
stack_size = 200 stack_size = 200
}, },
--- Resin recipe - Wood --- Resin recipe - Wood
{ {
type = "recipe", type = "recipe",
name = "bi-resin-wood", name = "bi-resin-wood",
localised_name = {"recipe-name.bi-resin-wood"}, localised_name = {"recipe-name.bi-resin-wood"},
localised_description = {"recipe-description.bi-resin-wood"}, localised_description = {"recipe-description.bi-resin-wood"},
icon = ICONPATH .. "bi_resin_wood.png", icon = ICONPATH .. "bi_resin_wood.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_resin_wood.png", icon = ICONPATH .. "bi_resin_wood.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "bio-bio-farm-raw", subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-bb[bi-2-resin-2-wood]", order = "a[bi]-a-bb[bi-2-resin-2-wood]",
enabled = false, enabled = false,
allow_as_intermediate = true, -- Changed for 0.18.34/1.1.4 allow_as_intermediate = true, -- Changed for 0.18.34/1.1.4
always_show_made_in = false, -- Changed for 0.18.34/1.1.4 always_show_made_in = false, -- Changed for 0.18.34/1.1.4
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 allow_decomposition = true, -- Changed for 0.18.34/1.1.4
energy_required = 1, energy_required = 1,
ingredients = { ingredients = {
{type = "item", name = "wood", amount = 1} {type = "item", name = "wood", amount = 1}
}, },
results = {{type="item", name="resin", amount=1}}, results = {{type="item", name="resin", amount=1}},
main_procuct = "", main_procuct = "",
-- This is a custom property for use by "Krastorio 2" (it will change -- This is a custom property for use by "Krastorio 2" (it will change
-- ingredients/results; used for wood/wood pulp) -- ingredients/results; used for wood/wood pulp)
mod = "Bio_Industries_2", mod = "Bio_Industries_2",
}, },
}) })
-- Order in table reflects order in display (Tech tree), so we remove the last -- Order in table reflects order in display (Tech tree), so we remove the last
-- recipes, add the new one, and re-add the removed recipes where they belong. -- recipes, add the new one, and re-add the removed recipes where they belong.
for _, recipe in ipairs({"bi-woodpulp", "bi-resin-pulp", "bi-wood-from-pulp"}) do for _, recipe in ipairs({"bi-woodpulp", "bi-resin-pulp", "bi-wood-from-pulp"}) do
thxbob.lib.tech.remove_recipe_unlock("bi-tech-bio-farming", recipe) thxbob.lib.tech.remove_recipe_unlock("bi-tech-bio-farming", recipe)
end end
for _, recipe in ipairs({"bi-woodpulp", "bi-resin-wood", "bi-resin-pulp", "bi-wood-from-pulp"}) do for _, recipe in ipairs({"bi-woodpulp", "bi-resin-wood", "bi-resin-pulp", "bi-wood-from-pulp"}) do
thxbob.lib.tech.add_recipe_unlock("bi-tech-bio-farming", recipe) thxbob.lib.tech.add_recipe_unlock("bi-tech-bio-farming", recipe)
end end
elseif data.raw.recipe["bob-resin-wood"] then elseif data.raw.recipe["bob-resin-wood"] then
data.raw.recipe["bob-resin-wood"].icon = ICONPATH .. "bi_resin_wood.png" data.raw.recipe["bob-resin-wood"].icon = ICONPATH .. "bi_resin_wood.png"
data.raw.recipe["bob-resin-wood"].icon_size = 64 data.raw.recipe["bob-resin-wood"].icon_size = 64
end end
-- Pellet-Coke from Carbon - Bobs & Angels -- Pellet-Coke from Carbon - Bobs & Angels
if data.raw.item["solid-carbon"] and mods["angelspetrochem"] then if data.raw.item["solid-carbon"] and mods["angelspetrochem"] then
thxbob.lib.recipe.add_new_ingredient("bi-pellet-coke-2", {type = "item", name = "solid-carbon", amount = 10}) thxbob.lib.recipe.add_new_ingredient("bi-pellet-coke-2", {type = "item", name = "solid-carbon", amount = 10})
data.raw.recipe["bi-coke-coal"].icon = ICONPATH .. "pellet_coke_1.png" data.raw.recipe["bi-coke-coal"].icon = ICONPATH .. "pellet_coke_1.png"
data.raw.recipe["bi-coke-coal"].icon_size = 64 data.raw.recipe["bi-coke-coal"].icon_size = 64
data.raw.recipe["bi-pellet-coke-2"].icon = ICONPATH .. "pellet_coke_a.png" data.raw.recipe["bi-pellet-coke-2"].icon = ICONPATH .. "pellet_coke_a.png"
data.raw.recipe["bi-pellet-coke-2"].icon_size = 64 data.raw.recipe["bi-pellet-coke-2"].icon_size = 64
data.raw.recipe["bi-pellet-coke"].icon = ICONPATH .. "pellet_coke_c.png" data.raw.recipe["bi-pellet-coke"].icon = ICONPATH .. "pellet_coke_c.png"
data.raw.recipe["bi-pellet-coke"].icon_size = 64 data.raw.recipe["bi-pellet-coke"].icon_size = 64
thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2") thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2")
elseif data.raw.item["carbon"] and mods["bobplates"] then elseif data.raw.item["carbon"] and mods["bobplates"] then
thxbob.lib.recipe.add_new_ingredient ("bi-pellet-coke-2", {type = "item", name = "carbon", amount = 10}) thxbob.lib.recipe.add_new_ingredient ("bi-pellet-coke-2", {type = "item", name = "carbon", amount = 10})
data.raw.recipe["bi-coke-coal"].icon = ICONPATH .. "pellet_coke_1.png" data.raw.recipe["bi-coke-coal"].icon = ICONPATH .. "pellet_coke_1.png"
data.raw.recipe["bi-coke-coal"].icon_size = 64 data.raw.recipe["bi-coke-coal"].icon_size = 64
data.raw.recipe["bi-pellet-coke-2"].icon = ICONPATH .. "pellet_coke_b.png" data.raw.recipe["bi-pellet-coke-2"].icon = ICONPATH .. "pellet_coke_b.png"
data.raw.recipe["bi-pellet-coke-2"].icon_size = 64 data.raw.recipe["bi-pellet-coke-2"].icon_size = 64
data.raw.recipe["bi-pellet-coke"].icon = ICONPATH .. "pellet_coke_c.png" data.raw.recipe["bi-pellet-coke"].icon = ICONPATH .. "pellet_coke_c.png"
data.raw.recipe["bi-pellet-coke"].icon_size = 64 data.raw.recipe["bi-pellet-coke"].icon_size = 64
thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2") thxbob.lib.tech.add_recipe_unlock("bi-tech-coal-processing-2", "bi-pellet-coke-2")
end end
-- Update Wood Bricks icon to Angels -- Update Wood Bricks icon to Angels
if data.raw.item["wood-bricks"] and mods["angelsbioprocessing"] then if data.raw.item["wood-bricks"] and mods["angelsbioprocessing"] then
data.raw.recipe["bi-wood-fuel-brick"].icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png" data.raw.recipe["bi-wood-fuel-brick"].icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png"
data.raw.recipe["bi-wood-fuel-brick"].icon_size = 32 data.raw.recipe["bi-wood-fuel-brick"].icon_size = 32
data.raw.recipe["bi-wood-fuel-brick"].icons = { data.raw.recipe["bi-wood-fuel-brick"].icons = {
{ {
icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png", icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png",
icon_size = 32, icon_size = 32,
} }
} }
data.raw.item["wood-bricks"].icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png" data.raw.item["wood-bricks"].icon = "__angelsbioprocessing__/graphics/icons/wood-bricks.png"
data.raw.item["wood-bricks"].icon_size = 32 data.raw.item["wood-bricks"].icon_size = 32
end end
--- Add fertilizer recipes if bob's or Angels --- Add fertilizer recipes if bob's or Angels
if data.raw.item["solid-sodium-hydroxide"] and mods["angelspetrochem"] then if data.raw.item["solid-sodium-hydroxide"] and mods["angelspetrochem"] then
thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", {type = "item", name = "solid-sodium-hydroxide", amount = 10}) thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", {type = "item", name = "solid-sodium-hydroxide", amount = 10})
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "gas-nitrogen") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "gas-nitrogen")
data.raw.recipe["bi-fertilizer-2"].icon = ICONPATH .. "fertilizer_solid_sodium_hydroxide.png" data.raw.recipe["bi-fertilizer-2"].icon = ICONPATH .. "fertilizer_solid_sodium_hydroxide.png"
data.raw.recipe["bi-fertilizer-2"].icon_size = 64 data.raw.recipe["bi-fertilizer-2"].icon_size = 64
thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2") thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2")
elseif data.raw.item["sodium-hydroxide"] and mods["bobplates"] then elseif data.raw.item["sodium-hydroxide"] and mods["bobplates"] then
thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", { thxbob.lib.recipe.add_new_ingredient("bi-fertilizer-2", {
type = "item", type = "item",
name = "sodium-hydroxide", name = "sodium-hydroxide",
amount = 10 amount = 10
}) })
thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2") thxbob.lib.tech.add_recipe_unlock("bi-tech-fertilizer", "bi-fertilizer-2")
end end
-- If Angels, replace liquid air + nitrogen and with Angel's ingredients in recipes -- If Angels, replace liquid air + nitrogen and with Angel's ingredients in recipes
if data.raw.fluid["gas-nitrogen"] and data.raw.fluid["gas-compressed-air"] and mods["angelspetrochem"] then if data.raw.fluid["gas-nitrogen"] and data.raw.fluid["gas-compressed-air"] and mods["angelspetrochem"] then
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "nitrogen", "gas-nitrogen") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "nitrogen", "gas-nitrogen")
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "gas-nitrogen") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "gas-nitrogen")
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "gas-compressed-air") thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "gas-compressed-air")
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "gas-compressed-air") thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "gas-compressed-air")
end end
-- If Angels, replace icons for biomass-conversion-2 and bi_basic_gas_processing -- If Angels, replace icons for biomass-conversion-2 and bi_basic_gas_processing
if mods["angelspetrochem"] then if mods["angelspetrochem"] then
local conversion = data.raw.recipe["bi-biomass-conversion-2"] local conversion = data.raw.recipe["bi-biomass-conversion-2"]
conversion.icon = ICONPATH .. "bio_conversion_2_angels.png" conversion.icon = ICONPATH .. "bio_conversion_2_angels.png"
conversion.icons[1].icon = ICONPATH .. "bio_conversion_2_angels.png" conversion.icons[1].icon = ICONPATH .. "bio_conversion_2_angels.png"
conversion.localised_name = {"recipe-name.bi-biomass-conversion-2-methane"} conversion.localised_name = {"recipe-name.bi-biomass-conversion-2-methane"}
conversion.localised_description = {"recipe-description.bi-biomass-conversion-2-methane"} conversion.localised_description = {"recipe-description.bi-biomass-conversion-2-methane"}
local gas_processing = data.raw.recipe["bi-basic-gas-processing"] local gas_processing = data.raw.recipe["bi-basic-gas-processing"]
gas_processing.icon = ICONPATH .. "bi_basic_gas_processing_angels.png" gas_processing.icon = ICONPATH .. "bi_basic_gas_processing_angels.png"
gas_processing.icons[1].icon = ICONPATH .. "bi_basic_gas_processing_angels.png" gas_processing.icons[1].icon = ICONPATH .. "bi_basic_gas_processing_angels.png"
end end
-- If Angels, replace water with water-yellow-waste -- If Angels, replace water with water-yellow-waste
if data.raw.fluid["water-yellow-waste"] and mods["angelspetrochem"] then if data.raw.fluid["water-yellow-waste"] and mods["angelspetrochem"] then
-- Replace water with water-yellow-waste in Algae Biomass conversion 4 -- Replace water with water-yellow-waste in Algae Biomass conversion 4
thxbob.lib.recipe.remove_result("bi-biomass-conversion-4", "water") thxbob.lib.recipe.remove_result("bi-biomass-conversion-4", "water")
thxbob.lib.recipe.add_result("bi-biomass-conversion-4", { thxbob.lib.recipe.add_result("bi-biomass-conversion-4", {
type = "fluid", type = "fluid",
name = "water-yellow-waste", name = "water-yellow-waste",
amount = 40 amount = 40
}) })
-- Change recipe localizations -- Change recipe localizations
data.raw.recipe["bi-biomass-conversion-4"].localised_name = data.raw.recipe["bi-biomass-conversion-4"].localised_name =
{"recipe-name.bi-biomass-conversion-4-yellow-waste"} {"recipe-name.bi-biomass-conversion-4-yellow-waste"}
data.raw.recipe["bi-biomass-conversion-4"].localised_description = data.raw.recipe["bi-biomass-conversion-4"].localised_description =
{"recipe-description.bi-biomass-conversion-4-yellow-waste"} {"recipe-description.bi-biomass-conversion-4-yellow-waste"}
end end
-- Krastorio -- Krastorio
if mods["Krastorio"] then if mods["Krastorio"] then
-- Replace liquid air with oxygen in Algae Biomass conversion 2 and 3 -- Replace liquid air with oxygen in Algae Biomass conversion 2 and 3
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "nitrogen", "k-nitrogen") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-1", "nitrogen", "k-nitrogen")
thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "k-nitrogen") thxbob.lib.recipe.replace_ingredient("bi-fertilizer-2", "nitrogen", "k-nitrogen")
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "k-oxygen") thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "k-oxygen")
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "k-oxygen") thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "k-oxygen")
end end
-- Krastorio2 -- Krastorio2
if mods["Krastorio2"] then if mods["Krastorio2"] then
-- Replace liquid air with oxygen in Algae Biomass conversion 2 and 3 -- Replace liquid air with oxygen in Algae Biomass conversion 2 and 3
thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "oxygen") thxbob.lib.recipe.replace_ingredient("bi-biomass-2", "liquid-air", "oxygen")
thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "oxygen") thxbob.lib.recipe.replace_ingredient("bi-biomass-3", "liquid-air", "oxygen")
end end
--- Make Bio Farm use glass if Bob's --- Make Bio Farm use glass if Bob's
if data.raw.item.glass then if data.raw.item.glass then
thxbob.lib.recipe.replace_ingredient("bi-bio-farm", "copper-cable", "glass") thxbob.lib.recipe.replace_ingredient("bi-bio-farm", "copper-cable", "glass")
end end
--- Adding in some recipe's to use up Wood Pulp (Ash and Charcoal) and Crushed Stone --- Adding in some recipe's to use up Wood Pulp (Ash and Charcoal) and Crushed Stone
if mods["angelsrefining"] then if mods["angelsrefining"] then
data:extend({ data:extend({
-- Charcoal and Crushed Stone Sink -- Charcoal and Crushed Stone Sink
{ {
type = "recipe", type = "recipe",
name = "bi-mineralized-sulfuric-waste", name = "bi-mineralized-sulfuric-waste",
icon = ICONPATH .. "bi_mineralized_sulfuric.png", icon = ICONPATH .. "bi_mineralized_sulfuric.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_mineralized_sulfuric.png", icon = ICONPATH .. "bi_mineralized_sulfuric.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "liquifying", category = "liquifying",
subgroup = "water-treatment", subgroup = "water-treatment",
energy_required = 2, energy_required = 2,
ingredients = { ingredients = {
{type = "fluid", name = "water-purified", amount = 100}, {type = "fluid", name = "water-purified", amount = 100},
{type = "item", name = "stone-crushed", amount = 90}, {type = "item", name = "stone-crushed", amount = 90},
{type = "item", name = "wood-charcoal", amount = 30}, {type = "item", name = "wood-charcoal", amount = 30},
}, },
results= { results= {
{type = "fluid", name = "water-yellow-waste", amount = 40}, {type = "fluid", name = "water-yellow-waste", amount = 40},
{type = "fluid", name = "water-mineralized", amount = 60}, {type = "fluid", name = "water-mineralized", amount = 60},
}, },
enabled = false, enabled = false,
allow_as_intermediate = false, allow_as_intermediate = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
order = "a[water-water-mineralized]-2", order = "a[water-water-mineralized]-2",
}, },
-- Ash and Crushed Stone Sink -- Ash and Crushed Stone Sink
{ {
type = "recipe", type = "recipe",
name = "bi-slag-slurry", name = "bi-slag-slurry",
icon = ICONPATH .. "bi_slurry.png", icon = ICONPATH .. "bi_slurry.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_slurry.png", icon = ICONPATH .. "bi_slurry.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "liquifying", category = "liquifying",
subgroup = "liquifying", subgroup = "liquifying",
energy_required = 4, energy_required = 4,
ingredients = { ingredients = {
{type = "fluid", name = "water-saline", amount = 50}, {type = "fluid", name = "water-saline", amount = 50},
{type = "item", name = "stone-crushed", amount = 90}, {type = "item", name = "stone-crushed", amount = 90},
{type = "item", name = "bi-ash", amount = 40}, {type = "item", name = "bi-ash", amount = 40},
}, },
results = { results = {
{type = "fluid", name = "slag-slurry", amount = 100}, {type = "fluid", name = "slag-slurry", amount = 100},
}, },
enabled = false, enabled = false,
allow_as_intermediate = false, allow_as_intermediate = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
order = "i [slag-processing-dissolution]-2", order = "i [slag-processing-dissolution]-2",
}, },
}) })
thxbob.lib.tech.add_recipe_unlock("water-treatment", "bi-mineralized-sulfuric-waste") thxbob.lib.tech.add_recipe_unlock("water-treatment", "bi-mineralized-sulfuric-waste")
thxbob.lib.tech.add_recipe_unlock("slag-processing-1", "bi-slag-slurry") thxbob.lib.tech.add_recipe_unlock("slag-processing-1", "bi-slag-slurry")
end end
--- Alternative Wooden-Board Recipe for Bob's Electronics --- Alternative Wooden-Board Recipe for Bob's Electronics
if data.raw.item["wooden-board"] and mods["bobelectronics"] then if data.raw.item["wooden-board"] and mods["bobelectronics"] then
data:extend({ data:extend({
-- Wood - Press Wood -- Wood - Press Wood
{ {
type = "recipe", type = "recipe",
name = "bi-press-wood", name = "bi-press-wood",
localised_name = {"recipe-name.bi-press-wood"}, localised_name = {"recipe-name.bi-press-wood"},
icon = ICONPATH .. "bi_wooden_board.png", icon = ICONPATH .. "bi_wooden_board.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_wooden_board.png", icon = ICONPATH .. "bi_wooden_board.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "bob-boards", subgroup = "bob-boards",
order = "c-a1[wooden-board]", order = "c-a1[wooden-board]",
category = "electronics", category = "electronics",
energy_required = 1, energy_required = 1,
enabled = false, enabled = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
allow_as_intermediate = false, allow_as_intermediate = false,
ingredients = { ingredients = {
{type = "item", name = "bi-woodpulp", amount = 3}, {type = "item", name = "bi-woodpulp", amount = 3},
{type = "item", name = "resin", amount = 1}, {type = "item", name = "resin", amount = 1},
}, },
results = { results = {
{type = "item", name = "wooden-board", amount = 6} {type = "item", name = "wooden-board", amount = 6}
}, },
-- This is a custom property for use by "Krastorio 2" (it will change -- This is a custom property for use by "Krastorio 2" (it will change
-- ingredients/results; used for wood/wood pulp) -- ingredients/results; used for wood/wood pulp)
mod = "Bio_Industries_2", mod = "Bio_Industries_2",
}, },
}) })
thxbob.lib.tech.add_recipe_unlock("electronics", "bi-press-wood") thxbob.lib.tech.add_recipe_unlock("electronics", "bi-press-wood")
if mods["ShinyBobGFX"] or mods["ShinyBobGFX_Continued"] then if mods["ShinyBobGFX"] or mods["ShinyBobGFX_Continued"] then
data.raw["recipe"]["bi-press-wood"].icon = ICONPATH .. "bi_wooden_board_shiny.png" data.raw["recipe"]["bi-press-wood"].icon = ICONPATH .. "bi_wooden_board_shiny.png"
data.raw["recipe"]["bi-press-wood"].icon_size = 64 data.raw["recipe"]["bi-press-wood"].icon_size = 64
end end
end end
-- Replace Angels Charcoal Icon -- Replace Angels Charcoal Icon
if data.raw.recipe["wood-charcoal"] then if data.raw.recipe["wood-charcoal"] then
data.raw.recipe["wood-charcoal"].icon = ICONPATH .. "charcoal_pellets.png" data.raw.recipe["wood-charcoal"].icon = ICONPATH .. "charcoal_pellets.png"
data.raw.recipe["wood-charcoal"].icon_size = 64 data.raw.recipe["wood-charcoal"].icon_size = 64
data.raw.recipe["wood-charcoal"].category = "biofarm-mod-smelting" data.raw.recipe["wood-charcoal"].category = "biofarm-mod-smelting"
data.raw.item["wood-charcoal"].icon = ICONPATH .. "charcoal.png" data.raw.item["wood-charcoal"].icon = ICONPATH .. "charcoal.png"
data.raw.item["wood-charcoal"].icon_size = 64 data.raw.item["wood-charcoal"].icon_size = 64
data.raw.item["wood-charcoal"].fuel_emissions_multiplier = 1.05 data.raw.item["wood-charcoal"].fuel_emissions_multiplier = 1.05
end end
-- Add recipe for sand from crushed stone if any other mod provides sand -- Add recipe for sand from crushed stone if any other mod provides sand
if data.raw.item["sand"] or if data.raw.item["sand"] or
data.raw.item["biotech-sand"] or data.raw.item["biotech-sand"] or
data.raw.item["solid-sand"] then data.raw.item["solid-sand"] then
BioInd.writeDebug("Generating recipe for sand from crushed stone!") BioInd.writeDebug("Generating recipe for sand from crushed stone!")
-- General recipe for sand (will be adjusted later if necessary) -- General recipe for sand (will be adjusted later if necessary)
data:extend({ data:extend({
{ {
type = "recipe", type = "recipe",
name = "bi-sand", name = "bi-sand",
icons = { icons = {
{ {
icon = ICONPATH .. "sand-aai.png", icon = ICONPATH .. "sand-aai.png",
icon_size = 64, icon_size = 64,
mip_maps = 1, mip_maps = 1,
} }
}, },
category = "biofarm-mod-crushing", category = "biofarm-mod-crushing",
subgroup = "bio-bio-farm-raw", subgroup = "bio-bio-farm-raw",
order = "a[bi]-a-z[bi-9-sand]", order = "a[bi]-a-z[bi-9-sand]",
energy_required = 1, energy_required = 1,
ingredients = {{type="item", name="stone-crushed", amount=2}}, ingredients = {{type="item", name="stone-crushed", amount=2}},
results = {{type="item", name="sand", amount=5}}, results = {{type="item", name="sand", amount=5}},
main_product = "", main_product = "",
enabled = false, enabled = false,
allow_as_intermediate = true, -- Changed for 0.18.34/1.1.4 allow_as_intermediate = true, -- Changed for 0.18.34/1.1.4
always_show_made_in = true, -- Changed for 0.18.34/1.1.4 always_show_made_in = true, -- Changed for 0.18.34/1.1.4
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 allow_decomposition = true, -- Changed for 0.18.34/1.1.4
}, },
}) })
local recipe = data.raw.recipe["bi-sand"] local recipe = data.raw.recipe["bi-sand"]
-- Adjust result for BioTech -- Adjust result for BioTech
if mods["BioTech"] then if mods["BioTech"] then
BioInd.writeDebug("Adjusting result for \"BioTech\"") BioInd.writeDebug("Adjusting result for \"BioTech\"")
recipe.result = "biotech-sand" recipe.result = "biotech-sand"
-- Adjust result for Angel's -- Adjust result for Angel's
elseif mods["angelsrefining"] then elseif mods["angelsrefining"] then
-- Adjust result -- Adjust result
BioInd.writeDebug("Adjusting result for \"angelsrefining\"") BioInd.writeDebug("Adjusting result for \"angelsrefining\"")
recipe.result = "solid-sand" recipe.result = "solid-sand"
-- Adjust icon for Krastorio -- Adjust icon for Krastorio
elseif mods["Krastorio2"] or mods["Krastorio"] then elseif mods["Krastorio2"] or mods["Krastorio"] then
BioInd.writeDebug("Using Krastorio icon …") BioInd.writeDebug("Using Krastorio icon …")
recipe.icons[1].icon = ICONPATH .. "sand-Krastorio.png" recipe.icons[1].icon = ICONPATH .. "sand-Krastorio.png"
end end
-- Add recipe to technology -- Add recipe to technology
BioInd.writeDebug("Add unlock for recipe bi-sand") BioInd.writeDebug("Add unlock for recipe bi-sand")
thxbob.lib.tech.add_recipe_unlock("steel-processing", "bi-sand") thxbob.lib.tech.add_recipe_unlock("steel-processing", "bi-sand")
-- Use alternative descriptions for stone crusher! -- Use alternative descriptions for stone crusher!
BioInd.writeDebug("Using alternative descriptions for \"bi-stone-crusher\"!") BioInd.writeDebug("Using alternative descriptions for \"bi-stone-crusher\"!")
for _, t in ipairs({"furnace", "item", "recipe"}) do for _, t in ipairs({"furnace", "item", "recipe"}) do
data.raw[t]["bi-stone-crusher"].localised_description = data.raw[t]["bi-stone-crusher"].localised_description =
{"entity-description.bi-stone-crusher-sand"} {"entity-description.bi-stone-crusher-sand"}
end end
end end

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@ -1,27 +1,27 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
data:extend({ data:extend({
----- Bio-Mass ----- Bio-Mass
{ {
type = "fluid", type = "fluid",
name = "bi-biomass", name = "bi-biomass",
icon = ICONPATH .. "biomass.png", icon = ICONPATH .. "biomass.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "biomass.png", icon = ICONPATH .. "biomass.png",
icon_size = 64, icon_size = 64,
} }
}, },
default_temperature = 25, default_temperature = 25,
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 = 0.1, g = 1.0, b = 0.0}, flow_color = {r = 0.1, g = 1.0, b = 0.0},
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[biomass]" order = "a[fluid]-b[biomass]"
}, },
}) })

View file

@ -1,341 +1,341 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
function assembler2pipepicturesCokery() function assembler2pipepicturesCokery()
return return
{ {
north = { north = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
shift = util.by_pixel(2.25, 13.5), shift = util.by_pixel(2.25, 13.5),
scale = 0.5, scale = 0.5,
}, },
east = { east = {
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-E.png", filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-E.png",
priority = "extra-high", priority = "extra-high",
width = 42, width = 42,
height = 76, height = 76,
shift = util.by_pixel(-24.5, 1), shift = util.by_pixel(-24.5, 1),
scale = 0.5, scale = 0.5,
}, },
south = { south = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
shift = util.by_pixel(0, -31.25), shift = util.by_pixel(0, -31.25),
scale = 0.5, scale = 0.5,
}, },
west = { west = {
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-W.png", filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-W.png",
priority = "extra-high", priority = "extra-high",
width = 39, width = 39,
height = 73, height = 73,
shift = util.by_pixel(25.75, 1.25), shift = util.by_pixel(25.75, 1.25),
scale = 0.5, scale = 0.5,
} }
} }
end end
function assembler2pipepicturesCokery() function assembler2pipepicturesCokery()
return return
{ {
north = { north = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
shift = {0.09375, 0.4375} shift = {0.09375, 0.4375}
}, },
east = { east = {
filename = "__base__/graphics/entity/assembling-machine-2/pipe-east.png", filename = "__base__/graphics/entity/assembling-machine-2/pipe-east.png",
priority = "extra-high", priority = "extra-high",
width = 41, width = 41,
height = 40, height = 40,
shift = {-0.71875, 0} shift = {-0.71875, 0}
}, },
south = { south = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
shift = {0.0625, -1} shift = {0.0625, -1}
}, },
west = { west = {
filename = "__base__/graphics/entity/assembling-machine-2/pipe-west.png", filename = "__base__/graphics/entity/assembling-machine-2/pipe-west.png",
priority = "extra-high", priority = "extra-high",
width = 41, width = 41,
height = 40, height = 40,
shift = {0.78125, 0.03125} shift = {0.78125, 0.03125}
} }
} }
end end
function pipecoverspicturesCokery() function pipecoverspicturesCokery()
return { return {
north = { north = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
scale = 0.5 scale = 0.5
}, },
east = { east = {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5 scale = 0.5
}, },
south = { south = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
scale = 0.5 scale = 0.5
}, },
west = { west = {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5 scale = 0.5
} }
} }
end end
function assembler2pipepicturesBioreactor() function assembler2pipepicturesBioreactor()
return return
{ {
north = { north = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 71, width = 71,
height = 38, height = 38,
shift = util.by_pixel(2.25, 13.5), shift = util.by_pixel(2.25, 13.5),
scale = 0.5, scale = 0.5,
}, },
east = { east = {
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-E.png", filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-E.png",
priority = "extra-high", priority = "extra-high",
width = 42, width = 42,
height = 76, height = 76,
shift = util.by_pixel(-24.5, 1), shift = util.by_pixel(-24.5, 1),
scale = 0.5, scale = 0.5,
}, },
south = { south = {
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-S.png", filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-S.png",
priority = "extra-high", priority = "extra-high",
width = 88, width = 88,
height = 61, height = 61,
shift = util.by_pixel(0, -31.25), shift = util.by_pixel(0, -31.25),
scale = 0.5, scale = 0.5,
}, },
west = { west = {
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-W.png", filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-W.png",
priority = "extra-high", priority = "extra-high",
width = 39, width = 39,
height = 73, height = 73,
shift = util.by_pixel(25.75, 1.25), shift = util.by_pixel(25.75, 1.25),
scale = 0.5, scale = 0.5,
} }
} }
end end
function pipecoverspicturesBioreactor() function pipecoverspicturesBioreactor()
return { return {
north = { north = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
scale = 0.5 scale = 0.5
}, },
east = { east = {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5 scale = 0.5
}, },
south = { south = {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5 scale = 0.5
}, },
west = { west = {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5 scale = 0.5
} }
} }
end end
function BioFarm_Pipe_Connectors_Left() function BioFarm_Pipe_Connectors_Left()
return return
{ {
north = { north = {
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-N_l.png", filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-N_l.png",
priority = "extra-high", priority = "extra-high",
width = 51, width = 51,
height = 35, height = 35,
shift = {0.25, 1}, shift = {0.25, 1},
}, },
east = { east = {
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-E_l.png", filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-E_l.png",
priority = "extra-high", priority = "extra-high",
width = 18, width = 18,
height = 48, height = 48,
shift = {-1, -0.25}, shift = {-1, -0.25},
}, },
south = { south = {
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-S_l.png", filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-S_l.png",
priority = "extra-high", priority = "extra-high",
width = 49, width = 49,
height = 25, height = 25,
shift = {0.5, -1}, shift = {0.5, -1},
}, },
west = { west = {
filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-W_l.png", filename = "__Bio_Industries_2__/graphics/entities/biofarm/pipe_connections/Bio_Farm-pipe-W_l.png",
priority = "extra-high", priority = "extra-high",
width = 16, width = 16,
height = 51, height = 51,
shift = {0.5, 0.5}, shift = {0.5, 0.5},
} }
} }
end end
function bio_farm_pipe_pictures() function bio_farm_pipe_pictures()
return return
{ {
north = { north = {
filename = "__base__/graphics/entity/assembling-machine-3/hr-assembling-machine-3-pipe-N.png", filename = "__base__/graphics/entity/assembling-machine-3/hr-assembling-machine-3-pipe-N.png",
priority = "extra-high", priority = "extra-high",
width = 71, width = 71,
height = 38, height = 38,
shift = util.by_pixel(2.25, 13.5), shift = util.by_pixel(2.25, 13.5),
scale = 0.5, scale = 0.5,
}, },
east = { east = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
}, },
south = { south = {
filename = "__base__/graphics/entity/assembling-machine-3/hr-assembling-machine-3-pipe-S.png", filename = "__base__/graphics/entity/assembling-machine-3/hr-assembling-machine-3-pipe-S.png",
priority = "extra-high", priority = "extra-high",
width = 88, width = 88,
height = 61, height = 61,
shift = util.by_pixel(0, -31.25), shift = util.by_pixel(0, -31.25),
scale = 0.5, scale = 0.5,
}, },
west = { west = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
} }
} }
end end
bio_farm_pipe_covers_pictures = function() bio_farm_pipe_covers_pictures = function()
return { return {
north = { north = {
layers = { layers = {
{ {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-north.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-north.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5 scale = 0.5
}, },
{ {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-north-shadow.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-north-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5, scale = 0.5,
draw_as_shadow = true draw_as_shadow = true
}, },
}, },
}, },
east = { east = {
layers = { layers = {
{ {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
shift = {-0.22, 0}, shift = {-0.22, 0},
scale = 0.5 scale = 0.5
}, },
{ {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east-shadow.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-east-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5, scale = 0.5,
shift = {-0.22, 0}, shift = {-0.22, 0},
draw_as_shadow = true draw_as_shadow = true
}, },
}, },
}, },
south = { south = {
layers = { layers = {
{ {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5 scale = 0.5
}, },
{ {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south-shadow.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-south-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5, scale = 0.5,
draw_as_shadow = true draw_as_shadow = true
}, },
}, },
}, },
west = { west = {
layers = { layers = {
{ {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
shift = {0.2, 0}, shift = {0.2, 0},
scale = 0.5 scale = 0.5
}, },
{ {
filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west-shadow.png", filename = "__base__/graphics/entity/pipe-covers/hr-pipe-cover-west-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5, scale = 0.5,
shift = {0.2, 0}, shift = {0.2, 0},
draw_as_shadow = true draw_as_shadow = true
}, },
}, },
} }
} }
end end

View file

@ -1,33 +1,33 @@
data:extend( data:extend(
{ {
{ {
type = "recipe-category", type = "recipe-category",
name = "biofarm-mod-smelting" name = "biofarm-mod-smelting"
}, },
{ {
type = "recipe-category", type = "recipe-category",
name = "biofarm-mod-crushing" name = "biofarm-mod-crushing"
}, },
{ {
type = "recipe-category", type = "recipe-category",
name = "biofarm-mod-bioreactor" name = "biofarm-mod-bioreactor"
}, },
{ {
type = "recipe-category", type = "recipe-category",
name = "biofarm-mod-farm" name = "biofarm-mod-farm"
}, },
{ {
type = "recipe-category", type = "recipe-category",
name = "biofarm-mod-greenhouse" name = "biofarm-mod-greenhouse"
}, },
{ {
type = "recipe-category", type = "recipe-category",
name = "bi-arboretum" name = "bi-arboretum"
}, },
} }
) )

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View file

@ -1,223 +1,223 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local coal_processing = require("prototypes.Bio_Farm.coal_processing") local coal_processing = require("prototypes.Bio_Farm.coal_processing")
local ICONPATH = BioInd.modRoot .. "/graphics/technology/" local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
---- Bio Farm ---- Bio Farm
data:extend({ data:extend({
{ {
type = "technology", type = "technology",
name = "bi-tech-bio-farming", name = "bi-tech-bio-farming",
icon_size = 128, icon_size = 128,
icon = ICONPATH .. "Bio_Farm_Tech_128.png", icon = ICONPATH .. "Bio_Farm_Tech_128.png",
icons = { icons = {
{ {
icon = ICONPATH .. "Bio_Farm_Tech_128.png", icon = ICONPATH .. "Bio_Farm_Tech_128.png",
icon_size = 128, icon_size = 128,
} }
}, },
effects = { effects = {
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seed-1" recipe = "bi-seed-1"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seedling-1" recipe = "bi-seedling-1"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-logs-1" recipe = "bi-logs-1"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-bio-greenhouse" recipe = "bi-bio-greenhouse"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-bio-farm" recipe = "bi-bio-farm"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-arboretum" recipe = "bi-arboretum"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-arboretum-r1" recipe = "bi-arboretum-r1"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-woodpulp" recipe = "bi-woodpulp"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-resin-pulp" recipe = "bi-resin-pulp"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-wood-from-pulp" recipe = "bi-wood-from-pulp"
}, },
}, },
prerequisites = {"lamp"}, prerequisites = {"lamp"},
unit = { unit = {
count = 25, count = 25,
ingredients = { ingredients = {
{"automation-science-pack", 1} {"automation-science-pack", 1}
}, },
time = 20 time = 20
}, },
}, },
{ {
type = "technology", type = "technology",
name = "bi-tech-coal-processing-1", name = "bi-tech-coal-processing-1",
localised_name = {"technology-name.bi-tech-coal-processing-1"}, localised_name = {"technology-name.bi-tech-coal-processing-1"},
localised_description = {"technology-description.bi-tech-coal-processing-1"}, localised_description = {"technology-description.bi-tech-coal-processing-1"},
icon_size = 128, icon_size = 128,
icon = ICONPATH .. "Coal_128.png", icon = ICONPATH .. "Coal_128.png",
icons = { icons = {
{ {
icon = ICONPATH .. "Coal_128.png", icon = ICONPATH .. "Coal_128.png",
icon_size = 128, icon_size = 128,
} }
}, },
effects = coal_processing[1], effects = coal_processing[1],
prerequisites = {"advanced-material-processing"}, prerequisites = {"advanced-material-processing"},
unit = { unit = {
count = 150, count = 150,
ingredients = { ingredients = {
{"automation-science-pack", 1}, {"automation-science-pack", 1},
{"logistic-science-pack", 1} {"logistic-science-pack", 1}
}, },
time = 30 time = 30
}, },
}, },
{ {
type = "technology", type = "technology",
name = "bi-tech-coal-processing-2", name = "bi-tech-coal-processing-2",
localised_name = {"technology-name.bi-tech-coal-processing-2"}, localised_name = {"technology-name.bi-tech-coal-processing-2"},
localised_description = {"technology-description.bi-tech-coal-processing-2"}, localised_description = {"technology-description.bi-tech-coal-processing-2"},
icon_size = 128, icon_size = 128,
icon = ICONPATH .. "Coal_128.png", icon = ICONPATH .. "Coal_128.png",
icons = { icons = {
{ {
icon = ICONPATH .. "Coal_128.png", icon = ICONPATH .. "Coal_128.png",
icon_size = 128, icon_size = 128,
} }
}, },
effects = coal_processing[2], effects = coal_processing[2],
prerequisites = {"bi-tech-coal-processing-1", "chemical-science-pack"}, prerequisites = {"bi-tech-coal-processing-1", "chemical-science-pack"},
unit = { unit = {
count = 150, count = 150,
ingredients = { ingredients = {
{"automation-science-pack", 1}, {"automation-science-pack", 1},
{"logistic-science-pack", 1}, {"logistic-science-pack", 1},
{"chemical-science-pack", 1}, {"chemical-science-pack", 1},
}, },
time = 35 time = 35
}, },
}, },
{ {
type = "technology", type = "technology",
name = "bi-tech-coal-processing-3", name = "bi-tech-coal-processing-3",
localised_name = {"technology-name.bi-tech-coal-processing-3"}, localised_name = {"technology-name.bi-tech-coal-processing-3"},
localised_description = {"technology-description.bi-tech-coal-processing-3"}, localised_description = {"technology-description.bi-tech-coal-processing-3"},
icon_size = 128, icon_size = 128,
icon = ICONPATH .. "Coal_128.png", icon = ICONPATH .. "Coal_128.png",
icons = { icons = {
{ {
icon = ICONPATH .. "Coal_128.png", icon = ICONPATH .. "Coal_128.png",
icon_size = 128, icon_size = 128,
} }
}, },
effects = coal_processing[3], effects = coal_processing[3],
prerequisites = {"bi-tech-coal-processing-2", "production-science-pack"}, prerequisites = {"bi-tech-coal-processing-2", "production-science-pack"},
unit = { unit = {
count = 250, count = 250,
ingredients = { ingredients = {
{"automation-science-pack", 1}, {"automation-science-pack", 1},
{"logistic-science-pack", 1}, {"logistic-science-pack", 1},
{"chemical-science-pack", 1}, {"chemical-science-pack", 1},
{"production-science-pack", 1}, {"production-science-pack", 1},
}, },
time = 40 time = 40
}, },
}, },
{ {
type = "technology", type = "technology",
name = "bi-tech-fertilizer", name = "bi-tech-fertilizer",
icon_size = 128, icon_size = 128,
icon = ICONPATH .. "Fertilizer_128.png", icon = ICONPATH .. "Fertilizer_128.png",
icons = { icons = {
{ {
icon = ICONPATH .. "Fertilizer_128.png", icon = ICONPATH .. "Fertilizer_128.png",
icon_size = 128, icon_size = 128,
} }
}, },
effects = { effects = {
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-liquid-air" recipe = "bi-liquid-air"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-nitrogen" recipe = "bi-nitrogen"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-fertilizer-1" recipe = "bi-fertilizer-1"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seed-3" recipe = "bi-seed-3"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seedling-3" recipe = "bi-seedling-3"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-logs-3" recipe = "bi-logs-3"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-bio-garden" recipe = "bi-bio-garden"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-purified-air-1" recipe = "bi-purified-air-1"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seed-bomb-basic" recipe = "bi-seed-bomb-basic"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seed-bomb-standard" recipe = "bi-seed-bomb-standard"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-arboretum-r2" recipe = "bi-arboretum-r2"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-arboretum-r4" recipe = "bi-arboretum-r4"
}, },
}, },
prerequisites = { prerequisites = {
"fluid-handling", "fluid-handling",
"bi-tech-bio-farming" "bi-tech-bio-farming"
}, },
unit = { unit = {
count = 250, count = 250,
ingredients = { ingredients = {
{"automation-science-pack", 1}, {"automation-science-pack", 1},
{"logistic-science-pack", 1} {"logistic-science-pack", 1}
}, },
time = 30 time = 30
} }
} }
}) })

View file

@ -1,83 +1,83 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/technology/" local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
data:extend( data:extend(
{ {
{ {
type = "technology", type = "technology",
name = "bi-tech-advanced-biotechnology", name = "bi-tech-advanced-biotechnology",
icon_size = 128, icon_size = 128,
icon = ICONPATH .. "Biomass_128.png", icon = ICONPATH .. "Biomass_128.png",
icons = { icons = {
{ {
icon = ICONPATH .. "Biomass_128.png", icon = ICONPATH .. "Biomass_128.png",
icon_size = 128, icon_size = 128,
} }
}, },
effects = { effects = {
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seed-4" recipe = "bi-seed-4"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seedling-4" recipe = "bi-seedling-4"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-logs-4" recipe = "bi-logs-4"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-adv-fertilizer-2" recipe = "bi-adv-fertilizer-2"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-seed-bomb-advanced" recipe = "bi-seed-bomb-advanced"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-arboretum-r3" recipe = "bi-arboretum-r3"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-arboretum-r5" recipe = "bi-arboretum-r5"
}, },
-- Added for 0.18.29: We always want to make advanced fertilizer, so we need to -- Added for 0.18.29: We always want to make advanced fertilizer, so we need to
-- unlock the bio-reactor and the most basic recipe for algae biomass even if -- unlock the bio-reactor and the most basic recipe for algae biomass even if
-- BI.Settings.BI_Bio_Fuel has been turned off! -- BI.Settings.BI_Bio_Fuel has been turned off!
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-bio-reactor" recipe = "bi-bio-reactor"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-biomass-1" recipe = "bi-biomass-1"
}, },
-- Added for 0.18.29: Now that we always make advanced fertilizer, we can also add -- Added for 0.18.29: Now that we always make advanced fertilizer, we can also add
-- the advanced recipe for purified air even if BI.Settings.BI_Bio_Fuel has been -- the advanced recipe for purified air even if BI.Settings.BI_Bio_Fuel has been
-- turned off! -- turned off!
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-purified-air-2" recipe = "bi-purified-air-2"
}, },
}, },
prerequisites = { prerequisites = {
"bi-tech-fertilizer" "bi-tech-fertilizer"
}, },
unit = { unit = {
count = 200, count = 200,
ingredients = { ingredients = {
{"automation-science-pack", 1}, {"automation-science-pack", 1},
{"logistic-science-pack", 1}, {"logistic-science-pack", 1},
{"chemical-science-pack", 1}, {"chemical-science-pack", 1},
}, },
time = 30 time = 30
} }
}, },
}) })

View file

@ -1,182 +1,182 @@
local default_masks = require("collision-mask-defaults") local default_masks = require("collision-mask-defaults")
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
--[[ --[[
Big thanks to OwnlyMe and his "Robot Tree Farm" code! Big thanks to OwnlyMe and his "Robot Tree Farm" code!
https://mods.factorio.com/mod/robot_tree_farm https://mods.factorio.com/mod/robot_tree_farm
License: CC BY-SA 4.0 License: CC BY-SA 4.0
]] ]]
-- Don't create prototypes for trees in this table! -- Don't create prototypes for trees in this table!
local ignore_trees = BioInd.get_tree_ignore_list() local ignore_trees = BioInd.get_tree_ignore_list()
BioInd.show("Ignoring these trees", ignore_trees) BioInd.show("Ignoring these trees", ignore_trees)
local COLLISION_BOX = {{-0.1, -0.1}, {0.1, 0.1}} local COLLISION_BOX = {{-0.1, -0.1}, {0.1, 0.1}}
local TREE_LEVELS = 4 local TREE_LEVELS = 4
local extend = {} local extend = {}
local wooden, branch, leaf local wooden, branch, leaf
for i = 1, TREE_LEVELS do for i = 1, TREE_LEVELS do
wooden = table.deepcopy(data.raw["optimized-particle"]["wooden-particle"]) wooden = table.deepcopy(data.raw["optimized-particle"]["wooden-particle"])
wooden.name = "bio-" .. wooden.name .. "-" .. i wooden.name = "bio-" .. wooden.name .. "-" .. i
for _, pic in pairs(wooden.pictures) do for _, pic in pairs(wooden.pictures) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end end
for _, pic in pairs(wooden.shadows) do for _, pic in pairs(wooden.shadows) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end end
branch = table.deepcopy(data.raw["optimized-particle"]["branch-particle"]) branch = table.deepcopy(data.raw["optimized-particle"]["branch-particle"])
branch.name = "bio-" .. branch.name .. "-" .. i branch.name = "bio-" .. branch.name .. "-" .. i
for _, pic in pairs(branch.pictures) do for _, pic in pairs(branch.pictures) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end end
for _, pic in pairs(branch.shadows) do for _, pic in pairs(branch.shadows) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*i pic.scale = (pic.scale or 1)/TREE_LEVELS*i
end end
leaf = table.deepcopy(data.raw["optimized-particle"]["leaf-particle"]) leaf = table.deepcopy(data.raw["optimized-particle"]["leaf-particle"])
leaf.name = "bio-" .. leaf.name .. "-" .. i leaf.name = "bio-" .. leaf.name .. "-" .. i
for _, pic in pairs(leaf.pictures) do for _, pic in pairs(leaf.pictures) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i) pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i)
end end
for _, pic in pairs(leaf.shadows) do for _, pic in pairs(leaf.shadows) do
pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i) pic.scale = (pic.scale or 1)/TREE_LEVELS*math.max(2, i)
end end
data:extend({wooden, branch, leaf}) data:extend({wooden, branch, leaf})
end end
local tree, stump local tree, stump
for id, prototype in pairs(data.raw.tree) do for id, prototype in pairs(data.raw.tree) do
if prototype.variations and not ignore_trees[id] then if prototype.variations and not ignore_trees[id] then
for i = 1, TREE_LEVELS do for i = 1, TREE_LEVELS do
tree = table.deepcopy(prototype) tree = table.deepcopy(prototype)
tree.name = "bio-tree-" .. tree.name .. "-" .. i tree.name = "bio-tree-" .. tree.name .. "-" .. i
if i < (TREE_LEVELS-1) then if i < (TREE_LEVELS-1) then
tree.localised_name = {"bi-misc.growing-tree"} tree.localised_name = {"bi-misc.growing-tree"}
tree.localised_description = {"bi-misc.growing-tree-desc"} tree.localised_description = {"bi-misc.growing-tree-desc"}
else else
tree.localised_name = {"bi-misc.young-tree"} tree.localised_name = {"bi-misc.young-tree"}
tree.localised_description = {"bi-misc.young-tree-desc"} tree.localised_description = {"bi-misc.young-tree-desc"}
end end
tree.max_health = math.floor(50 * i/TREE_LEVELS) tree.max_health = math.floor(50 * i/TREE_LEVELS)
tree.flags = {"placeable-neutral", "breaths-air"} tree.flags = {"placeable-neutral", "breaths-air"}
tree.collision_mask = table.deepcopy(default_masks["tree"]) tree.collision_mask = table.deepcopy(default_masks["tree"])
tree.autoplace = nil tree.autoplace = nil
tree.selection_box = { tree.selection_box = {
{-0.9/TREE_LEVELS * i, -2.2/TREE_LEVELS * i}, {-0.9/TREE_LEVELS * i, -2.2/TREE_LEVELS * i},
{0.9/TREE_LEVELS * i, 0.6/TREE_LEVELS * i} {0.9/TREE_LEVELS * i, 0.6/TREE_LEVELS * i}
} }
if BI.Settings.BI_Game_Tweaks_Small_Tree_Collisionbox then if BI.Settings.BI_Game_Tweaks_Small_Tree_Collisionbox then
tree.collision_box = COLLISION_BOX tree.collision_box = COLLISION_BOX
end end
tree.minable.mining_particle = "bio-wooden-particle-" .. i tree.minable.mining_particle = "bio-wooden-particle-" .. i
-- The longer a tree has grown, the harder it is to mine -- The longer a tree has grown, the harder it is to mine
tree.minable.mining_time = 0.25 * i tree.minable.mining_time = 0.25 * i
-- Now the tree-level thingie starts to make sense: higher growing stages correspond -- Now the tree-level thingie starts to make sense: higher growing stages correspond
-- to a higher probability of getting something when the tree is mined! -- to a higher probability of getting something when the tree is mined!
tree.minable.results = { tree.minable.results = {
{ {
type = "item", type = "item",
name = (i < TREE_LEVELS) and "seedling" or "wood", name = (i < TREE_LEVELS) and "seedling" or "wood",
probability = i/TREE_LEVELS, probability = i/TREE_LEVELS,
amount = 1, amount = 1,
} }
} }
-- minable.result will be ignored by Factorio if minable.results exists, but -- minable.result will be ignored by Factorio if minable.results exists, but
-- in data-final-fixes, we check for minable.result == "wood" before setting -- in data-final-fixes, we check for minable.result == "wood" before setting
-- minable.results to yield a random number of wood. We therefore must remove -- minable.results to yield a random number of wood. We therefore must remove
-- tree.minable.result! -- tree.minable.result!
tree.minable.result = nil tree.minable.result = nil
for var_id, variation in pairs(tree.variations) do for var_id, variation in pairs(tree.variations) do
variation.trunk.scale = (variation.trunk.scale or 1) * i / TREE_LEVELS variation.trunk.scale = (variation.trunk.scale or 1) * i / TREE_LEVELS
if variation.trunk.shift then if variation.trunk.shift then
variation.trunk.shift[1] = variation.trunk.shift[1]/TREE_LEVELS*i variation.trunk.shift[1] = variation.trunk.shift[1]/TREE_LEVELS*i
variation.trunk.shift[2] = variation.trunk.shift[2]/TREE_LEVELS*i variation.trunk.shift[2] = variation.trunk.shift[2]/TREE_LEVELS*i
end end
-- This doesn't make sense, the condition can never be true! Either more -- This doesn't make sense, the condition can never be true! Either more
-- than 4 levels have been used originally, or it should be compared to just -- than 4 levels have been used originally, or it should be compared to just
-- TREE_LEVELS, not TREE_LEVELS/10 (i.e. typo) -- TREE_LEVELS, not TREE_LEVELS/10 (i.e. typo)
-- EDIT: OwnlyMe's Robot Tree Farm has 20 grow stages per default (min 3, max 200), -- EDIT: OwnlyMe's Robot Tree Farm has 20 grow stages per default (min 3, max 200),
-- so we should use a limit of i<=2.) -- so we should use a limit of i<=2.)
local max = 2 local max = 2
if i <= max then if i <= max then
variation.trunk.layers = {{ variation.trunk.layers = {{
filename = "__Bio_Industries_2__/graphics/icons/Seedling_a.png", filename = "__Bio_Industries_2__/graphics/icons/Seedling_a.png",
priority = "extra-high", priority = "extra-high",
width = 64, width = 64,
height = 64, height = 64,
scale = 0.5, scale = 0.5,
frame_count = 1, frame_count = 1,
tint= { tint= {
r = 0.7-0.5*i/max, r = 0.7-0.5*i/max,
g = 0.7-0.5*i/max, g = 0.7-0.5*i/max,
b = 0.7-0.5*i/max, b = 0.7-0.5*i/max,
a = 0.7-0.5*i/max a = 0.7-0.5*i/max
} }
}} }}
variation.trunk.frame_count = 1 variation.trunk.frame_count = 1
end end
variation.leaves.scale = (variation.leaves.scale or 1) * i / TREE_LEVELS variation.leaves.scale = (variation.leaves.scale or 1) * i / TREE_LEVELS
if variation.leaves.shift then if variation.leaves.shift then
variation.leaves.shift[1] = (variation.leaves.shift[1] or 0)/TREE_LEVELS*i variation.leaves.shift[1] = (variation.leaves.shift[1] or 0)/TREE_LEVELS*i
variation.leaves.shift[2] = (variation.leaves.shift[2] or 0)/TREE_LEVELS*i variation.leaves.shift[2] = (variation.leaves.shift[2] or 0)/TREE_LEVELS*i
end end
variation.leaf_generation.scale = (variation.leaf_generation.scale or 1) * i / TREE_LEVELS variation.leaf_generation.scale = (variation.leaf_generation.scale or 1) * i / TREE_LEVELS
variation.leaf_generation.offset_deviation = {{-0.5, -0.5}, {0.5, 0.5}} variation.leaf_generation.offset_deviation = {{-0.5, -0.5}, {0.5, 0.5}}
variation.leaf_generation.initial_height = 2/TREE_LEVELS*i variation.leaf_generation.initial_height = 2/TREE_LEVELS*i
variation.leaf_generation.initial_height_deviation = 1/TREE_LEVELS*i variation.leaf_generation.initial_height_deviation = 1/TREE_LEVELS*i
variation.leaf_generation.entity_name = "bio-leaf-particle-" .. i variation.leaf_generation.entity_name = "bio-leaf-particle-" .. i
variation.branch_generation.scale = (variation.branch_generation.scale or 1) * i / TREE_LEVELS variation.branch_generation.scale = (variation.branch_generation.scale or 1) * i / TREE_LEVELS
variation.branch_generation.offset_deviation = { variation.branch_generation.offset_deviation = {
{0.5*i/TREE_LEVELS, 0.5*i/TREE_LEVELS}, {0.5*i/TREE_LEVELS, 0.5*i/TREE_LEVELS},
{0.5*i/TREE_LEVELS, 0.5*i/TREE_LEVELS} {0.5*i/TREE_LEVELS, 0.5*i/TREE_LEVELS}
} }
variation.branch_generation.initial_height = 2/TREE_LEVELS*i variation.branch_generation.initial_height = 2/TREE_LEVELS*i
variation.branch_generation.initial_height_deviation = 2/TREE_LEVELS*i variation.branch_generation.initial_height_deviation = 2/TREE_LEVELS*i
variation.branch_generation.entity_name = "bio-branch-particle-" .. i variation.branch_generation.entity_name = "bio-branch-particle-" .. i
variation.shadow.scale = (variation.shadow.scale or 1) * i / TREE_LEVELS variation.shadow.scale = (variation.shadow.scale or 1) * i / TREE_LEVELS
if variation.shadow.shift then if variation.shadow.shift then
variation.shadow.shift[1] = (variation.shadow.shift[1] or 0)/TREE_LEVELS*i variation.shadow.shift[1] = (variation.shadow.shift[1] or 0)/TREE_LEVELS*i
variation.shadow.shift[2] = (variation.shadow.shift[2] or 0)/TREE_LEVELS*i variation.shadow.shift[2] = (variation.shadow.shift[2] or 0)/TREE_LEVELS*i
end end
end end
stump = table.deepcopy(data.raw.corpse[tree.remains_when_mined]) stump = table.deepcopy(data.raw.corpse[tree.remains_when_mined])
if stump then if stump then
stump.name = "bio-tree-" .. stump.name .. "-" .. i stump.name = "bio-tree-" .. stump.name .. "-" .. i
stump.time_before_removed = 60 * 5 -- 5 secs stump.time_before_removed = 60 * 5 -- 5 secs
tree.remains_when_mined = stump.name tree.remains_when_mined = stump.name
tree.corpse = stump.name tree.corpse = stump.name
table.insert(extend, tree) table.insert(extend, tree)
for _, variation in pairs(stump.animation) do for _, variation in pairs(stump.animation) do
variation.scale = (variation.scale or 1) * i / TREE_LEVELS variation.scale = (variation.scale or 1) * i / TREE_LEVELS
variation.shift[1] = variation.shift[1]/TREE_LEVELS*i variation.shift[1] = variation.shift[1]/TREE_LEVELS*i
variation.shift[2] = variation.shift[2]/TREE_LEVELS*i variation.shift[2] = variation.shift[2]/TREE_LEVELS*i
end end
table.insert(extend, stump) table.insert(extend, stump)
end end
end end
end end
end end
data:extend(extend) data:extend(extend)

View file

@ -1,387 +1,387 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local ENTITYPATH = "__base__/graphics/entity/boiler/" local ENTITYPATH = "__base__/graphics/entity/boiler/"
require ("util") require ("util")
require ("prototypes.Bio_Fuel.pipeConnectors") require ("prototypes.Bio_Fuel.pipeConnectors")
bio_boiler_tint = {r = 0.5, g = 0.5, b = 0.1, a = 0.7} bio_boiler_tint = {r = 0.5, g = 0.5, b = 0.1, a = 0.7}
-- Changed for 0.18.29: We always want to make advanced fertilizer, so we need to -- Changed for 0.18.29: We always want to make advanced fertilizer, so we need to
-- unlock the bio-reactor and the most basic recipe for algae biomass even if -- unlock the bio-reactor and the most basic recipe for algae biomass even if
-- BI.Settings.BI_Bio_Fuel has been turned off! -- BI.Settings.BI_Bio_Fuel has been turned off!
data:extend({ data:extend({
-- BIOREACTOR -- BIOREACTOR
{ {
type = "assembling-machine", type = "assembling-machine",
name = "bi-bio-reactor", name = "bi-bio-reactor",
icon = ICONPATH .. "bioreactor.png", icon = ICONPATH .. "bioreactor.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bioreactor.png", icon = ICONPATH .. "bioreactor.png",
icon_size = 64, icon_size = 64,
} }
}, },
-- This is necessary for "Space Exploration" (if not true, the entity can only be -- This is necessary for "Space Exploration" (if not true, the entity can only be
-- placed on Nauvis)! -- placed on Nauvis)!
se_allow_in_space = true, se_allow_in_space = true,
flags = {"placeable-neutral", "player-creation"}, flags = {"placeable-neutral", "player-creation"},
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-reactor"}, minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-reactor"},
max_health = 100, max_health = 100,
corpse = "big-remnants", corpse = "big-remnants",
fluid_boxes = { fluid_boxes = {
{ {
production_type = "input", production_type = "input",
pipe_picture = assembler2pipepicturesBioreactor(), pipe_picture = assembler2pipepicturesBioreactor(),
pipe_covers = pipecoverspicturesBioreactor(), pipe_covers = pipecoverspicturesBioreactor(),
volume = 1000, volume = 1000,
base_level = -1, base_level = -1,
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, -1} }} pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, -1} }}
}, },
{ {
production_type = "input", production_type = "input",
pipe_picture = assembler2pipepicturesBioreactor(), pipe_picture = assembler2pipepicturesBioreactor(),
pipe_covers = pipecoverspicturesBioreactor(), pipe_covers = pipecoverspicturesBioreactor(),
volume = 1000, volume = 1000,
base_level = -1, base_level = -1,
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {1, 0} }} pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {1, 0} }}
}, },
{ {
production_type = "input", production_type = "input",
pipe_picture = assembler2pipepicturesBioreactor(), pipe_picture = assembler2pipepicturesBioreactor(),
pipe_covers = pipecoverspicturesBioreactor(), pipe_covers = pipecoverspicturesBioreactor(),
volume = 1000, volume = 1000,
base_level = -1, base_level = -1,
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, 1} }} pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, 1} }}
}, },
{ {
production_type = "output", production_type = "output",
pipe_picture = assembler2pipepicturesBioreactor(), pipe_picture = assembler2pipepicturesBioreactor(),
pipe_covers = pipecoverspicturesBioreactor(), pipe_covers = pipecoverspicturesBioreactor(),
volume = 1000, volume = 1000,
base_level = 1, base_level = 1,
pipe_connections = {{ flow_direction = "output", direction = defines.direction.north, position = {-1, -1} }} pipe_connections = {{ flow_direction = "output", direction = defines.direction.north, position = {-1, -1} }}
}, },
{ {
production_type = "output", production_type = "output",
pipe_picture = assembler2pipepicturesBioreactor(), pipe_picture = assembler2pipepicturesBioreactor(),
pipe_covers = pipecoverspicturesBioreactor(), pipe_covers = pipecoverspicturesBioreactor(),
volume = 1000, volume = 1000,
base_level = 1, base_level = 1,
pipe_connections = {{ flow_direction = "output", direction = defines.direction.north, position = {-1, 1} }} pipe_connections = {{ flow_direction = "output", direction = defines.direction.north, position = {-1, 1} }}
}, },
}, },
fluid_boxes_off_when_no_fluid_recipe = true, fluid_boxes_off_when_no_fluid_recipe = true,
collision_box = {{-1.2, -1.2}, {1.2, 1.2}}, collision_box = {{-1.2, -1.2}, {1.2, 1.2}},
selection_box = {{-1.5, -1.5}, {1.5, 1.5}}, selection_box = {{-1.5, -1.5}, {1.5, 1.5}},
animation = { animation = {
filename = "__Bio_Industries_2__/graphics/entities/bioreactor/bioreactor.png", filename = "__Bio_Industries_2__/graphics/entities/bioreactor/bioreactor.png",
priority = "high", priority = "high",
width = 128, width = 128,
height = 150, height = 150,
frame_count = 26, frame_count = 26,
line_length = 13, line_length = 13,
animation_speed = 0.4, animation_speed = 0.4,
shift = {0.55, -0.33} shift = {0.55, -0.33}
}, },
energy_source = { energy_source = {
type = "electric", type = "electric",
usage_priority = "secondary-input" usage_priority = "secondary-input"
}, },
crafting_categories = {"biofarm-mod-bioreactor"}, crafting_categories = {"biofarm-mod-bioreactor"},
ingredient_count = 3, ingredient_count = 3,
crafting_speed = 1, crafting_speed = 1,
energy_usage = "10kW", energy_usage = "10kW",
module_specification = { module_specification = {
module_slots = 3 module_slots = 3
}, },
allowed_effects = {"consumption", "speed", "productivity", "pollution"}, allowed_effects = {"consumption", "speed", "productivity", "pollution"},
}, },
}) })
if BI.Settings.BI_Bio_Fuel then if BI.Settings.BI_Bio_Fuel then
data:extend({ data:extend({
--- Bio Boiler --- Bio Boiler
{ {
type = "boiler", type = "boiler",
name = "bi-bio-boiler", name = "bi-bio-boiler",
localised_name = {"entity-name.bi-bio-boiler"}, localised_name = {"entity-name.bi-bio-boiler"},
localised_description = {"entity-description.bi-bio-boiler"}, localised_description = {"entity-description.bi-bio-boiler"},
icon = ICONPATH .. "bio_boiler.png", icon = ICONPATH .. "bio_boiler.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_boiler.png", icon = ICONPATH .. "bio_boiler.png",
icon_size = 64, icon_size = 64,
} }
}, },
-- This is necessary for "Space Exploration" (if not true, the entity can only be -- This is necessary for "Space Exploration" (if not true, the entity can only be
-- placed on Nauvis)! -- placed on Nauvis)!
se_allow_in_space = true, se_allow_in_space = true,
flags = {"placeable-neutral", "player-creation"}, flags = {"placeable-neutral", "player-creation"},
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-boiler"}, minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-boiler"},
max_health = 300, max_health = 300,
corpse = "small-remnants", corpse = "small-remnants",
mode = "output-to-separate-pipe", mode = "output-to-separate-pipe",
resistances = { resistances = {
{ {
type = "fire", type = "fire",
percent = 100 percent = 100
}, },
{ {
type = "explosion", type = "explosion",
percent = 100 percent = 100
}, },
{ {
type = "impact", type = "impact",
percent = 35 percent = 35
} }
}, },
collision_box = {{-1.29, -0.79}, {1.29, 0.79}}, collision_box = {{-1.29, -0.79}, {1.29, 0.79}},
selection_box = {{-1.5, -1}, {1.5, 1}}, selection_box = {{-1.5, -1}, {1.5, 1}},
target_temperature = 165, target_temperature = 165,
fluid_box = { fluid_box = {
volume = 200, volume = 200,
base_level = -1, base_level = -1,
pipe_covers = pipecoverspictures(), pipe_covers = pipecoverspictures(),
pipe_connections = { pipe_connections = {
{flow_direction = "input-output", direction = defines.direction.north, position = {-1, 0.5}}, {flow_direction = "input-output", direction = defines.direction.north, position = {-1, 0.5}},
{flow_direction = "input-output", direction = defines.direction.north, position = {1, 0.5}} {flow_direction = "input-output", direction = defines.direction.north, position = {1, 0.5}}
}, },
production_type = "input-output", production_type = "input-output",
filter = "water" filter = "water"
}, },
output_fluid_box = { output_fluid_box = {
volume = 200, volume = 200,
base_level = 1, base_level = 1,
pipe_covers = pipecoverspictures(), pipe_covers = pipecoverspictures(),
pipe_connections = { pipe_connections = {
{flow_direction = "output", direction = defines.direction.north, position = {0, -0.5}} {flow_direction = "output", direction = defines.direction.north, position = {0, -0.5}}
}, },
production_type = "output", production_type = "output",
filter = "steam" filter = "steam"
}, },
energy_consumption = "3.6MW", energy_consumption = "3.6MW",
energy_source = { energy_source = {
type = "burner", type = "burner",
fuel_categories = { "chemical" }, fuel_categories = { "chemical" },
effectivity = 1, effectivity = 1,
fuel_inventory_size = 2, fuel_inventory_size = 2,
emissions_per_minute = { pollution = 15 }, emissions_per_minute = { pollution = 15 },
smoke = { smoke = {
{ {
name = "smoke", name = "smoke",
north_position = util.by_pixel(-38, -47.5), north_position = util.by_pixel(-38, -47.5),
south_position = util.by_pixel(38.5, -32), south_position = util.by_pixel(38.5, -32),
east_position = util.by_pixel(20, -70), east_position = util.by_pixel(20, -70),
west_position = util.by_pixel(-19, -8.5), west_position = util.by_pixel(-19, -8.5),
frequency = 20, frequency = 20,
starting_vertical_speed = 0.0, starting_vertical_speed = 0.0,
starting_frame_deviation = 60 starting_frame_deviation = 60
} }
} }
}, },
working_sound = { working_sound = {
sound = { sound = {
filename = "__base__/sound/boiler.ogg", filename = "__base__/sound/boiler.ogg",
volume = 0.8 volume = 0.8
}, },
max_sounds_per_type = 3 max_sounds_per_type = 3
}, },
structure = { structure = {
north = { north = {
layers = { layers = {
{ {
filename = ENTITYPATH .. "boiler-N-idle.png", filename = ENTITYPATH .. "boiler-N-idle.png",
priority = "extra-high", priority = "extra-high",
width = 269, width = 269,
height = 221, height = 221,
shift = util.by_pixel(-1.25, 5.25), shift = util.by_pixel(-1.25, 5.25),
scale = 0.5, scale = 0.5,
tint = bio_boiler_tint, tint = bio_boiler_tint,
}, },
{ {
filename = ENTITYPATH .. "boiler-N-shadow.png", filename = ENTITYPATH .. "boiler-N-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 274, width = 274,
height = 164, height = 164,
scale = 0.5, scale = 0.5,
shift = util.by_pixel(20.5, 9), shift = util.by_pixel(20.5, 9),
draw_as_shadow = true, draw_as_shadow = true,
} }
} }
}, },
east = { east = {
layers = { layers = {
{ {
filename = ENTITYPATH .. "boiler-E-idle.png", filename = ENTITYPATH .. "boiler-E-idle.png",
priority = "extra-high", priority = "extra-high",
width = 216, width = 216,
height = 301, height = 301,
shift = util.by_pixel(-3, 1.25), shift = util.by_pixel(-3, 1.25),
scale = 0.5, scale = 0.5,
tint = bio_boiler_tint, tint = bio_boiler_tint,
}, },
{ {
filename = ENTITYPATH .. "boiler-E-shadow.png", filename = ENTITYPATH .. "boiler-E-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 184, width = 184,
height = 194, height = 194,
scale = 0.5, scale = 0.5,
shift = util.by_pixel(30, 9.5), shift = util.by_pixel(30, 9.5),
draw_as_shadow = true, draw_as_shadow = true,
} }
} }
}, },
south = { south = {
layers = { layers = {
{ {
filename = ENTITYPATH .. "boiler-S-idle.png", filename = ENTITYPATH .. "boiler-S-idle.png",
priority = "extra-high", priority = "extra-high",
width = 260, width = 260,
height = 192, height = 192,
shift = util.by_pixel(4, 13), shift = util.by_pixel(4, 13),
scale = 0.5, scale = 0.5,
tint = bio_boiler_tint, tint = bio_boiler_tint,
}, },
{ {
filename = ENTITYPATH .. "boiler-S-shadow.png", filename = ENTITYPATH .. "boiler-S-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 311, width = 311,
height = 131, height = 131,
scale = 0.5, scale = 0.5,
shift = util.by_pixel(29.75, 15.75), shift = util.by_pixel(29.75, 15.75),
draw_as_shadow = true, draw_as_shadow = true,
} }
} }
}, },
west = { west = {
layers = { layers = {
{ {
filename = ENTITYPATH .. "boiler-W-idle.png", filename = ENTITYPATH .. "boiler-W-idle.png",
priority = "extra-high", priority = "extra-high",
width = 196, width = 196,
height = 273, height = 273,
shift = util.by_pixel(1.5, 7.75), shift = util.by_pixel(1.5, 7.75),
scale = 0.5, scale = 0.5,
tint = bio_boiler_tint, tint = bio_boiler_tint,
}, },
{ {
filename = ENTITYPATH .. "boiler-W-shadow.png", filename = ENTITYPATH .. "boiler-W-shadow.png",
priority = "extra-high", priority = "extra-high",
width = 206, width = 206,
height = 218, height = 218,
scale = 0.5, scale = 0.5,
shift = util.by_pixel(19.5, 6.5), shift = util.by_pixel(19.5, 6.5),
draw_as_shadow = true, draw_as_shadow = true,
} }
} }
} }
}, },
patch = { patch = {
east = { east = {
filename = ENTITYPATH .. "boiler-E-patch.png", filename = ENTITYPATH .. "boiler-E-patch.png",
width = 6, width = 6,
height = 36, height = 36,
shift = util.by_pixel(33.5, -13.5), shift = util.by_pixel(33.5, -13.5),
scale = 0.5, scale = 0.5,
tint = bio_boiler_tint, tint = bio_boiler_tint,
}, },
}, },
fire_flicker_enabled = true, fire_flicker_enabled = true,
fire = { fire = {
north = { north = {
filename = ENTITYPATH .. "boiler-N-fire.png", filename = ENTITYPATH .. "boiler-N-fire.png",
priority = "extra-high", priority = "extra-high",
frame_count = 64, frame_count = 64,
line_length = 8, line_length = 8,
width = 26, width = 26,
height = 26, height = 26,
animation_speed = 0.5, animation_speed = 0.5,
shift = util.by_pixel(0, -8.5), shift = util.by_pixel(0, -8.5),
scale = 0.5 scale = 0.5
}, },
east = { east = {
filename = ENTITYPATH .. "boiler-E-fire.png", filename = ENTITYPATH .. "boiler-E-fire.png",
priority = "extra-high", priority = "extra-high",
frame_count = 64, frame_count = 64,
line_length = 8, line_length = 8,
width = 28, width = 28,
height = 28, height = 28,
animation_speed = 0.5, animation_speed = 0.5,
shift = util.by_pixel(-9.5, -22), shift = util.by_pixel(-9.5, -22),
scale = 0.5 scale = 0.5
}, },
south = { south = {
filename = ENTITYPATH .. "boiler-S-fire.png", filename = ENTITYPATH .. "boiler-S-fire.png",
priority = "extra-high", priority = "extra-high",
frame_count = 64, frame_count = 64,
line_length = 8, line_length = 8,
width = 26, width = 26,
height = 16, height = 16,
animation_speed = 0.5, animation_speed = 0.5,
shift = util.by_pixel(-1, -26.5), shift = util.by_pixel(-1, -26.5),
scale = 0.5 scale = 0.5
}, },
west = { west = {
filename = ENTITYPATH .. "boiler-W-fire.png", filename = ENTITYPATH .. "boiler-W-fire.png",
priority = "extra-high", priority = "extra-high",
frame_count = 64, frame_count = 64,
line_length = 8, line_length = 8,
width = 30, width = 30,
height = 29, height = 29,
animation_speed = 0.5, animation_speed = 0.5,
shift = util.by_pixel(13, -23.25), shift = util.by_pixel(13, -23.25),
scale = 0.5 scale = 0.5
} }
}, },
fire_glow_flicker_enabled = true, fire_glow_flicker_enabled = true,
fire_glow = { fire_glow = {
north = { north = {
filename = ENTITYPATH .. "boiler-N-light.png", filename = ENTITYPATH .. "boiler-N-light.png",
priority = "extra-high", priority = "extra-high",
frame_count = 1, frame_count = 1,
width = 200, width = 200,
height = 173, height = 173,
shift = util.by_pixel(-1, -6.75), shift = util.by_pixel(-1, -6.75),
blend_mode = "additive", blend_mode = "additive",
scale = 0.5 scale = 0.5
}, },
east = { east = {
filename = ENTITYPATH .. "boiler-E-light.png", filename = ENTITYPATH .. "boiler-E-light.png",
priority = "extra-high", priority = "extra-high",
frame_count = 1, frame_count = 1,
width = 139, width = 139,
height = 244, height = 244,
shift = util.by_pixel(0.25, -13), shift = util.by_pixel(0.25, -13),
blend_mode = "additive", blend_mode = "additive",
scale = 0.5 scale = 0.5
}, },
south = { south = {
filename = ENTITYPATH .. "boiler-S-light.png", filename = ENTITYPATH .. "boiler-S-light.png",
priority = "extra-high", priority = "extra-high",
frame_count = 1, frame_count = 1,
width = 200, width = 200,
height = 162, height = 162,
shift = util.by_pixel(1, 5.5), shift = util.by_pixel(1, 5.5),
blend_mode = "additive", blend_mode = "additive",
scale = 0.5 scale = 0.5
}, },
west = { west = {
filename = ENTITYPATH .. "boiler-W-light.png", filename = ENTITYPATH .. "boiler-W-light.png",
priority = "extra-high", priority = "extra-high",
frame_count = 1, frame_count = 1,
width = 136, width = 136,
height = 217, height = 217,
shift = util.by_pixel(2, -6.25), shift = util.by_pixel(2, -6.25),
blend_mode = "additive", blend_mode = "additive",
scale = 0.5 scale = 0.5
} }
}, },
burning_cooldown = 20 burning_cooldown = 20
}, },
}) })
end end

View file

@ -1,27 +1,27 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
data:extend({ data:extend({
{ {
type = "fluid", type = "fluid",
name = "bi-Bio_Fuel", name = "bi-Bio_Fuel",
icon = ICONPATH .. "bio-fuel.png", icon = ICONPATH .. "bio-fuel.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_boiler.png", icon = ICONPATH .. "bio_boiler.png",
icon_size = 64, icon_size = 64,
} }
}, },
default_temperature = 25, default_temperature = 25,
max_temperature = 100, max_temperature = 100,
heat_capacity = "1kJ", heat_capacity = "1kJ",
base_color = {r = 1.00, g = 0.35, b = 0.35}, base_color = {r = 1.00, g = 0.35, b = 0.35},
flow_color = {r = 1.00, g = 0.35, b = 0.35}, flow_color = {r = 1.00, g = 0.35, b = 0.35},
pressure_to_speed_ratio = 0.4, pressure_to_speed_ratio = 0.4,
flow_to_energy_ratio = 0.59, flow_to_energy_ratio = 0.59,
}, },
}) })

View file

@ -1,67 +1,67 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
-- Changed for 0.18.29: We always want to make advanced fertilizer, so we need to -- Changed for 0.18.29: We always want to make advanced fertilizer, so we need to
-- unlock the bio-reactor and the most basic recipe for algae biomass even if -- unlock the bio-reactor and the most basic recipe for algae biomass even if
-- BI.Settings.BI_Bio_Fuel has been turned off! -- BI.Settings.BI_Bio_Fuel has been turned off!
data:extend({ data:extend({
--- BioReactor --- BioReactor
{ {
type = "item", type = "item",
name = "bi-bio-reactor", name = "bi-bio-reactor",
icon = ICONPATH .. "bioreactor.png", icon = ICONPATH .. "bioreactor.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bioreactor.png", icon = ICONPATH .. "bioreactor.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "production-machine", subgroup = "production-machine",
order = "z[bi]-a[bi-bio-reactor]", order = "z[bi]-a[bi-bio-reactor]",
place_result = "bi-bio-reactor", place_result = "bi-bio-reactor",
stack_size = 10 stack_size = 10
}, },
}) })
if BI.Settings.BI_Bio_Fuel then if BI.Settings.BI_Bio_Fuel then
data:extend({ data:extend({
---- Cellulose ---- Cellulose
{ {
type = "item", type = "item",
name = "bi-cellulose", name = "bi-cellulose",
icon = ICONPATH .. "cellulose.png", icon = ICONPATH .. "cellulose.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "cellulose.png", icon = ICONPATH .. "cellulose.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "intermediate-product", subgroup = "intermediate-product",
order = "b[cellulose]", order = "b[cellulose]",
stack_size = 200 stack_size = 200
}, },
--- Bio Boiler --- Bio Boiler
{ {
type = "item", type = "item",
name = "bi-bio-boiler", name = "bi-bio-boiler",
icon = ICONPATH .. "bio_boiler.png", icon = ICONPATH .. "bio_boiler.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_boiler.png", icon = ICONPATH .. "bio_boiler.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "energy", subgroup = "energy",
order = "b[steam-power]-b[boiler]", order = "b[steam-power]-b[boiler]",
place_result = "bi-bio-boiler", place_result = "bi-bio-boiler",
stack_size = 50 stack_size = 50
}, },
}) })
end end

View file

@ -1,76 +1,76 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local ENTITYPATH = "__base__/graphics/entity/assembling-machine-2/" local ENTITYPATH = "__base__/graphics/entity/assembling-machine-2/"
local PIPEPATH = "__base__/graphics/entity/pipe-covers/" local PIPEPATH = "__base__/graphics/entity/pipe-covers/"
function assembler2pipepicturesBioreactor() function assembler2pipepicturesBioreactor()
return { return {
north = { north = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
shift = util.by_pixel(2.25, 13.5), shift = util.by_pixel(2.25, 13.5),
scale = 0.5, scale = 0.5,
}, },
east = { east = {
filename = ENTITYPATH .. "assembling-machine-2-pipe-E.png", filename = ENTITYPATH .. "assembling-machine-2-pipe-E.png",
priority = "extra-high", priority = "extra-high",
width = 42, width = 42,
height = 76, height = 76,
shift = util.by_pixel(-24.5, 1), shift = util.by_pixel(-24.5, 1),
scale = 0.5, scale = 0.5,
}, },
south = { south = {
filename = ENTITYPATH .. "assembling-machine-2-pipe-S.png", filename = ENTITYPATH .. "assembling-machine-2-pipe-S.png",
priority = "extra-high", priority = "extra-high",
width = 88, width = 88,
height = 61, height = 61,
shift = util.by_pixel(0, -31.25), shift = util.by_pixel(0, -31.25),
scale = 0.5, scale = 0.5,
}, },
west = { west = {
filename = ENTITYPATH .. "assembling-machine-2-pipe-W.png", filename = ENTITYPATH .. "assembling-machine-2-pipe-W.png",
priority = "extra-high", priority = "extra-high",
width = 39, width = 39,
height = 73, height = 73,
shift = util.by_pixel(25.75, 1.25), shift = util.by_pixel(25.75, 1.25),
scale = 0.5, scale = 0.5,
} }
} }
end end
function pipecoverspicturesBioreactor() function pipecoverspicturesBioreactor()
return { return {
north = { north = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "extra-high", priority = "extra-high",
width = 1, width = 1,
height = 1, height = 1,
scale = 0.5 scale = 0.5
}, },
east = { east = {
filename = PIPEPATH .. "pipe-cover-east.png", filename = PIPEPATH .. "pipe-cover-east.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5 scale = 0.5
}, },
south = { south = {
filename = PIPEPATH .. "pipe-cover-south.png", filename = PIPEPATH .. "pipe-cover-south.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5 scale = 0.5
}, },
west = { west = {
filename = PIPEPATH .. "pipe-cover-west.png", filename = PIPEPATH .. "pipe-cover-west.png",
priority = "extra-high", priority = "extra-high",
width = 128, width = 128,
height = 128, height = 128,
scale = 0.5 scale = 0.5
} }
} }
end end

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@ -1,45 +1,45 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/technology/" local ICONPATH = BioInd.modRoot .. "/graphics/technology/"
if BI.Settings.BI_Bio_Fuel then if BI.Settings.BI_Bio_Fuel then
data:extend({ data:extend({
{ {
type = "technology", type = "technology",
name = "bi-tech-organic-plastic", name = "bi-tech-organic-plastic",
icon_size = 128, icon_size = 128,
icon = ICONPATH .. "Cellulose_128.png", icon = ICONPATH .. "Cellulose_128.png",
icons = { icons = {
{ {
icon = ICONPATH .. "Cellulose_128.png", icon = ICONPATH .. "Cellulose_128.png",
icon_size = 128, icon_size = 128,
} }
}, },
effects = { effects = {
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-plastic-1" recipe = "bi-plastic-1"
}, },
{ {
type = "unlock-recipe", type = "unlock-recipe",
recipe = "bi-plastic-2" recipe = "bi-plastic-2"
} }
}, },
prerequisites = { prerequisites = {
"bi-tech-advanced-biotechnology" "bi-tech-advanced-biotechnology"
}, },
unit = { unit = {
count = 200, count = 200,
ingredients = { ingredients = {
{"automation-science-pack", 1}, {"automation-science-pack", 1},
{"logistic-science-pack", 1}, {"logistic-science-pack", 1},
{"chemical-science-pack", 1}, {"chemical-science-pack", 1},
{"production-science-pack", 1}, {"production-science-pack", 1},
}, },
time = 30 time = 30
} }
}, },
}) })
end end

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@ -1,79 +1,79 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
require ("util") require ("util")
--- Bio Garden --- Bio Garden
data:extend({ data:extend({
{ {
type = "assembling-machine", type = "assembling-machine",
name = "bi-bio-garden", name = "bi-bio-garden",
icon = ICONPATH .. "bio_garden_icon.png", icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_garden_icon.png", icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
flags = {"placeable-neutral", "placeable-player", "player-creation"}, flags = {"placeable-neutral", "placeable-player", "player-creation"},
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-garden"}, minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-garden"},
fast_replaceable_group = "bi-bio-garden", fast_replaceable_group = "bi-bio-garden",
max_health = 150, max_health = 150,
corpse = "medium-remnants", corpse = "medium-remnants",
collision_box = {{-1.2, -1.2}, {1.2, 1.2}}, collision_box = {{-1.2, -1.2}, {1.2, 1.2}},
selection_box = {{-1.5, -1.5}, {1.5, 1.5}}, selection_box = {{-1.5, -1.5}, {1.5, 1.5}},
fluid_boxes = { fluid_boxes = {
{ {
production_type = "input", production_type = "input",
pipe_picture = assembler3pipepictures(), pipe_picture = assembler3pipepictures(),
pipe_covers = pipecoverspictures(), pipe_covers = pipecoverspictures(),
volume = 1000, volume = 1000,
base_level = -1, base_level = -1,
pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, -1} }} pipe_connections = {{ flow_direction = "input", direction = defines.direction.north, position = {0, -1} }}
}, },
}, },
fluid_boxes_off_when_no_fluid_recipe = true, fluid_boxes_off_when_no_fluid_recipe = true,
animation = { animation = {
filename = "__Bio_Industries_2__/graphics/entities/biogarden/bio_garden_x.png", filename = "__Bio_Industries_2__/graphics/entities/biogarden/bio_garden_x.png",
width = 160, width = 160,
height = 160, height = 160,
frame_count = 12, frame_count = 12,
line_length = 4, line_length = 4,
animation_speed = 0.025, animation_speed = 0.025,
shift = {0.45, 0} shift = {0.45, 0}
}, },
open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 }, open_sound = { filename = "__base__/sound/machine-open.ogg", volume = 0.85 },
close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 }, close_sound = { filename = "__base__/sound/machine-close.ogg", volume = 0.75 },
working_sound = { working_sound = {
sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 0.8 } }, sound = { { filename = "__Bio_Industries_2__/sound/rainforest_ambience.ogg", volume = 0.8 } },
idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 }, idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
apparent_volume = 1.5, apparent_volume = 1.5,
}, },
crafting_categories = {"clean-air"}, crafting_categories = {"clean-air"},
source_inventory_size = 1, source_inventory_size = 1,
result_inventory_size = 1, result_inventory_size = 1,
crafting_speed = 1.0, crafting_speed = 1.0,
energy_source = { energy_source = {
type = "electric", type = "electric",
usage_priority = "secondary-input", usage_priority = "secondary-input",
emissions_per_minute = { pollution = -45 }, -- Negative value: pollution is absorbed! emissions_per_minute = { pollution = -45 }, -- Negative value: pollution is absorbed!
}, },
energy_usage = "200kW", energy_usage = "200kW",
ingredient_count = 1, ingredient_count = 1,
-- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens! -- Changed for 0.18.34/1.1.4 -- Modules don't make sense for the gardens!
-- (Efficiency modules are also meant to reduce pollution, but as the base value -- (Efficiency modules are also meant to reduce pollution, but as the base value
-- is negative, the resulting value is greater than the base value! ) -- is negative, the resulting value is greater than the base value! )
module_specification = { module_specification = {
module_slots = 1 module_slots = 1
}, },
-- Changed for 0.18.34/1.1.4 -- We need to use an empty table here, so the gardens -- Changed for 0.18.34/1.1.4 -- We need to use an empty table here, so the gardens
-- won't be affected by beacons! -- won't be affected by beacons!
allowed_effects = {"consumption", "speed"}, allowed_effects = {"consumption", "speed"},
}, },
}) })

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@ -1,196 +1,196 @@
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Create fluid fertilizers, recipes, and unlocks if the setting requires it! -- -- Create fluid fertilizers, recipes, and unlocks if the setting requires it! --
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local function make_colors(color) local function make_colors(color)
local r, g, b = color.r, color.g, color.b local r, g, b = color.r, color.g, color.b
local black = {r = 0, g = 0, b = 0, a = .25} local black = {r = 0, g = 0, b = 0, a = .25}
local function mult(v, f) local function mult(v, f)
return (v * f) % 1 return (v * f) % 1
end end
ret = { ret = {
base = color, base = color,
flow = {r = mult(r, 3), g = mult(g, 3), b = mult(b, 3), a = .25}, flow = {r = mult(r, 3), g = mult(g, 3), b = mult(b, 3), a = .25},
primary = {r = r, g = g, b = b, a = .5}, primary = {r = r, g = g, b = b, a = .5},
secondary = {r = mult(r, .5), g = mult(g, .5), b = mult(b, .5), a = .25}, secondary = {r = mult(r, .5), g = mult(g, .5), b = mult(b, .5), a = .25},
tertiary = {r = mult(r, 2), g = mult(g, 2), b = mult(b, 2), a = .25}, tertiary = {r = mult(r, 2), g = mult(g, 2), b = mult(b, 2), a = .25},
secondary = black, secondary = black,
} }
return ret return ret
end end
local fertilizer_fluid_colors = make_colors({r = 0.098, g = 0.811, b = 0.269, a = .5}) local fertilizer_fluid_colors = make_colors({r = 0.098, g = 0.811, b = 0.269, a = .5})
local adv_fertilizer_fluid_colors = make_colors({r = 0, g = 1, b = 0.071, a = .5}) local adv_fertilizer_fluid_colors = make_colors({r = 0, g = 1, b = 0.071, a = .5})
data:extend({ data:extend({
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- FLUIDS -- -- FLUIDS --
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Fertilizer fluid -- Fertilizer fluid
{ {
type = "fluid", type = "fluid",
name = "bi-fertilizer-fluid", name = "bi-fertilizer-fluid",
icon = ICONPATH .. "fluid_fertilizer_64.png", icon = ICONPATH .. "fluid_fertilizer_64.png",
icon_size = 64, icon_size = 64,
icon_mipmaps = 1, icon_mipmaps = 1,
icons = { icons = {
{ {
icon = ICONPATH .. "fluid_fertilizer_64.png", icon = ICONPATH .. "fluid_fertilizer_64.png",
icon_size = 64, icon_size = 64,
icon_mipmaps = 1, icon_mipmaps = 1,
} }
}, },
default_temperature = 25, default_temperature = 25,
max_temperature = 100, max_temperature = 100,
heat_capacity = "1kJ", heat_capacity = "1kJ",
-- 19cf44 -- 19cf44
base_color = fertilizer_fluid_colors.base, base_color = fertilizer_fluid_colors.base,
flow_color = fertilizer_fluid_colors.flow, flow_color = fertilizer_fluid_colors.flow,
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[fertilizer]" order = "a[fluid]-b[fertilizer]"
}, },
-- Advanced fertilizer fluid -- Advanced fertilizer fluid
{ {
type = "fluid", type = "fluid",
name = "bi-adv-fertilizer-fluid", name = "bi-adv-fertilizer-fluid",
icon = ICONPATH .. "fluid_advanced_fertilizer_64.png", icon = ICONPATH .. "fluid_advanced_fertilizer_64.png",
icon_size = 64, icon_size = 64,
icon_mipmaps = 1, icon_mipmaps = 1,
icons = { icons = {
{ {
icon = ICONPATH .. "fluid_advanced_fertilizer_64.png", icon = ICONPATH .. "fluid_advanced_fertilizer_64.png",
icon_size = 64, icon_size = 64,
icon_mipmaps = 1, icon_mipmaps = 1,
} }
}, },
default_temperature = 25, default_temperature = 25,
max_temperature = 100, max_temperature = 100,
heat_capacity = "1kJ", heat_capacity = "1kJ",
--00ff12 --00ff12
base_color = adv_fertilizer_fluid_colors.base, base_color = adv_fertilizer_fluid_colors.base,
flow_color = adv_fertilizer_fluid_colors.flow, flow_color = adv_fertilizer_fluid_colors.flow,
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[fertilizer-advanced]" order = "a[fluid]-b[fertilizer-advanced]"
}, },
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- RECIPES -- -- RECIPES --
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Fertilizer fluid -- Fertilizer fluid
{ {
type = "recipe", type = "recipe",
name = "bi-fertilizer-fluid", name = "bi-fertilizer-fluid",
icon = ICONPATH .. "fluid_fertilizer_recipe_64.png", icon = ICONPATH .. "fluid_fertilizer_recipe_64.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "fluid_fertilizer_recipe_64.png", icon = ICONPATH .. "fluid_fertilizer_recipe_64.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "chemistry", category = "chemistry",
energy_required = 5, energy_required = 5,
ingredients = { ingredients = {
{type = "item", name = "fertilizer", amount = 3}, {type = "item", name = "fertilizer", amount = 3},
{type = "fluid", name = "water", amount = 100}, {type = "fluid", name = "water", amount = 100},
}, },
results = { results = {
{type = "fluid", name = "bi-fertilizer-fluid", amount = 100} {type = "fluid", name = "bi-fertilizer-fluid", amount = 100}
}, },
main_product = "", main_product = "",
enabled = false, enabled = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
allow_as_intermediate = false, allow_as_intermediate = false,
subgroup = "bio-bio-farm-intermediate-product", subgroup = "bio-bio-farm-intermediate-product",
order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-1]", order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-1]",
crafting_machine_tint = { crafting_machine_tint = {
-- Kettle -- Kettle
primary = fertilizer_fluid_colors.primary, primary = fertilizer_fluid_colors.primary,
secondary = fertilizer_fluid_colors.secondary, secondary = fertilizer_fluid_colors.secondary,
-- Chimney -- Chimney
tertiary = fertilizer_fluid_colors.tertiary, tertiary = fertilizer_fluid_colors.tertiary,
quaternary = fertilizer_fluid_colors.quaternary, quaternary = fertilizer_fluid_colors.quaternary,
}, },
}, },
-- Advanced fertilizer fluid -- Advanced fertilizer fluid
{ {
type = "recipe", type = "recipe",
name = "bi-adv-fertilizer-fluid", name = "bi-adv-fertilizer-fluid",
icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png", icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png", icon = ICONPATH .. "fluid_advanced_fertilizer_recipe_64.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "chemistry", category = "chemistry",
energy_required = 5, energy_required = 5,
ingredients = { ingredients = {
{type = "item", name = "bi-adv-fertilizer", amount = 3}, {type = "item", name = "bi-adv-fertilizer", amount = 3},
{type = "fluid", name = "water", amount = 100}, {type = "fluid", name = "water", amount = 100},
}, },
results = { results = {
{type = "fluid", name = "bi-adv-fertilizer-fluid", amount = 100} {type = "fluid", name = "bi-adv-fertilizer-fluid", amount = 100}
}, },
main_product = "", main_product = "",
enabled = false, enabled = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
allow_as_intermediate = false, allow_as_intermediate = false,
subgroup = "bio-bio-farm-intermediate-product", subgroup = "bio-bio-farm-intermediate-product",
order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-2]", order = "b[bi-fertilizer]-b[bi-fertilizer-fluid-2]",
crafting_machine_tint = { crafting_machine_tint = {
primary = adv_fertilizer_fluid_colors.primary, primary = adv_fertilizer_fluid_colors.primary,
secondary = adv_fertilizer_fluid_colors.secondary, secondary = adv_fertilizer_fluid_colors.secondary,
-- Chimney -- Chimney
tertiary = adv_fertilizer_fluid_colors.tertiary, tertiary = adv_fertilizer_fluid_colors.tertiary,
quaternary = adv_fertilizer_fluid_colors.quaternary, quaternary = adv_fertilizer_fluid_colors.quaternary,
}, },
}, },
}) })
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- UNLOCKS -- -- UNLOCKS --
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
BioInd.writeDebug("Unlocking fluid fertilizers!") BioInd.writeDebug("Unlocking fluid fertilizers!")
thxbob.lib.tech.add_recipe_unlock ("bi-tech-fertilizer", "bi-fertilizer-fluid") thxbob.lib.tech.add_recipe_unlock ("bi-tech-fertilizer", "bi-fertilizer-fluid")
thxbob.lib.tech.add_recipe_unlock ("bi-tech-advanced-biotechnology", "bi-adv-fertilizer-fluid") thxbob.lib.tech.add_recipe_unlock ("bi-tech-advanced-biotechnology", "bi-adv-fertilizer-fluid")
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- CHANGE RECIPES -- -- CHANGE RECIPES --
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Purified air (fertilizer) -- Purified air (fertilizer)
thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "fertilizer") thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "fertilizer")
thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "water") thxbob.lib.recipe.remove_ingredient("bi-purified-air-1", "water")
thxbob.lib.recipe.add_new_ingredient("bi-purified-air-1", { thxbob.lib.recipe.add_new_ingredient("bi-purified-air-1", {
type = "fluid", type = "fluid",
name = "bi-fertilizer-fluid", name = "bi-fertilizer-fluid",
amount = 50 amount = 50
}) })
data.raw.recipe["bi-purified-air-1"].localised_description = {"recipe-description.bi-purified-air-1-fluid"} data.raw.recipe["bi-purified-air-1"].localised_description = {"recipe-description.bi-purified-air-1-fluid"}
-- Purified air (advanced fertilizer) -- Purified air (advanced fertilizer)
thxbob.lib.recipe.remove_ingredient("bi-purified-air-2", "bi-adv-fertilizer") thxbob.lib.recipe.remove_ingredient("bi-purified-air-2", "bi-adv-fertilizer")
thxbob.lib.recipe.remove_ingredient("bi-purified-air-2", "water") thxbob.lib.recipe.remove_ingredient("bi-purified-air-2", "water")
thxbob.lib.recipe.add_new_ingredient("bi-purified-air-2", { thxbob.lib.recipe.add_new_ingredient("bi-purified-air-2", {
type = "fluid", type = "fluid",
name = "bi-adv-fertilizer-fluid", name = "bi-adv-fertilizer-fluid",
amount = 50 amount = 50
}) })
data.raw.recipe["bi-purified-air-2"].localised_description = {"recipe-description.bi-purified-air-2-fluid"} data.raw.recipe["bi-purified-air-2"].localised_description = {"recipe-description.bi-purified-air-2-fluid"}

View file

@ -1,42 +1,42 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
-------- Bio Garden -------- Bio Garden
data:extend({ data:extend({
{ {
type = "item", type = "item",
name = "bi-bio-garden", name = "bi-bio-garden",
icon = ICONPATH .. "bio_garden_icon.png", icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_garden_icon.png", icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "production-machine", subgroup = "production-machine",
order = "x[bi]-b[bi-bio-garden]", order = "x[bi]-b[bi-bio-garden]",
place_result = "bi-bio-garden", place_result = "bi-bio-garden",
stack_size = 10 stack_size = 10
}, },
{ {
type = "item", type = "item",
name = "bi-purified-air", name = "bi-purified-air",
icon = ICONPATH .. "Clean_Air2.png", icon = ICONPATH .. "Clean_Air2.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "Clean_Air2.png", icon = ICONPATH .. "Clean_Air2.png",
icon_size = 64, icon_size = 64,
} }
}, },
hidden = true, hidden = true,
subgroup = "bio-bio-gardens-fluid", subgroup = "bio-bio-gardens-fluid",
order = "bi-purified-air", order = "bi-purified-air",
stack_size = 100 stack_size = 100
}, },
}) })

View file

@ -1,9 +1,9 @@
data:extend({ data:extend({
-- Bio Garden -- Bio Garden
{ {
type = "recipe-category", type = "recipe-category",
name = "clean-air" name = "clean-air"
} }
}) })

View file

@ -1,102 +1,102 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
--- Bio Gardens --- Bio Gardens
data:extend({ data:extend({
--- Garden (ENTITY) --- Garden (ENTITY)
{ {
type = "recipe", type = "recipe",
name = "bi-bio-garden", name = "bi-bio-garden",
localised_name = {"entity-name.bi-bio-garden"}, localised_name = {"entity-name.bi-bio-garden"},
localised_description = {"entity-description.bi-bio-garden"}, localised_description = {"entity-description.bi-bio-garden"},
icon = ICONPATH .. "bio_garden_icon.png", icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_garden_icon.png", icon = ICONPATH .. "bio_garden_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = false, enabled = false,
energy_required = 10, energy_required = 10,
ingredients = { ingredients = {
{type="item", name="stone-wall", amount=12}, {type="item", name="stone-wall", amount=12},
{type="item", name="stone-crushed", amount=50}, {type="item", name="stone-crushed", amount=50},
{type="item", name="seedling", amount=50} {type="item", name="seedling", amount=50}
}, },
results = {{type="item", name="bi-bio-garden", amount=1}}, results = {{type="item", name="bi-bio-garden", amount=1}},
main_product = "", main_product = "",
subgroup = "bio-bio-gardens-fluid", subgroup = "bio-bio-gardens-fluid",
order = "a[bi]", order = "a[bi]",
allow_as_intermediate = false, -- Changed for 0.18.34/1.1.4 allow_as_intermediate = false, -- Changed for 0.18.34/1.1.4
always_show_made_in = false, -- Changed for 0.18.34/1.1.4 always_show_made_in = false, -- Changed for 0.18.34/1.1.4
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 -- This is a custom property for use by "Krastorio 2" (it will change allow_decomposition = true, -- Changed for 0.18.34/1.1.4 -- This is a custom property for use by "Krastorio 2" (it will change
-- ingredients/results; used for wood/wood pulp) -- ingredients/results; used for wood/wood pulp)
mod = "Bio_Industries_2", mod = "Bio_Industries_2",
}, },
--- Clean Air 1 --- Clean Air 1
{ {
type = "recipe", type = "recipe",
name = "bi-purified-air-1", name = "bi-purified-air-1",
icon = ICONPATH .. "clean-air_mk1.png", icon = ICONPATH .. "clean-air_mk1.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "clean-air_mk1.png", icon = ICONPATH .. "clean-air_mk1.png",
icon_size = 64, icon_size = 64,
} }
}, },
order = "zzz-clean-air", order = "zzz-clean-air",
category = "clean-air", category = "clean-air",
subgroup = "bio-bio-gardens-fluid", subgroup = "bio-bio-gardens-fluid",
order = "bi-purified-air-1", order = "bi-purified-air-1",
enabled = false, enabled = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
energy_required = 40, energy_required = 40,
ingredients = { ingredients = {
{type = "fluid", name = "water", amount = 50}, {type = "fluid", name = "water", amount = 50},
{type = "item", name = "fertilizer", amount = 1} {type = "item", name = "fertilizer", amount = 1}
}, },
results = { results = {
{type = "item", name = "bi-purified-air", amount = 1, probability = 0}, {type = "item", name = "bi-purified-air", amount = 1, probability = 0},
}, },
main_product = "", main_product = "",
}, },
--- Clean Air 2 --- Clean Air 2
{ {
type = "recipe", type = "recipe",
name = "bi-purified-air-2", name = "bi-purified-air-2",
icon = ICONPATH .. "clean-air_mk2.png", icon = ICONPATH .. "clean-air_mk2.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "clean-air_mk2.png", icon = ICONPATH .. "clean-air_mk2.png",
icon_size = 64, icon_size = 64,
} }
}, },
order = "zzz-clean-air2", order = "zzz-clean-air2",
category = "clean-air", category = "clean-air",
subgroup = "bio-bio-gardens-fluid", subgroup = "bio-bio-gardens-fluid",
order = "bi-purified-air-2", order = "bi-purified-air-2",
enabled = false, enabled = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
energy_required = 100, energy_required = 100,
ingredients = { ingredients = {
{type = "fluid", name = "water", amount = 50}, {type = "fluid", name = "water", amount = 50},
{type = "item", name = "bi-adv-fertilizer", amount = 1}, {type = "item", name = "bi-adv-fertilizer", amount = 1},
}, },
results = { results = {
{type = "item", name = "bi-purified-air", amount = 1, probability = 0}, {type = "item", name = "bi-purified-air", amount = 1, probability = 0},
}, },
main_product = "", main_product = "",
}, },
}) })

View file

@ -1,450 +1,450 @@
local tile_graphics = require("__base__/prototypes/tile/tile-graphics") local tile_graphics = require("__base__/prototypes/tile/tile-graphics")
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
require ("util") require ("util")
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local ENTITYPATH = "__Bio_Industries_2__/graphics/entities/bio_solar_farm/" local ENTITYPATH = "__Bio_Industries_2__/graphics/entities/bio_solar_farm/"
if BI.Settings.BI_Solar_Additions then if BI.Settings.BI_Solar_Additions then
local sounds = {} local sounds = {}
sounds.walking_sound = {} sounds.walking_sound = {}
for i = 1, 11 do for i = 1, 11 do
sounds.walking_sound[i] = { sounds.walking_sound[i] = {
filename = "__base__/sound/walking/concrete-" .. i ..".ogg", filename = "__base__/sound/walking/concrete-" .. i ..".ogg",
volume = 1.2 volume = 1.2
} }
end end
data:extend({ data:extend({
------- Bio Farm Solar Panel ------- Bio Farm Solar Panel
{ {
type = "solar-panel", type = "solar-panel",
name = "bi-bio-solar-farm", name = "bi-bio-solar-farm",
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png", icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png", icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
-- This is necessary for "Space Exploration" (if not true, the entity can only be -- This is necessary for "Space Exploration" (if not true, the entity can only be
-- placed on Nauvis)! -- placed on Nauvis)!
se_allow_in_space = true, se_allow_in_space = true,
flags = {"placeable-neutral", "player-creation"}, flags = {"placeable-neutral", "player-creation"},
minable = {hardness = 0.25, mining_time = 0.5, result = "bi-bio-solar-farm"}, minable = {hardness = 0.25, mining_time = 0.5, result = "bi-bio-solar-farm"},
max_health = 600, max_health = 600,
corpse = "big-remnants", corpse = "big-remnants",
dying_explosion = "medium-explosion", dying_explosion = "medium-explosion",
resistances = {{type = "fire", percent = 80}}, resistances = {{type = "fire", percent = 80}},
collision_box = {{-4.2, -4.2}, {4.2, 4.2}}, collision_box = {{-4.2, -4.2}, {4.2, 4.2}},
selection_box = {{-4.5, -4.5}, {4.5, 4.5}}, selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
energy_source = { energy_source = {
type = "electric", type = "electric",
usage_priority = "solar" usage_priority = "solar"
}, },
picture = { picture = {
filename = ENTITYPATH .. "Bio_Solar_Farm_On.png", filename = ENTITYPATH .. "Bio_Solar_Farm_On.png",
priority = "low", priority = "low",
width = 312, width = 312,
height = 289, height = 289,
frame_count = 1, frame_count = 1,
direction_count = 1, direction_count = 1,
--scale = 3/2, --scale = 3/2,
shift = {0.30, 0} shift = {0.30, 0}
}, },
production = "3600kW" production = "3600kW"
}, },
---- BI Accumulator ---- BI Accumulator
{ {
type = "accumulator", type = "accumulator",
name = "bi-bio-accumulator", name = "bi-bio-accumulator",
icon = ICONPATH .. "bi_LargeAccumulator.png", icon = ICONPATH .. "bi_LargeAccumulator.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_LargeAccumulator.png", icon = ICONPATH .. "bi_LargeAccumulator.png",
icon_size = 64, icon_size = 64,
} }
}, },
-- This is necessary for "Space Exploration" (if not true, the entity can only be -- This is necessary for "Space Exploration" (if not true, the entity can only be
-- placed on Nauvis)! -- placed on Nauvis)!
se_allow_in_space = true, se_allow_in_space = true,
flags = {"placeable-neutral", "player-creation"}, flags = {"placeable-neutral", "player-creation"},
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-accumulator"}, minable = {hardness = 0.2, mining_time = 0.5, result = "bi-bio-accumulator"},
max_health = 500, max_health = 500,
corpse = "big-remnants", corpse = "big-remnants",
collision_box = {{-1.75, -1.75}, {1.75, 1.75}}, collision_box = {{-1.75, -1.75}, {1.75, 1.75}},
selection_box = {{-2, -2}, {2, 2}}, selection_box = {{-2, -2}, {2, 2}},
--collision_box = {{-2, -2}, {2, 2}}, --collision_box = {{-2, -2}, {2, 2}},
--selection_box = {{-2.5, -2.5}, {2.5, 2.5}}, --selection_box = {{-2.5, -2.5}, {2.5, 2.5}},
energy_source = { energy_source = {
type = "electric", type = "electric",
buffer_capacity = "300MJ", buffer_capacity = "300MJ",
usage_priority = "tertiary", usage_priority = "tertiary",
input_flow_limit = "20MW", input_flow_limit = "20MW",
output_flow_limit = "20MW" output_flow_limit = "20MW"
}, },
picture = { picture = {
filename = ENTITYPATH .. "bi_LargeAccumulator.png", filename = ENTITYPATH .. "bi_LargeAccumulator.png",
priority = "extra-high", priority = "extra-high",
width = 245, width = 245,
height = 245, height = 245,
shift = {0.75, -0.5}, shift = {0.75, -0.5},
scale = 0.75, scale = 0.75,
}, },
charge_animation = { charge_animation = {
filename = ENTITYPATH .. "bi_LargeAccumulatorAnimated.png", filename = ENTITYPATH .. "bi_LargeAccumulatorAnimated.png",
width = 250, width = 250,
height = 250, height = 250,
line_length = 8, line_length = 8,
frame_count = 24, frame_count = 24,
shift = {0.75, -0.5}, shift = {0.75, -0.5},
scale = 0.75, scale = 0.75,
animation_speed = 0.5 animation_speed = 0.5
}, },
charge_cooldown = 30, charge_cooldown = 30,
charge_light = {intensity = 0.3, size = 7, color = {r = 1.0, g = 1.0, b = 1.0}}, charge_light = {intensity = 0.3, size = 7, color = {r = 1.0, g = 1.0, b = 1.0}},
discharge_animation = { discharge_animation = {
filename = ENTITYPATH .. "bi_LargeAccumulatorAnimated.png", filename = ENTITYPATH .. "bi_LargeAccumulatorAnimated.png",
width = 250, width = 250,
height = 250, height = 250,
line_length = 8, line_length = 8,
frame_count = 24, frame_count = 24,
shift = {0.75, -0.5}, shift = {0.75, -0.5},
scale = 0.75, scale = 0.75,
animation_speed = 0.5 animation_speed = 0.5
}, },
discharge_cooldown = 60, discharge_cooldown = 60,
discharge_light = {intensity = 0.7, size = 7, color = {r = 1.0, g = 1.0, b = 1.0}}, discharge_light = {intensity = 0.7, size = 7, color = {r = 1.0, g = 1.0, b = 1.0}},
working_sound = { working_sound = {
sound = { sound = {
filename = "__base__/sound/accumulator-working.ogg", filename = "__base__/sound/accumulator-working.ogg",
volume = 1 volume = 1
}, },
idle_sound = { idle_sound = {
filename = "__base__/sound/accumulator-idle.ogg", filename = "__base__/sound/accumulator-idle.ogg",
volume = 0.4 volume = 0.4
}, },
max_sounds_per_type = 5 max_sounds_per_type = 5
}, },
circuit_wire_connection_point = { circuit_wire_connection_point = {
shadow = { shadow = {
red = {0.984375, 1.10938}, red = {0.984375, 1.10938},
green = {0.890625, 1.10938} green = {0.890625, 1.10938}
}, },
wire = { wire = {
red = {0.6875, 0.59375}, red = {0.6875, 0.59375},
green = {0.6875, 0.71875} green = {0.6875, 0.71875}
} }
}, },
--circuit_connector_sprites = get_circuit_connector_sprites({0.46875, 0.5}, {0.46875, 0.8125}, 26), --circuit_connector_sprites = get_circuit_connector_sprites({0.46875, 0.5}, {0.46875, 0.8125}, 26),
circuit_wire_max_distance = 9, circuit_wire_max_distance = 9,
default_output_signal = {type = "virtual", name = "signal-A"} default_output_signal = {type = "virtual", name = "signal-A"}
}, },
---- Large Substation ---- Large Substation
{ {
type = "electric-pole", type = "electric-pole",
name = "bi-large-substation", name = "bi-large-substation",
localised_name = {"entity-name.bi-large-substation"}, localised_name = {"entity-name.bi-large-substation"},
localised_description = {"entity-description.bi-large-substation"}, localised_description = {"entity-description.bi-large-substation"},
icon = ICONPATH .. "bi_LargeSubstation_icon.png", icon = ICONPATH .. "bi_LargeSubstation_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_LargeSubstation_icon.png", icon = ICONPATH .. "bi_LargeSubstation_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
-- This is necessary for "Space Exploration" (if not true, the entity can only be -- This is necessary for "Space Exploration" (if not true, the entity can only be
-- placed on Nauvis)! -- placed on Nauvis)!
se_allow_in_space = true, se_allow_in_space = true,
flags = {"placeable-neutral", "player-creation"}, flags = {"placeable-neutral", "player-creation"},
minable = {hardness = 0.2, mining_time = 0.5, result = "bi-large-substation"}, minable = {hardness = 0.2, mining_time = 0.5, result = "bi-large-substation"},
max_health = 600, max_health = 600,
corpse = "big-remnants", corpse = "big-remnants",
dying_explosion = "big-explosion", dying_explosion = "big-explosion",
track_coverage_during_build_by_moving = true, track_coverage_during_build_by_moving = true,
resistances = { resistances = {
{ {
type = "fire", type = "fire",
percent = 90 percent = 90
} }
}, },
collision_box = {{-2.4, -2.4}, {2.4, 2.4}}, collision_box = {{-2.4, -2.4}, {2.4, 2.4}},
selection_box = {{-2.5, -2.5}, {2.5, 2.5}}, selection_box = {{-2.5, -2.5}, {2.5, 2.5}},
drawing_box = {{-2.5, -5}, {2.5, 2.5}}, drawing_box = {{-2.5, -5}, {2.5, 2.5}},
maximum_wire_distance = 25, maximum_wire_distance = 25,
-- Changed for 0.18.34/1.1.4 -- Changed for 0.18.34/1.1.4
supply_area_distance = 50.5, supply_area_distance = 50.5,
pictures = { pictures = {
filename = ENTITYPATH .. "bi_LargeSubstation.png", filename = ENTITYPATH .. "bi_LargeSubstation.png",
priority = "high", priority = "high",
width = 450, width = 450,
height = 380, height = 380,
shift = {1, -0.5}, shift = {1, -0.5},
direction_count = 1, direction_count = 1,
scale = 0.5, scale = 0.5,
}, },
working_sound = { working_sound = {
sound = { filename = "__base__/sound/substation.ogg" }, sound = { filename = "__base__/sound/substation.ogg" },
apparent_volume = 1.8, apparent_volume = 1.8,
audible_distance_modifier = 0.5, audible_distance_modifier = 0.5,
probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds
}, },
connection_points = { connection_points = {
{ {
shadow = { shadow = {
copper = {1.9, -0.6}, copper = {1.9, -0.6},
green = {1.3, -0.6}, green = {1.3, -0.6},
red = {2.65, -0.6} red = {2.65, -0.6}
}, },
wire = { wire = {
copper = {-0.25, -2.71875}, copper = {-0.25, -2.71875},
green = {-0.84375, -2.71875}, green = {-0.84375, -2.71875},
red = {0.34375, -2.71875} red = {0.34375, -2.71875}
} }
}, },
}, },
radius_visualisation_picture = { radius_visualisation_picture = {
filename = "__base__/graphics/entity/small-electric-pole/electric-pole-radius-visualization.png", filename = "__base__/graphics/entity/small-electric-pole/electric-pole-radius-visualization.png",
width = 12, width = 12,
height = 12, height = 12,
--scale = 3, --scale = 3,
--shift = {0.6, -0.6}, --shift = {0.6, -0.6},
priority = "extra-high-no-scale" priority = "extra-high-no-scale"
}, },
}, },
---- Solar Floor ---- Solar Floor
{ {
type = "tile", type = "tile",
name = "bi-solar-mat", name = "bi-solar-mat",
localised_name = {"entity-name.bi-solar-mat"}, localised_name = {"entity-name.bi-solar-mat"},
localised_description = {"entity-description.bi-solar-mat"}, localised_description = {"entity-description.bi-solar-mat"},
icon = ICONPATH .. "solar-mat.png", icon = ICONPATH .. "solar-mat.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "solar-mat.png", icon = ICONPATH .. "solar-mat.png",
icon_size = 64, icon_size = 64,
} }
}, },
needs_correction = false, needs_correction = false,
minable = {hardness = 0.1, mining_time = 0.25, result = "bi-solar-mat"}, minable = {hardness = 0.1, mining_time = 0.25, result = "bi-solar-mat"},
mined_sound = { filename = "__base__/sound/deconstruct-bricks.ogg" }, mined_sound = { filename = "__base__/sound/deconstruct-bricks.ogg" },
collision_mask = { layers = { ground_tile = true }}, collision_mask = { layers = { ground_tile = true }},
collision_box = {{-0.5, -0.5}, {0.5, 0.5}}, collision_box = {{-0.5, -0.5}, {0.5, 0.5}},
walking_speed_modifier = 1.45, walking_speed_modifier = 1.45,
layer = 62, layer = 62,
decorative_removal_probability = 1, decorative_removal_probability = 1,
variants = { variants = {
transition = tile_graphics.generic_masked_tile_transitions1, transition = tile_graphics.generic_masked_tile_transitions1,
main = { main = {
{ {
picture = ENTITYPATH .. "solar1.png", picture = ENTITYPATH .. "solar1.png",
count = 1, count = 1,
size = 1, size = 1,
probability = 1, probability = 1,
}, },
}, },
inner_corner = { inner_corner = {
picture = ENTITYPATH .. "solar-inner-corner.png", picture = ENTITYPATH .. "solar-inner-corner.png",
count = 8 count = 8
}, },
outer_corner = { outer_corner = {
picture = ENTITYPATH .. "solar-outer-corner.png", picture = ENTITYPATH .. "solar-outer-corner.png",
count = 8 count = 8
}, },
side = { side = {
picture = ENTITYPATH .. "solar-side.png", picture = ENTITYPATH .. "solar-side.png",
count = 8 count = 8
}, },
u_transition = { u_transition = {
picture = ENTITYPATH .. "solar-u.png", picture = ENTITYPATH .. "solar-u.png",
count = 8 count = 8
}, },
o_transition = { o_transition = {
picture = ENTITYPATH .. "solar-o.png", picture = ENTITYPATH .. "solar-o.png",
count = 1 count = 1
} }
}, },
walking_sound = sounds.walking_sound, walking_sound = sounds.walking_sound,
map_color = {r = 93, g = 138, b = 168}, map_color = {r = 93, g = 138, b = 168},
vehicle_friction_modifier = dirt_vehicle_speed_modifer vehicle_friction_modifier = dirt_vehicle_speed_modifer
}, },
}) })
data:extend({ data:extend({
------- Boiler for Solar Plant / Boiler ------- Boiler for Solar Plant / Boiler
{ {
type = "boiler", type = "boiler",
name = "bi-solar-boiler", name = "bi-solar-boiler",
icon = ICONPATH .. "Bio_Solar_Boiler_Boiler_Icon.png", icon = ICONPATH .. "Bio_Solar_Boiler_Boiler_Icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "Bio_Solar_Boiler_Boiler_Icon.png", icon = ICONPATH .. "Bio_Solar_Boiler_Boiler_Icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
-- This is necessary for "Space Exploration" (if not true, the entity can only be -- This is necessary for "Space Exploration" (if not true, the entity can only be
-- placed on Nauvis)! -- placed on Nauvis)!
se_allow_in_space = true, se_allow_in_space = true,
flags = {"placeable-neutral", "player-creation"}, flags = {"placeable-neutral", "player-creation"},
minable = {hardness = 0.2, mining_time = 1, result = "bi-solar-boiler"}, minable = {hardness = 0.2, mining_time = 1, result = "bi-solar-boiler"},
max_health = 400, max_health = 400,
corpse = "small-remnants", corpse = "small-remnants",
vehicle_impact_sound = sounds.generic_impact, vehicle_impact_sound = sounds.generic_impact,
mode = "output-to-separate-pipe", mode = "output-to-separate-pipe",
resistances = { resistances = {
{ {
type = "fire", type = "fire",
percent = 100 percent = 100
}, },
{ {
type = "explosion", type = "explosion",
percent = 30 percent = 30
}, },
{ {
type = "impact", type = "impact",
percent = 30 percent = 30
} }
}, },
collision_box = {{-4.2, -4.2}, {4.2, 4.2}}, collision_box = {{-4.2, -4.2}, {4.2, 4.2}},
selection_box = {{-4.5, -4.5}, {4.5, 4.5}}, selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
target_temperature = 235, target_temperature = 235,
fluid_box = { fluid_box = {
volume = 200, volume = 200,
base_level = -1, base_level = -1,
pipe_covers = pipecoverspictures(), pipe_covers = pipecoverspictures(),
pipe_connections = { pipe_connections = {
{flow_direction = "input-output", direction = defines.direction.north, position = {4, 0}}, {flow_direction = "input-output", direction = defines.direction.north, position = {4, 0}},
{flow_direction = "input-output", direction = defines.direction.north, position = {-4, 0}}, {flow_direction = "input-output", direction = defines.direction.north, position = {-4, 0}},
}, },
production_type = "input-output", production_type = "input-output",
filter = "water" filter = "water"
}, },
output_fluid_box = { output_fluid_box = {
volume = 200, volume = 200,
base_level = 1, base_level = 1,
pipe_covers = pipecoverspictures(), pipe_covers = pipecoverspictures(),
pipe_connections = { pipe_connections = {
{flow_direction = "input-output", direction = defines.direction.north, position = {0, 4}}, {flow_direction = "input-output", direction = defines.direction.north, position = {0, 4}},
{flow_direction = "input-output", direction = defines.direction.north, position = {0, -4}}, {flow_direction = "input-output", direction = defines.direction.north, position = {0, -4}},
}, },
production_type = "output", production_type = "output",
filter = "steam" filter = "steam"
}, },
energy_consumption = "1.799MW", energy_consumption = "1.799MW",
energy_source = { energy_source = {
type = "electric", type = "electric",
input_priority = "primary", input_priority = "primary",
usage_priority = "primary-input", usage_priority = "primary-input",
--emissions_per_minute = 0 -- NO Emmisions --emissions_per_minute = 0 -- NO Emmisions
}, },
working_sound = { working_sound = {
sound = { sound = {
filename = "__base__/sound/boiler.ogg", filename = "__base__/sound/boiler.ogg",
volume = 0.9 volume = 0.9
}, },
max_sounds_per_type = 3 max_sounds_per_type = 3
}, },
structure = { structure = {
north = { north = {
layers = { layers = {
{ {
filename = ENTITYPATH .. "Bio_Solar_Boiler.png", filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
priority = "high", priority = "high",
width = 288, width = 288,
height = 288, height = 288,
}, },
} }
}, },
east = { east = {
layers = { layers = {
{ {
filename = ENTITYPATH .. "Bio_Solar_Boiler.png", filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
priority = "high", priority = "high",
width = 288, width = 288,
height = 288, height = 288,
}, },
}, },
}, },
south = { south = {
layers = { layers = {
{ {
filename = ENTITYPATH .. "Bio_Solar_Boiler.png", filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
priority = "high", priority = "high",
width = 288, width = 288,
height = 288, height = 288,
}, },
} }
}, },
west = { west = {
layers = { layers = {
{ {
filename = ENTITYPATH .. "Bio_Solar_Boiler.png", filename = ENTITYPATH .. "Bio_Solar_Boiler.png",
priority = "high", priority = "high",
width = 288, width = 288,
height = 288, height = 288,
}, },
} }
} }
}, },
fire_flicker_enabled = false, fire_flicker_enabled = false,
fire = {}, fire = {},
fire_glow_flicker_enabled = false, fire_glow_flicker_enabled = false,
fire_glow = { fire_glow = {
north = { north = {
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png", filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
priority = "extra-high", priority = "extra-high",
frame_count = 1, frame_count = 1,
width = 62, width = 62,
height = 62, height = 62,
shift = {0.09, -2.8}, shift = {0.09, -2.8},
scale = 1.5, scale = 1.5,
blend_mode = "additive", blend_mode = "additive",
}, },
east = { east = {
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png", filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
priority = "extra-high", priority = "extra-high",
frame_count = 1, frame_count = 1,
width = 62, width = 62,
height = 62, height = 62,
shift = {0, -3}, shift = {0, -3},
blend_mode = "additive", blend_mode = "additive",
}, },
south = { south = {
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png", filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
priority = "extra-high", priority = "extra-high",
frame_count = 1, frame_count = 1,
width = 62, width = 62,
height = 62, height = 62,
shift = {0, -3}, shift = {0, -3},
blend_mode = "additive", blend_mode = "additive",
}, },
west = { west = {
filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png", filename = "__Bio_Industries_2__/graphics/entities/small-lamp/light-on-patch.png",
priority = "extra-high", priority = "extra-high",
frame_count = 1, frame_count = 1,
width = 62, width = 62,
height = 62, height = 62,
shift = {0, -3}, shift = {0, -3},
blend_mode = "additive", blend_mode = "additive",
}, },
}, },
burning_cooldown = 20 burning_cooldown = 20
}, },
}) })
end end

View file

@ -1,114 +1,114 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
if BI.Settings.BI_Solar_Additions then if BI.Settings.BI_Solar_Additions then
data:extend({ data:extend({
-- Solar Farm -- Solar Farm
{ {
type = "item", type = "item",
name = "bi-bio-solar-farm", name = "bi-bio-solar-farm",
localised_name = {"entity-name.bi-bio-solar-farm"}, localised_name = {"entity-name.bi-bio-solar-farm"},
localised_description = {"entity-description.bi-bio-solar-farm"}, localised_description = {"entity-description.bi-bio-solar-farm"},
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png", icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png", icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "energy", subgroup = "energy",
order = "d[solar-panel]-a[solar-panel]-a[bi-bio-solar-farm]", order = "d[solar-panel]-a[solar-panel]-a[bi-bio-solar-farm]",
place_result = "bi-bio-solar-farm", place_result = "bi-bio-solar-farm",
stack_size = 10, stack_size = 10,
}, },
--- Solar Mat --- Solar Mat
{ {
type = "item", type = "item",
name = "bi-solar-mat", name = "bi-solar-mat",
localised_name = {"entity-name.bi-solar-mat"}, localised_name = {"entity-name.bi-solar-mat"},
localised_description = {"entity-description.bi-solar-mat"}, localised_description = {"entity-description.bi-solar-mat"},
icon = ICONPATH .. "solar-mat.png", icon = ICONPATH .. "solar-mat.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "solar-mat.png", icon = ICONPATH .. "solar-mat.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "energy", subgroup = "energy",
order = "d[solar-panel]-aa[solar-panel-1-a]", order = "d[solar-panel]-aa[solar-panel-1-a]",
stack_size = 400, stack_size = 400,
place_as_tile = { place_as_tile = {
result = "bi-solar-mat", result = "bi-solar-mat",
condition_size = 4, condition_size = 4,
condition = { layers = { water_tile = true }} condition = { layers = { water_tile = true }}
} }
}, },
--- BI Accumulator --- BI Accumulator
{ {
type = "item", type = "item",
name = "bi-bio-accumulator", name = "bi-bio-accumulator",
localised_name = {"entity-name.bi-bio-accumulator"}, localised_name = {"entity-name.bi-bio-accumulator"},
localised_description = {"entity-description.bi-bio-accumulator"}, localised_description = {"entity-description.bi-bio-accumulator"},
icon = ICONPATH .. "bi_LargeAccumulator.png", icon = ICONPATH .. "bi_LargeAccumulator.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_LargeAccumulator.png", icon = ICONPATH .. "bi_LargeAccumulator.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "energy", subgroup = "energy",
order = "e[accumulator]-a[bi-accumulator]", order = "e[accumulator]-a[bi-accumulator]",
place_result = "bi-bio-accumulator", place_result = "bi-bio-accumulator",
stack_size = 5 stack_size = 5
}, },
--- Large Substation --- Large Substation
{ {
type = "item", type = "item",
name = "bi-large-substation", name = "bi-large-substation",
localised_name = {"entity-name.bi-large-substation"}, localised_name = {"entity-name.bi-large-substation"},
localised_description = {"entity-description.bi-large-substation"}, localised_description = {"entity-description.bi-large-substation"},
icon = ICONPATH .. "bi_LargeSubstation_icon.png", icon = ICONPATH .. "bi_LargeSubstation_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_LargeSubstation_icon.png", icon = ICONPATH .. "bi_LargeSubstation_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "energy-pipe-distribution", subgroup = "energy-pipe-distribution",
order = "a[energy]-d[substation]-b[large-substation]", order = "a[energy]-d[substation]-b[large-substation]",
place_result = "bi-large-substation", place_result = "bi-large-substation",
stack_size = 10 stack_size = 10
}, },
----- Solar Boiler - Boiler ----- Solar Boiler - Boiler
{ {
type = "item", type = "item",
name = "bi-solar-boiler", name = "bi-solar-boiler",
localised_name = {"entity-name.bi-solar-boiler"}, localised_name = {"entity-name.bi-solar-boiler"},
localised_description = {"entity-description.bi-solar-boiler"}, localised_description = {"entity-description.bi-solar-boiler"},
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png", icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png", icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "energy", subgroup = "energy",
order = "b[steam-power]-c[steam-engine]", order = "b[steam-power]-c[steam-engine]",
place_result = "bi-solar-boiler", place_result = "bi-solar-boiler",
stack_size = 20, stack_size = 20,
}, },
}) })
end end

View file

@ -1,158 +1,158 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
if BI.Settings.BI_Solar_Additions then if BI.Settings.BI_Solar_Additions then
data:extend({ data:extend({
--- Bio Solar Farm --- Bio Solar Farm
{ {
type = "recipe", type = "recipe",
name = "bi-bio-solar-farm", name = "bi-bio-solar-farm",
localised_name = {"entity-name.bi-bio-solar-farm"}, localised_name = {"entity-name.bi-bio-solar-farm"},
localised_description = {"entity-description.bi-bio-solar-farm"}, localised_description = {"entity-description.bi-bio-solar-farm"},
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png", icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png", icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = false, enabled = false,
energy_required = 60, energy_required = 60,
ingredients = { ingredients = {
{type="item", name="solar-panel", amount=50}, {type="item", name="solar-panel", amount=50},
{type="item", name="medium-electric-pole", amount=25}, {type="item", name="medium-electric-pole", amount=25},
{type="item", name="concrete", amount=400}, {type="item", name="concrete", amount=400},
}, },
results = {{type="item", name="bi-bio-solar-farm", amount=1}}, results = {{type="item", name="bi-bio-solar-farm", amount=1}},
main_product = "", main_product = "",
subgroup = "energy", subgroup = "energy",
order = "d[solar-panel]-a[solar-panel]-a[bi-bio-solar-farm]", order = "d[solar-panel]-a[solar-panel]-a[bi-bio-solar-farm]",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Changed for 0.18.34/1.1.4 always_show_made_in = false, -- Changed for 0.18.34/1.1.4
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 allow_decomposition = true, -- Changed for 0.18.34/1.1.4
}, },
-- solar boiler -- solar boiler
{ {
type = "recipe", type = "recipe",
name = "bi-solar-boiler-hidden-panel", name = "bi-solar-boiler-hidden-panel",
localised_name = {"entity-name.bi-solar-boiler"}, localised_name = {"entity-name.bi-solar-boiler"},
localised_description = {"entity-description.bi-solar-boiler"}, localised_description = {"entity-description.bi-solar-boiler"},
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png", icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png", icon = ICONPATH .. "Bio_Solar_Boiler_Icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = false, enabled = false,
energy_required = 15, energy_required = 15,
ingredients = { ingredients = {
{type="item", name="solar-panel", amount=30}, {type="item", name="solar-panel", amount=30},
{type="item", name="storage-tank", amount=4}, {type="item", name="storage-tank", amount=4},
{type="item", name="boiler", amount=1}, {type="item", name="boiler", amount=1},
}, },
results = {{type="item", name="bi-solar-boiler", amount=1}}, results = {{type="item", name="bi-solar-boiler", amount=1}},
main_product = "", main_product = "",
subgroup = "energy", subgroup = "energy",
order = "b[steam-power]-c[steam-engine]", order = "b[steam-power]-c[steam-engine]",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Changed for 0.18.34/1.1.4 always_show_made_in = false, -- Changed for 0.18.34/1.1.4
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 allow_decomposition = true, -- Changed for 0.18.34/1.1.4
}, },
-- solar mat -- solar mat
{ {
type = "recipe", type = "recipe",
name = "bi-solar-mat", name = "bi-solar-mat",
localised_name = {"entity-name.bi-solar-mat"}, localised_name = {"entity-name.bi-solar-mat"},
localised_description = {"entity-description.bi-solar-mat"}, localised_description = {"entity-description.bi-solar-mat"},
icon = ICONPATH .. "solar-mat.png", icon = ICONPATH .. "solar-mat.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "solar-mat.png", icon = ICONPATH .. "solar-mat.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = false, enabled = false,
energy_required = 5, energy_required = 5,
ingredients = { ingredients = {
{type="item", name="steel-plate", amount=1}, {type="item", name="steel-plate", amount=1},
{type="item", name="advanced-circuit", amount=3}, {type="item", name="advanced-circuit", amount=3},
{type="item", name="copper-cable", amount=4} {type="item", name="copper-cable", amount=4}
}, },
results = {{type="item", name="bi-solar-mat", amount=1}}, results = {{type="item", name="bi-solar-mat", amount=1}},
main_product = "", main_product = "",
subgroup = "energy", subgroup = "energy",
order = "d[solar-panel]-aa[solar-panel-1-a]", order = "d[solar-panel]-aa[solar-panel-1-a]",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Changed for 0.18.34/1.1.4 always_show_made_in = false, -- Changed for 0.18.34/1.1.4
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 allow_decomposition = true, -- Changed for 0.18.34/1.1.4
}, },
--- BI Accumulator --- BI Accumulator
{ {
type = "recipe", type = "recipe",
name = "bi-bio-accumulator", name = "bi-bio-accumulator",
localised_name = {"entity-name.bi-bio-accumulator"}, localised_name = {"entity-name.bi-bio-accumulator"},
localised_description = {"entity-description.bi-bio-accumulator"}, localised_description = {"entity-description.bi-bio-accumulator"},
icon = ICONPATH .. "bi_LargeAccumulator.png", icon = ICONPATH .. "bi_LargeAccumulator.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_LargeAccumulator.png", icon = ICONPATH .. "bi_LargeAccumulator.png",
icon_size = 64, icon_size = 64,
} }
}, },
energy_required = 60, energy_required = 60,
enabled = false, enabled = false,
ingredients = { ingredients = {
{type="item", name="accumulator", amount=50}, {type="item", name="accumulator", amount=50},
{type="item", name="copper-cable", amount=50}, {type="item", name="copper-cable", amount=50},
{type="item", name="concrete", amount=200}, {type="item", name="concrete", amount=200},
}, },
results = {{type="item", name="bi-bio-accumulator", amount=1}}, results = {{type="item", name="bi-bio-accumulator", amount=1}},
main_product = "", main_product = "",
subgroup = "energy", subgroup = "energy",
order = "e[accumulator]-a[bi-accumulator]", order = "e[accumulator]-a[bi-accumulator]",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Changed for 0.18.34/1.1.4 always_show_made_in = false, -- Changed for 0.18.34/1.1.4
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 allow_decomposition = true, -- Changed for 0.18.34/1.1.4
}, },
-- Large Substation -- Large Substation
{ {
type = "recipe", type = "recipe",
name = "bi-large-substation", name = "bi-large-substation",
localised_name = {"entity-name.bi-large-substation"}, localised_name = {"entity-name.bi-large-substation"},
localised_description = {"entity-description.bi-large-substation"}, localised_description = {"entity-description.bi-large-substation"},
icon = ICONPATH .. "bi_LargeSubstation_icon.png", icon = ICONPATH .. "bi_LargeSubstation_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_LargeSubstation_icon.png", icon = ICONPATH .. "bi_LargeSubstation_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = false, enabled = false,
ingredients = { ingredients = {
{type="item", name="steel-plate", amount=10}, {type="item", name="steel-plate", amount=10},
{type="item", name="concrete", amount=200}, {type="item", name="concrete", amount=200},
{type="item", name="substation", amount=4} {type="item", name="substation", amount=4}
}, },
results = {{type="item", name="bi-large-substation", amount=1}}, results = {{type="item", name="bi-large-substation", amount=1}},
main_product = "", main_product = "",
subgroup = "energy-pipe-distribution", subgroup = "energy-pipe-distribution",
order = "a[energy]-d[substation]-b[large-substation]", order = "a[energy]-d[substation]-b[large-substation]",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Changed for 0.18.34/1.1.4 always_show_made_in = false, -- Changed for 0.18.34/1.1.4
allow_decomposition = true, -- Changed for 0.18.34/1.1.4 allow_decomposition = true, -- Changed for 0.18.34/1.1.4
}, },
}) })
end end

View file

@ -1,36 +1,36 @@
------- Bio Farm Solar Panel ------- Bio Farm Solar Panel
{ {
type = "solar-panel", type = "solar-panel",
name = "bi-bio-solar-farm", name = "bi-bio-solar-farm",
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png", icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "Bio_Solar_Farm_Icon.png", icon = ICONPATH .. "Bio_Solar_Farm_Icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
flags = {"placeable-neutral", "player-creation"}, flags = {"placeable-neutral", "player-creation"},
minable = {hardness = 0.25, mining_time = 0.5, result = "bi-bio-solar-farm"}, minable = {hardness = 0.25, mining_time = 0.5, result = "bi-bio-solar-farm"},
max_health = 600, max_health = 600,
corpse = "big-remnants", corpse = "big-remnants",
dying_explosion = "medium-explosion", dying_explosion = "medium-explosion",
resistances = {{type = "fire", percent = 80}}, resistances = {{type = "fire", percent = 80}},
collision_box = {{-4.2, -4.2}, {4.2, 4.2}}, collision_box = {{-4.2, -4.2}, {4.2, 4.2}},
selection_box = {{-4.5, -4.5}, {4.5, 4.5}}, selection_box = {{-4.5, -4.5}, {4.5, 4.5}},
energy_source = { energy_source = {
type = "electric", type = "electric",
usage_priority = "solar" usage_priority = "solar"
}, },
picture = { picture = {
filename = ENTITYPATH .. "Bio_Solar_Farm_On.png", filename = ENTITYPATH .. "Bio_Solar_Farm_On.png",
priority = "low", priority = "low",
width = 312, width = 312,
height = 289, height = 289,
frame_count = 1, frame_count = 1,
direction_count = 1, direction_count = 1,
--scale = 3/2, --scale = 3/2,
shift = {0.30, 0} shift = {0.30, 0}
}, },
production = "3600kW" production = "3600kW"
}, },

View file

@ -1,31 +1,31 @@
------- Hidden Solar Panel for Solar Mat ------- Hidden Solar Panel for Solar Mat
{ {
type = "solar-panel", type = "solar-panel",
name = "bi-musk-mat-hidden-panel", name = "bi-musk-mat-hidden-panel",
icon = ICONPATH .. "solar-mat.png", icon = ICONPATH .. "solar-mat.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "solar-mat.png", icon = ICONPATH .. "solar-mat.png",
icon_size = 64, icon_size = 64,
} }
}, },
flags = {"not-blueprintable", "not-deconstructable", "placeable-off-grid", "not-on-map", "not-repairable"}, flags = {"not-blueprintable", "not-deconstructable", "placeable-off-grid", "not-on-map", "not-repairable"},
selectable_in_game = false, selectable_in_game = false,
max_health = 1, max_health = 1,
resistances = {{type = "fire", percent = 100}}, resistances = {{type = "fire", percent = 100}},
collision_mask = { layers = { ground_tile = true }}, collision_mask = { layers = { ground_tile = true }},
collision_box = {{-0.0, -0.0}, {0.0, 0.0}}, collision_box = {{-0.0, -0.0}, {0.0, 0.0}},
selection_box = {{0, 0}, {0, 0}}, selection_box = {{0, 0}, {0, 0}},
energy_source = { energy_source = {
type = "electric", type = "electric",
usage_priority = "solar" usage_priority = "solar"
}, },
picture = { picture = {
filename = ICONPATH .. "empty.png", filename = ICONPATH .. "empty.png",
priority = "low", priority = "low",
width = 1, width = 1,
height = 1, height = 1,
}, },
production = "10kW" production = "10kW"
}, },

View file

@ -1,10 +1,10 @@
data:extend({ data:extend({
--- Damage for Dart Turret Ammo --- Damage for Dart Turret Ammo
{ {
type = "damage-type", type = "damage-type",
name = "bob-pierce" name = "bob-pierce"
}, },
}) })

View file

@ -1,323 +1,323 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
data:extend({ data:extend({
--- Basic Dart --- Basic Dart
{ {
type = "ammo", type = "ammo",
name = "bi-dart-magazine-basic", name = "bi-dart-magazine-basic",
icon = ICONPATH .. "basic_dart_icon.png", icon = ICONPATH .. "basic_dart_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "basic_dart_icon.png", icon = ICONPATH .. "basic_dart_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
ammo_category = "bullet", ammo_category = "bullet",
ammo_type = { ammo_type = {
category = "Bio_Turret_Ammo", category = "Bio_Turret_Ammo",
action = { action = {
type = "direct", type = "direct",
action_delivery = { action_delivery = {
type = "instant", type = "instant",
source_effects = { source_effects = {
type = "create-explosion", type = "create-explosion",
entity_name = "explosion-gunshot", entity_name = "explosion-gunshot",
}, },
target_effects = { target_effects = {
{ {
type = "create-entity", type = "create-entity",
entity_name = "explosion-hit" entity_name = "explosion-hit"
}, },
{ {
type = "damage", type = "damage",
damage = { amount = 3 , type = "physical"} damage = { amount = 3 , type = "physical"}
}, },
} }
} }
} }
}, },
magazine_size = 10, magazine_size = 10,
subgroup = "ammo", subgroup = "ammo",
order = "[aaa]-a[basic-clips]-aa[firearm-magazine]", order = "[aaa]-a[basic-clips]-aa[firearm-magazine]",
stack_size = 400 stack_size = 400
}, },
--- Standard Dart --- Standard Dart
{ {
type = "ammo", type = "ammo",
name = "bi-dart-magazine-standard", name = "bi-dart-magazine-standard",
icon = ICONPATH .. "standard_dart_icon.png", icon = ICONPATH .. "standard_dart_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "standard_dart_icon.png", icon = ICONPATH .. "standard_dart_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
ammo_category = "bullet", ammo_category = "bullet",
ammo_type = { ammo_type = {
category = "Bio_Turret_Ammo", category = "Bio_Turret_Ammo",
action = { action = {
type = "direct", type = "direct",
action_delivery = { action_delivery = {
type = "instant", type = "instant",
source_effects = { source_effects = {
type = "create-explosion", type = "create-explosion",
entity_name = "explosion-gunshot", entity_name = "explosion-gunshot",
}, },
target_effects = { target_effects = {
{ {
type = "create-entity", type = "create-entity",
entity_name = "explosion-hit" entity_name = "explosion-hit"
}, },
{ {
type = "damage", type = "damage",
damage = { amount = 3 , type = "physical"} damage = { amount = 3 , type = "physical"}
}, },
{ {
type = "damage", type = "damage",
damage = { amount = 2 , type = "bob-pierce"} damage = { amount = 2 , type = "bob-pierce"}
}, },
} }
} }
} }
}, },
magazine_size = 10, magazine_size = 10,
subgroup = "ammo", subgroup = "ammo",
order = "[aab]-a[basic-clips]-ab[firearm-magazine]", order = "[aab]-a[basic-clips]-ab[firearm-magazine]",
stack_size = 400 stack_size = 400
}, },
--- Enhanced Dart --- Enhanced Dart
{ {
type = "ammo", type = "ammo",
name = "bi-dart-magazine-enhanced", name = "bi-dart-magazine-enhanced",
icon = ICONPATH .. "enhanced_dart_icon.png", icon = ICONPATH .. "enhanced_dart_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "enhanced_dart_icon.png", icon = ICONPATH .. "enhanced_dart_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
ammo_category = "bullet", ammo_category = "bullet",
ammo_type = { ammo_type = {
category = "Bio_Turret_Ammo", category = "Bio_Turret_Ammo",
action = { action = {
type = "direct", type = "direct",
action_delivery = { action_delivery = {
type = "instant", type = "instant",
source_effects = { source_effects = {
type = "create-explosion", type = "create-explosion",
entity_name = "explosion-gunshot", entity_name = "explosion-gunshot",
}, },
target_effects = { target_effects = {
{ {
type = "create-entity", type = "create-entity",
entity_name = "explosion-hit" entity_name = "explosion-hit"
}, },
{ {
type = "damage", type = "damage",
damage = { amount = 3 , type = "physical"} damage = { amount = 3 , type = "physical"}
}, },
{ {
type = "damage", type = "damage",
damage = { amount = 2 , type = "bob-pierce"} damage = { amount = 2 , type = "bob-pierce"}
}, },
{ {
type = "damage", type = "damage",
damage = { amount = 2 , type = "acid"} damage = { amount = 2 , type = "acid"}
}, },
} }
} }
} }
}, },
magazine_size = 10, magazine_size = 10,
subgroup = "ammo", subgroup = "ammo",
order = "[aac]-a[basic-clips]-ac[firearm-magazine]", order = "[aac]-a[basic-clips]-ac[firearm-magazine]",
stack_size = 400 stack_size = 400
}, },
--- Poison Dart --- Poison Dart
{ {
type = "ammo", type = "ammo",
name = "bi-dart-magazine-poison", name = "bi-dart-magazine-poison",
icon = ICONPATH .. "poison_dart_icon.png", icon = ICONPATH .. "poison_dart_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "poison_dart_icon.png", icon = ICONPATH .. "poison_dart_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
ammo_category = "bullet", ammo_category = "bullet",
ammo_type = { ammo_type = {
category = "Bio_Turret_Ammo", category = "Bio_Turret_Ammo",
action = { action = {
type = "direct", type = "direct",
action_delivery = { action_delivery = {
type = "instant", type = "instant",
source_effects = { source_effects = {
type = "create-explosion", type = "create-explosion",
entity_name = "explosion-gunshot", entity_name = "explosion-gunshot",
}, },
target_effects = { target_effects = {
{ {
type = "create-entity", type = "create-entity",
entity_name = "explosion-hit" entity_name = "explosion-hit"
}, },
{ {
type = "damage", type = "damage",
damage = { amount = 3 , type = "physical"} damage = { amount = 3 , type = "physical"}
}, },
{ {
type = "damage", type = "damage",
damage = { amount = 2 , type = "bob-pierce"} damage = { amount = 2 , type = "bob-pierce"}
}, },
{ {
type = "damage", type = "damage",
damage = { amount = 2 , type = "acid"} damage = { amount = 2 , type = "acid"}
}, },
{ {
type = "damage", type = "damage",
damage = { amount = 2 , type = "poison"} damage = { amount = 2 , type = "poison"}
}, },
} }
} }
} }
}, },
magazine_size = 10, magazine_size = 10,
subgroup = "ammo", subgroup = "ammo",
order = "[aad]-a[basic-clips]-ad[firearm-magazine]", order = "[aad]-a[basic-clips]-ad[firearm-magazine]",
stack_size = 400 stack_size = 400
}, },
}) })
function turret_pic(inputs) function turret_pic(inputs)
return return
{ {
layers = { layers = {
{ {
filename = "__Bio_Industries_2__/graphics/entities/bio_turret/bio_turret.png", filename = "__Bio_Industries_2__/graphics/entities/bio_turret/bio_turret.png",
priority = "medium", priority = "medium",
scale = 0.5, scale = 0.5,
width = 224, width = 224,
height = 160, height = 160,
direction_count = inputs.direction_count and inputs.direction_count or 64, direction_count = inputs.direction_count and inputs.direction_count or 64,
frame_count = 1, frame_count = 1,
line_length = inputs.line_length and inputs.line_length or 8, line_length = inputs.line_length and inputs.line_length or 8,
axially_symmetrical = false, axially_symmetrical = false,
run_mode = inputs.run_mode and inputs.run_mode or "forward", run_mode = inputs.run_mode and inputs.run_mode or "forward",
shift = { 0.25, -0.25 }, shift = { 0.25, -0.25 },
} }
} }
} }
end end
--- Dart Turret --- Dart Turret
data:extend({ data:extend({
{ {
type = "ammo-turret", type = "ammo-turret",
name = "bi-dart-turret", name = "bi-dart-turret",
icon = ICONPATH .. "bio_turret_icon.png", icon = ICONPATH .. "bio_turret_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_turret_icon.png", icon = ICONPATH .. "bio_turret_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
flags = {"placeable-player", "player-creation"}, flags = {"placeable-player", "player-creation"},
minable = {mining_time = 0.25, result = "bi-dart-turret"}, minable = {mining_time = 0.25, result = "bi-dart-turret"},
max_health = 300, max_health = 300,
corpse = "medium-remnants", corpse = "medium-remnants",
collision_box = {{-0.2, -0.2 }, {0.2, 0.2}}, collision_box = {{-0.2, -0.2 }, {0.2, 0.2}},
selection_box = {{-0.4, -0.4 }, {0.4, 0.4}}, selection_box = {{-0.4, -0.4 }, {0.4, 0.4}},
rotation_speed = 0.05, rotation_speed = 0.05,
preparing_speed = 0.08, preparing_speed = 0.08,
folding_speed = 0.08, folding_speed = 0.08,
dying_explosion = "medium-explosion", dying_explosion = "medium-explosion",
inventory_size = 1, inventory_size = 1,
automated_ammo_count = 14, automated_ammo_count = 14,
attacking_speed = 1, -- makes nothing, it's animation's parameter attacking_speed = 1, -- makes nothing, it's animation's parameter
folded_animation = turret_pic{direction_count = 8, line_length = 1}, folded_animation = turret_pic{direction_count = 8, line_length = 1},
preparing_animation = turret_pic{direction_count = 8, line_length = 1}, preparing_animation = turret_pic{direction_count = 8, line_length = 1},
prepared_animation = turret_pic{}, prepared_animation = turret_pic{},
attacking_animation = turret_pic{}, attacking_animation = turret_pic{},
folding_animation = turret_pic{direction_count = 8, line_length = 1, run_mode = "backward"}, folding_animation = turret_pic{direction_count = 8, line_length = 1, run_mode = "backward"},
-- darkfrei: wood impact sound for woods! -- darkfrei: wood impact sound for woods!
impact_category = "wood", impact_category = "wood",
attack_parameters = { attack_parameters = {
type = "projectile", type = "projectile",
ammo_category = "Bio_Turret_Ammo", ammo_category = "Bio_Turret_Ammo",
cooldown = 3.6, -- cooldown = 6 -- darkfrei: means cooldown 6/60 sec or 10 shoots at second; = 60 is one shoot/sec cooldown = 3.6, -- cooldown = 6 -- darkfrei: means cooldown 6/60 sec or 10 shoots at second; = 60 is one shoot/sec
projectile_creation_distance = 1.41, projectile_creation_distance = 1.41,
projectile_center = {-0.0625, 0.55}, projectile_center = {-0.0625, 0.55},
-- darkfrei: darts haven't shells :) -- darkfrei: darts haven't shells :)
--[[ shell_particle = { --[[ shell_particle = {
name = "shell-particle", name = "shell-particle",
direction_deviation = 0.1, direction_deviation = 0.1,
speed = 0.15, speed = 0.15,
speed_deviation = 0.03, speed_deviation = 0.03,
center = {-0.0625, 0}, center = {-0.0625, 0},
creation_distance = -1.925, creation_distance = -1.925,
starting_frame_speed = 0.2, starting_frame_speed = 0.2,
starting_frame_speed_deviation = 0.1 starting_frame_speed_deviation = 0.1
}, ]] }, ]]
range = 20, range = 20,
sound = { sound = {
filename = "__Bio_Industries_2__/sound/dart-turret.ogg", filename = "__Bio_Industries_2__/sound/dart-turret.ogg",
volume = 0.85 volume = 0.85
}, },
}, },
call_for_help_radius = 40, call_for_help_radius = 40,
graphics_set = {} graphics_set = {}
}, },
}) })
--- Dart Rifle --- Dart Rifle
data:extend({ data:extend({
{ {
type = "gun", type = "gun",
name = "bi-dart-rifle", name = "bi-dart-rifle",
icon = ICONPATH .. "bi_dart_rifle_icon.png", icon = ICONPATH .. "bi_dart_rifle_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_dart_rifle_icon.png", icon = ICONPATH .. "bi_dart_rifle_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "gun", subgroup = "gun",
order = "a[basic-clips]-ab[submachine-gun]", order = "a[basic-clips]-ab[submachine-gun]",
attack_parameters = { attack_parameters = {
type = "projectile", type = "projectile",
ammo_category = "Bio_Turret_Ammo", ammo_category = "Bio_Turret_Ammo",
cooldown = 5, cooldown = 5,
movement_slow_down_factor = 0.5, movement_slow_down_factor = 0.5,
--shell_particle = {}, --shell_particle = {},
projectile_creation_distance = 1.125, projectile_creation_distance = 1.125,
range = 17, range = 17,
sound = { sound = {
filename = "__Bio_Industries_2__/sound/dart-turret.ogg", filename = "__Bio_Industries_2__/sound/dart-turret.ogg",
volume = 0.65 volume = 0.65
}, },
}, },
stack_size = 5 stack_size = 5
}, },
}) })

View file

@ -1,9 +1,9 @@
data:extend({ data:extend({
{ {
type = "ammo-category", type = "ammo-category",
name = "Bio_Turret_Ammo", name = "Bio_Turret_Ammo",
order = "1" order = "1"
}, },
}) })

View file

@ -1,24 +1,24 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
data:extend({ data:extend({
--- Conversion Turret --- Conversion Turret
{ {
type = "item", type = "item",
name = "bi-dart-turret", name = "bi-dart-turret",
icon = ICONPATH .. "bio_turret_icon.png", icon = ICONPATH .. "bio_turret_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_turret_icon.png", icon = ICONPATH .. "bio_turret_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
subgroup = "defensive-structure", subgroup = "defensive-structure",
order = "aa[turret]-a[gun-turret]", order = "aa[turret]-a[gun-turret]",
place_result = "bi-dart-turret", place_result = "bi-dart-turret",
stack_size = 50 stack_size = 50
}, },
}) })

View file

@ -1,187 +1,187 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
data:extend({ data:extend({
--- Basic Dart Ammo --- Basic Dart Ammo
{ {
type = "recipe", type = "recipe",
name = "bi-dart-magazine-basic", name = "bi-dart-magazine-basic",
localised_name = {"item-name.bi-dart-magazine-basic"}, localised_name = {"item-name.bi-dart-magazine-basic"},
localised_description = {"item-description.bi-dart-magazine-basic"}, localised_description = {"item-description.bi-dart-magazine-basic"},
icon = ICONPATH .. "basic_dart_icon.png", icon = ICONPATH .. "basic_dart_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "basic_dart_icon.png", icon = ICONPATH .. "basic_dart_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = true, enabled = true,
energy_required = 4, energy_required = 4,
ingredients = { ingredients = {
{type="item", name="wood", amount=10}, {type="item", name="wood", amount=10},
}, },
results = {{type="item", name="bi-dart-magazine-basic", amount=10}}, results = {{type="item", name="bi-dart-magazine-basic", amount=10}},
main_product = "", main_product = "",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Added for 0.18.34/1.1.4 always_show_made_in = false, -- Added for 0.18.34/1.1.4
allow_decomposition = true, -- Added for 0.18.34/1.1.4 allow_decomposition = true, -- Added for 0.18.34/1.1.4
subgroup = "bi-ammo", subgroup = "bi-ammo",
order = "[bio-ammo]-a-[darts]-1", order = "[bio-ammo]-a-[darts]-1",
-- This is a custom property for use by "Krastorio 2" (it will change -- This is a custom property for use by "Krastorio 2" (it will change
-- ingredients/results; used for wood/wood pulp) -- ingredients/results; used for wood/wood pulp)
mod = "Bio_Industries_2", mod = "Bio_Industries_2",
}, },
--- Standard Dart Ammo --- Standard Dart Ammo
{ {
type = "recipe", type = "recipe",
name = "bi-dart-magazine-standard", name = "bi-dart-magazine-standard",
localised_name = {"item-name.bi-dart-magazine-standard"}, localised_name = {"item-name.bi-dart-magazine-standard"},
localised_description = {"item-description.bi-dart-magazine-standard"}, localised_description = {"item-description.bi-dart-magazine-standard"},
icon = ICONPATH .. "standard_dart_icon.png", icon = ICONPATH .. "standard_dart_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "standard_dart_icon.png", icon = ICONPATH .. "standard_dart_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = false, enabled = false,
energy_required = 5, energy_required = 5,
ingredients = { ingredients = {
{type="item", name="bi-dart-magazine-basic", amount=10}, {type="item", name="bi-dart-magazine-basic", amount=10},
{type="item", name="copper-plate", amount=5}, {type="item", name="copper-plate", amount=5},
}, },
results = {{type="item", name="bi-dart-magazine-standard", amount=10}}, results = {{type="item", name="bi-dart-magazine-standard", amount=10}},
main_product = "", main_product = "",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Added for 0.18.34/1.1.4 always_show_made_in = false, -- Added for 0.18.34/1.1.4
allow_decomposition = true, -- Added for 0.18.34/1.1.4 allow_decomposition = true, -- Added for 0.18.34/1.1.4
subgroup = "bi-ammo", subgroup = "bi-ammo",
order = "[bio-ammo]-a-[darts]-2", order = "[bio-ammo]-a-[darts]-2",
}, },
--- Enhanced Dart Ammo --- Enhanced Dart Ammo
{ {
type = "recipe", type = "recipe",
name = "bi-dart-magazine-enhanced", name = "bi-dart-magazine-enhanced",
localised_name = {"item-name.bi-dart-magazine-enhanced"}, localised_name = {"item-name.bi-dart-magazine-enhanced"},
localised_description = {"item-description.bi-dart-magazine-enhanced"}, localised_description = {"item-description.bi-dart-magazine-enhanced"},
icon = ICONPATH .. "enhanced_dart_icon.png", icon = ICONPATH .. "enhanced_dart_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "enhanced_dart_icon.png", icon = ICONPATH .. "enhanced_dart_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = false, enabled = false,
energy_required = 6, energy_required = 6,
ingredients = { ingredients = {
{type="item", name="bi-dart-magazine-standard", amount=10}, {type="item", name="bi-dart-magazine-standard", amount=10},
{type="item", name="plastic-bar", amount=5}, {type="item", name="plastic-bar", amount=5},
}, },
results = {{type="item", name="bi-dart-magazine-enhanced", amount=10}}, results = {{type="item", name="bi-dart-magazine-enhanced", amount=10}},
main_product = "", main_product = "",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Added for 0.18.34/1.1.4 always_show_made_in = false, -- Added for 0.18.34/1.1.4
allow_decomposition = true, -- Added for 0.18.34/1.1.4 allow_decomposition = true, -- Added for 0.18.34/1.1.4
subgroup = "bi-ammo", subgroup = "bi-ammo",
order = "[bio-ammo]-a-[darts]-3", order = "[bio-ammo]-a-[darts]-3",
}, },
--- Poison Dart Ammo --- Poison Dart Ammo
{ {
type = "recipe", type = "recipe",
name = "bi-dart-magazine-poison", name = "bi-dart-magazine-poison",
localised_name = {"item-name.bi-dart-magazine-poison"}, localised_name = {"item-name.bi-dart-magazine-poison"},
localised_description = {"item-description.bi-dart-magazine-poison"}, localised_description = {"item-description.bi-dart-magazine-poison"},
icon = ICONPATH .. "poison_dart_icon.png", icon = ICONPATH .. "poison_dart_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "poison_dart_icon.png", icon = ICONPATH .. "poison_dart_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = false, enabled = false,
energy_required = 8, energy_required = 8,
ingredients = { ingredients = {
{type="item", name="bi-dart-magazine-enhanced", amount=10}, {type="item", name="bi-dart-magazine-enhanced", amount=10},
{type="item", name="poison-capsule", amount=5}, {type="item", name="poison-capsule", amount=5},
}, },
results = {{type="item", name="bi-dart-magazine-poison", amount=10}}, results = {{type="item", name="bi-dart-magazine-poison", amount=10}},
main_product = "", main_product = "",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Added for 0.18.34/1.1.4 always_show_made_in = false, -- Added for 0.18.34/1.1.4
allow_decomposition = true, -- Added for 0.18.34/1.1.4 allow_decomposition = true, -- Added for 0.18.34/1.1.4
subgroup = "bi-ammo", subgroup = "bi-ammo",
order = "[bio-ammo]-a-[darts]-4", order = "[bio-ammo]-a-[darts]-4",
}, },
--- Dart Turret --- Dart Turret
{ {
type = "recipe", type = "recipe",
name = "bi-dart-turret", name = "bi-dart-turret",
localised_name = {"entity-name.bi-dart-turret"}, localised_name = {"entity-name.bi-dart-turret"},
localised_description = {"entity-description.bi-dart-turret"}, localised_description = {"entity-description.bi-dart-turret"},
icon = ICONPATH .. "bio_turret_icon.png", icon = ICONPATH .. "bio_turret_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bio_turret_icon.png", icon = ICONPATH .. "bio_turret_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = true, enabled = true,
energy_required = 8, energy_required = 8,
ingredients = { ingredients = {
{type="item", name="iron-gear-wheel", amount=5}, {type="item", name="iron-gear-wheel", amount=5},
{type="item", name="wood", amount=20}, {type="item", name="wood", amount=20},
}, },
results = {{type="item", name="bi-dart-turret", amount=1}}, results = {{type="item", name="bi-dart-turret", amount=1}},
main_product = "", main_product = "",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Added for 0.18.34/1.1.4 always_show_made_in = false, -- Added for 0.18.34/1.1.4
allow_decomposition = true, -- Added for 0.18.34/1.1.4 allow_decomposition = true, -- Added for 0.18.34/1.1.4
subgroup = "defensive-structure", subgroup = "defensive-structure",
order = "b[turret]-e[bi-dart-turret]", order = "b[turret]-e[bi-dart-turret]",
-- This is a custom property for use by "Krastorio 2" (it will change -- This is a custom property for use by "Krastorio 2" (it will change
-- ingredients/results; used for wood/wood pulp) -- ingredients/results; used for wood/wood pulp)
mod = "Bio_Industries_2", mod = "Bio_Industries_2",
}, },
--- Dart Rifle --- Dart Rifle
{ {
type = "recipe", type = "recipe",
name = "bi-dart-rifle", name = "bi-dart-rifle",
localised_name = {"item-name.bi-dart-rifle"}, localised_name = {"item-name.bi-dart-rifle"},
localised_description = {"item-description.bi-dart-rifle"}, localised_description = {"item-description.bi-dart-rifle"},
icon = ICONPATH .. "bi_dart_rifle_icon.png", icon = ICONPATH .. "bi_dart_rifle_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "bi_dart_rifle_icon.png", icon = ICONPATH .. "bi_dart_rifle_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
enabled = true, enabled = true,
energy_required = 8, energy_required = 8,
ingredients = { ingredients = {
{type="item", name="copper-plate", amount=5}, {type="item", name="copper-plate", amount=5},
{type="item", name="wood", amount=15}, {type="item", name="wood", amount=15},
}, },
results = {{type="item", name="bi-dart-rifle", amount=1}}, results = {{type="item", name="bi-dart-rifle", amount=1}},
main_product = "", main_product = "",
allow_as_intermediate = false, -- Added for 0.18.34/1.1.4 allow_as_intermediate = false, -- Added for 0.18.34/1.1.4
always_show_made_in = false, -- Added for 0.18.34/1.1.4 always_show_made_in = false, -- Added for 0.18.34/1.1.4
allow_decomposition = true, -- Added for 0.18.34/1.1.4 allow_decomposition = true, -- Added for 0.18.34/1.1.4
subgroup = "gun", subgroup = "gun",
order = "a[basic-clips]-b[bi-dart-rifle]" order = "a[basic-clips]-b[bi-dart-rifle]"
}, },
-- This is a custom property for use by "Krastorio 2" (it will change -- This is a custom property for use by "Krastorio 2" (it will change
-- ingredients/results; used for wood/wood pulp) -- ingredients/results; used for wood/wood pulp)
mod = "Bio_Industries_2", mod = "Bio_Industries_2",
}) })

View file

@ -1,59 +1,59 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
if not mods["Natural_Evolution_Buildings"] then if not mods["Natural_Evolution_Buildings"] then
-- Simplified code in 0.17.39/0.18.6 -- Simplified code in 0.17.39/0.18.6
local techs = data.raw.technology local techs = data.raw.technology
-- Turret attack modifier -- Turret attack modifier
for index, modifier in pairs({ for index, modifier in pairs({
-- Keeping indices isn't really necessary here (and in the following), but should help -- Keeping indices isn't really necessary here (and in the following), but should help
-- to avoid mistakes if this file is edited in the future. -- to avoid mistakes if this file is edited in the future.
[1] = 0.1, [1] = 0.1,
[2] = 0.1, [2] = 0.1,
[3] = 0.2, [3] = 0.2,
[4] = 0.2, [4] = 0.2,
[5] = 0.2, [5] = 0.2,
[6] = 0.4, [6] = 0.4,
[7] = 0.7, [7] = 0.7,
}) do }) do
table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, { table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, {
type = "turret-attack", type = "turret-attack",
turret_id = "bi-dart-turret", turret_id = "bi-dart-turret",
modifier = modifier modifier = modifier
}) })
end end
-- Shooting speed modifier -- Shooting speed modifier
for index, modifier in pairs({ for index, modifier in pairs({
[1] = 0.1, [1] = 0.1,
[2] = 0.2, [2] = 0.2,
[3] = 0.2, [3] = 0.2,
[4] = 0.2, [4] = 0.2,
[5] = 0.2, [5] = 0.2,
[6] = 0.4, [6] = 0.4,
}) do }) do
table.insert(techs["weapon-shooting-speed-" .. tostring(index)].effects, { table.insert(techs["weapon-shooting-speed-" .. tostring(index)].effects, {
type = "gun-speed", type = "gun-speed",
ammo_category = "Bio_Turret_Ammo", ammo_category = "Bio_Turret_Ammo",
modifier = modifier modifier = modifier
}) })
end end
-- Ammo damage modifier -- Ammo damage modifier
for index, modifier in pairs({ for index, modifier in pairs({
[1] = 0.1, [1] = 0.1,
[2] = 0.1, [2] = 0.1,
[3] = 0.2, [3] = 0.2,
[4] = 0.2, [4] = 0.2,
[5] = 0.2, [5] = 0.2,
[6] = 0.4, [6] = 0.4,
[7] = 0.4, [7] = 0.4,
}) do }) do
table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, { table.insert(techs["physical-projectile-damage-" .. tostring(index)].effects, {
type = "ammo-damage", type = "ammo-damage",
ammo_category = "Bio_Turret_Ammo", ammo_category = "Bio_Turret_Ammo",
modifier = modifier modifier = modifier
}) })
end end
end end

View file

@ -1,169 +1,169 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
log("BI.Settings.BI_Game_Tweaks_Disassemble: " .. tostring(BI.Settings.BI_Game_Tweaks_Disassemble)) log("BI.Settings.BI_Game_Tweaks_Disassemble: " .. tostring(BI.Settings.BI_Game_Tweaks_Disassemble))
if BI.Settings.BI_Game_Tweaks_Disassemble then if BI.Settings.BI_Game_Tweaks_Disassemble then
log("Enabling disassemble recipes!") log("Enabling disassemble recipes!")
--- Bio Tweaks --- Bio Tweaks
data:extend({ data:extend({
-- Item subgroup -- Item subgroup
{ {
type = "item-subgroup", type = "item-subgroup",
name = "bio-disassemble", name = "bio-disassemble",
group = "bio-industries", group = "bio-industries",
order = "zzzz", order = "zzzz",
}, },
-- Recipes -- Recipes
{ {
type = "recipe", type = "recipe",
name = "bi-burner-mining-drill-disassemble", name = "bi-burner-mining-drill-disassemble",
localised_description = {"recipe-description.bi-disassemble-recipes"}, localised_description = {"recipe-description.bi-disassemble-recipes"},
icon = ICONPATH .. "burner-mining-drill_disassemble.png", icon = ICONPATH .. "burner-mining-drill_disassemble.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "burner-mining-drill_disassemble.png", icon = ICONPATH .. "burner-mining-drill_disassemble.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "advanced-crafting", category = "advanced-crafting",
subgroup = "bio-disassemble", subgroup = "bio-disassemble",
order = "a[Disassemble]-a[bi-burner-mining-drill-disassemble]", order = "a[Disassemble]-a[bi-burner-mining-drill-disassemble]",
enabled = false, enabled = false,
allow_as_intermediate = false, allow_as_intermediate = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
energy_required = 2, energy_required = 2,
ingredients = { ingredients = {
{type = "item", name = "burner-mining-drill", amount = 1}, {type = "item", name = "burner-mining-drill", amount = 1},
}, },
results = { results = {
{type="item", name="stone", amount=4}, {type="item", name="stone", amount=4},
{type="item", name="iron-plate", amount=4} {type="item", name="iron-plate", amount=4}
}, },
main_product = "", main_product = "",
}, },
{ {
type = "recipe", type = "recipe",
name = "bi-burner-inserter-disassemble", name = "bi-burner-inserter-disassemble",
localised_description = {"recipe-description.bi-disassemble-recipes"}, localised_description = {"recipe-description.bi-disassemble-recipes"},
icon = ICONPATH .. "burner_inserter_disassemble.png", icon = ICONPATH .. "burner_inserter_disassemble.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "burner_inserter_disassemble.png", icon = ICONPATH .. "burner_inserter_disassemble.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "advanced-crafting", category = "advanced-crafting",
subgroup = "bio-disassemble", subgroup = "bio-disassemble",
order = "a[Disassemble]-b[bi-burner-inserter-disassemble]", order = "a[Disassemble]-b[bi-burner-inserter-disassemble]",
enabled = false, enabled = false,
allow_as_intermediate = false, allow_as_intermediate = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
energy_required = 2, energy_required = 2,
ingredients = { ingredients = {
{type = "item", name = "burner-inserter", amount = 1}, {type = "item", name = "burner-inserter", amount = 1},
}, },
results = { results = {
{type="item", name="iron-plate", amount=2}, {type="item", name="iron-plate", amount=2},
}, },
main_product = "", main_product = "",
}, },
{ {
type = "recipe", type = "recipe",
name = "bi-long-handed-inserter-disassemble", name = "bi-long-handed-inserter-disassemble",
localised_description = {"recipe-description.bi-disassemble-recipes"}, localised_description = {"recipe-description.bi-disassemble-recipes"},
icon = ICONPATH .. "long_handed_inserter_disassemble.png", icon = ICONPATH .. "long_handed_inserter_disassemble.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "long_handed_inserter_disassemble.png", icon = ICONPATH .. "long_handed_inserter_disassemble.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "advanced-crafting", category = "advanced-crafting",
subgroup = "bio-disassemble", subgroup = "bio-disassemble",
order = "a[Disassemble]-c[bi-long-handed-inserter-disassemble]", order = "a[Disassemble]-c[bi-long-handed-inserter-disassemble]",
enabled = false, enabled = false,
allow_as_intermediate = false, allow_as_intermediate = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
energy_required = 2, energy_required = 2,
ingredients = { ingredients = {
{type = "item", name = "long-handed-inserter", amount = 1}, {type = "item", name = "long-handed-inserter", amount = 1},
}, },
results = { results = {
{type="item", name="iron-gear-wheel", amount=1}, {type="item", name="iron-gear-wheel", amount=1},
{type="item", name="iron-plate", amount=1}, {type="item", name="iron-plate", amount=1},
{type="item", name="electronic-circuit", amount=1}, {type="item", name="electronic-circuit", amount=1},
}, },
main_product = "", main_product = "",
}, },
{ {
type = "recipe", type = "recipe",
name = "bi-stone-furnace-disassemble", name = "bi-stone-furnace-disassemble",
localised_description = {"recipe-description.bi-disassemble-recipes"}, localised_description = {"recipe-description.bi-disassemble-recipes"},
icon = ICONPATH .. "stone_furnace_disassemble.png", icon = ICONPATH .. "stone_furnace_disassemble.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "stone_furnace_disassemble.png", icon = ICONPATH .. "stone_furnace_disassemble.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "advanced-crafting", category = "advanced-crafting",
subgroup = "bio-disassemble", subgroup = "bio-disassemble",
order = "a[Disassemble]-d[bi-stone-furnace-disassemble]", order = "a[Disassemble]-d[bi-stone-furnace-disassemble]",
enabled = false, enabled = false,
allow_as_intermediate = false, allow_as_intermediate = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
energy_required = 2, energy_required = 2,
ingredients = { ingredients = {
{type = "item", name = "stone-furnace", amount = 1}, {type = "item", name = "stone-furnace", amount = 1},
}, },
results = { results = {
{type="item", name="stone", amount=3}, {type="item", name="stone", amount=3},
}, },
main_product = "", main_product = "",
}, },
{ {
type = "recipe", type = "recipe",
name = "bi-steel-furnace-disassemble", name = "bi-steel-furnace-disassemble",
localised_description = {"recipe-description.bi-disassemble-recipes"}, localised_description = {"recipe-description.bi-disassemble-recipes"},
icon = ICONPATH .. "steel-furnace_disassemble.png", icon = ICONPATH .. "steel-furnace_disassemble.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "steel-furnace_disassemble.png", icon = ICONPATH .. "steel-furnace_disassemble.png",
icon_size = 64, icon_size = 64,
} }
}, },
category = "advanced-crafting", category = "advanced-crafting",
subgroup = "bio-disassemble", subgroup = "bio-disassemble",
order = "a[Disassemble]-e[bi-steel-furnace-disassemble]", order = "a[Disassemble]-e[bi-steel-furnace-disassemble]",
enabled = false, enabled = false,
allow_as_intermediate = false, allow_as_intermediate = false,
always_show_made_in = true, always_show_made_in = true,
allow_decomposition = false, allow_decomposition = false,
energy_required = 2, energy_required = 2,
ingredients = { ingredients = {
{type = "item", name = "steel-furnace", amount = 1}, {type = "item", name = "steel-furnace", amount = 1},
}, },
results = { results = {
{type="item", name="steel-plate", amount=4}, {type="item", name="steel-plate", amount=4},
{type="item", name="stone-brick", amount=4} {type="item", name="stone-brick", amount=4}
}, },
main_product = "", main_product = "",
}, },
}) })
end end

View file

@ -1,99 +1,99 @@
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
if mods["IndustrialRevolution"] then if mods["IndustrialRevolution"] then
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Our large wooden poles are unlocked by the "Logistics" research and require small -- Our large wooden poles are unlocked by the "Logistics" research and require small
-- electric poles, which are unlocked by IR2 after the Iron Age has been reached. So, -- electric poles, which are unlocked by IR2 after the Iron Age has been reached. So,
-- if IR2 is active, we won't unlock our poles and use IR2's large wooden poles for -- if IR2 is active, we won't unlock our poles and use IR2's large wooden poles for
-- our huge poles instead. -- our huge poles instead.
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
local big_pole = "bi-wooden-pole-big" local big_pole = "bi-wooden-pole-big"
thxbob.lib.tech.remove_recipe_unlock ("logistics", big_pole) thxbob.lib.tech.remove_recipe_unlock ("logistics", big_pole)
thxbob.lib.tech.add_recipe_unlock ("electric-energy-distribution-1", big_pole) thxbob.lib.tech.add_recipe_unlock ("electric-energy-distribution-1", big_pole)
-- Adjust localizations -- Adjust localizations
for k, v in ipairs({"electric-pole", "item", "recipe"}) do for k, v in ipairs({"electric-pole", "item", "recipe"}) do
BioInd.show("Changing localization for", v) BioInd.show("Changing localization for", v)
data.raw[v][big_pole].localised_name = {"entity-name.bi-wooden-pole-bigger"} data.raw[v][big_pole].localised_name = {"entity-name.bi-wooden-pole-bigger"}
data.raw[v][big_pole].localised_description = {"entity-description.bi-wooden-pole-bigger"} data.raw[v][big_pole].localised_description = {"entity-description.bi-wooden-pole-bigger"}
end end
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- IR2 disables the "solar-energy" technology, so our Solar boiler, Solar farm, and -- IR2 disables the "solar-energy" technology, so our Solar boiler, Solar farm, and
-- Musk floor will never be unlocked. Move the unlocks to IR2's technologies! -- Musk floor will never be unlocked. Move the unlocks to IR2's technologies!
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-1", "bi-solar-boiler-hidden-panel") thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-1", "bi-solar-boiler-hidden-panel")
thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-2", "bi-bio-solar-farm") thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-2", "bi-bio-solar-farm")
thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-2", "bi-solar-mat") thxbob.lib.tech.add_recipe_unlock ("ir2-solar-energy-2", "bi-solar-mat")
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Put recipe for Bio stone bricks in the same subgroup as concrete! -- Put recipe for Bio stone bricks in the same subgroup as concrete!
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
data.raw.recipe["bi-stone-brick"].subgroup = "ir2-tiles" data.raw.recipe["bi-stone-brick"].subgroup = "ir2-tiles"
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Replace "crushed stone" with "gravel"! -- Replace "crushed stone" with "gravel"!
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
local i_old = "stone-crushed" local i_old = "stone-crushed"
local i_new = "gravel" local i_new = "gravel"
local replaced, recipe, add local replaced, recipe, add
for recipe_name, recipe in pairs(data.raw.recipe) do for recipe_name, recipe in pairs(data.raw.recipe) do
-- Ingredients -- Ingredients
replaced = thxbob.lib.recipe.replace_ingredient(recipe_name, i_old, i_new) replaced = thxbob.lib.recipe.replace_ingredient(recipe_name, i_old, i_new)
BioInd.writeDebug("Replaced ingredient %s with %s in recipe %s: %s", {i_old, i_new, recipe_name, replaced}) BioInd.writeDebug("Replaced ingredient %s with %s in recipe %s: %s", {i_old, i_new, recipe_name, replaced})
-- Results -- Results
thxbob.lib.result_check(recipe) -- Make sure we have results! thxbob.lib.result_check(recipe) -- Make sure we have results!
for r, result in ipairs(recipe and recipe.results or {}) do for r, result in ipairs(recipe and recipe.results or {}) do
if result.name == i_old then if result.name == i_old then
-- Store the properties of the original result -- Store the properties of the original result
add = { add = {
type = result.type, type = result.type,
name = i_new, name = i_new,
amount = result.amount amount = result.amount
} }
thxbob.lib.recipe.remove_result(recipe_name, i_old) thxbob.lib.recipe.remove_result(recipe_name, i_old)
thxbob.lib.item.add(recipe.results, add) thxbob.lib.item.add(recipe.results, add)
else else
BioInd.show("Skipping", result.name) BioInd.show("Skipping", result.name)
end end
end end
-- Don't forget to change main_product as well! -- Don't forget to change main_product as well!
if recipe and recipe.main_product and recipe.main_product == i_old then if recipe and recipe.main_product and recipe.main_product == i_old then
recipe.main_product = i_new recipe.main_product = i_new
end end
end end
-- Add recipe unlocks -- Add recipe unlocks
local crushing = { local crushing = {
["bi-crushed-stone-1"] = "grinding-1", ["bi-crushed-stone-1"] = "grinding-1",
["bi-crushed-stone-2"] = "grinding-2", ["bi-crushed-stone-2"] = "grinding-2",
["bi-crushed-stone-3"] = "grinding-2", ["bi-crushed-stone-3"] = "grinding-2",
["bi-crushed-stone-4"] = "grinding-3", ["bi-crushed-stone-4"] = "grinding-3",
["bi-crushed-stone-5"] = "grinding-3", ["bi-crushed-stone-5"] = "grinding-3",
} }
local r local r
for recipe, category in pairs(crushing) do for recipe, category in pairs(crushing) do
r = data.raw.recipe[recipe] r = data.raw.recipe[recipe]
r.category = category r.category = category
r.localised_name = {"recipe-name." .. recipe .. "_IR"} r.localised_name = {"recipe-name." .. recipe .. "_IR"}
if recipe == "bi-crushed-stone-1" then if recipe == "bi-crushed-stone-1" then
r.localised_description = {"recipe-description.bi-crushed-stone-1_IR"} r.localised_description = {"recipe-description.bi-crushed-stone-1_IR"}
else else
r.localised_description = {"recipe-description.bi-crushed-stone_IR"} r.localised_description = {"recipe-description.bi-crushed-stone_IR"}
end end
thxbob.lib.tech.add_recipe_unlock("ir2-" .. category, recipe) thxbob.lib.tech.add_recipe_unlock("ir2-" .. category, recipe)
end end
-- Our stone crusher should be able to craft the recipes that can be made by -- Our stone crusher should be able to craft the recipes that can be made by
-- IR2's Copper crusher ("grinding-1") and Electric crusher ("grinding-2")! -- IR2's Copper crusher ("grinding-1") and Electric crusher ("grinding-2")!
local crusher = data.raw.furnace["bi-stone-crusher"] local crusher = data.raw.furnace["bi-stone-crusher"]
if crusher then if crusher then
table.insert(crusher.crafting_categories, "grinding-1") table.insert(crusher.crafting_categories, "grinding-1")
table.insert(crusher.crafting_categories, "grinding-2") table.insert(crusher.crafting_categories, "grinding-2")
table.insert(crusher.crafting_categories, "powdering-1") table.insert(crusher.crafting_categories, "powdering-1")
table.insert(crusher.crafting_categories, "powdering-2") table.insert(crusher.crafting_categories, "powdering-2")
end end
end end

View file

@ -1,162 +1,162 @@
if not BI.Settings.BI_Bigger_Wooden_Chests then if not BI.Settings.BI_Bigger_Wooden_Chests then
return return
end end
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
BioInd.writeDebug("Creating bigger wooden chests!") BioInd.writeDebug("Creating bigger wooden chests!")
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
local WOODPATH = BioInd.modRoot .. "/graphics/entities/wood_products/" local WOODPATH = BioInd.modRoot .. "/graphics/entities/wood_products/"
local SNDPATH = "__base__/sound/" local SNDPATH = "__base__/sound/"
local sounds = {} local sounds = {}
sounds.open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" } sounds.open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" }
sounds.close_sound = { filename = SNDPATH .. "wooden-chest-close.ogg" } sounds.close_sound = { filename = SNDPATH .. "wooden-chest-close.ogg" }
sounds.walking_sound = {} sounds.walking_sound = {}
for i = 1, 11 do for i = 1, 11 do
sounds.walking_sound[i] = { sounds.walking_sound[i] = {
filename = SNDPATH .. "walking/concrete-" .. i ..".ogg", filename = SNDPATH .. "walking/concrete-" .. i ..".ogg",
volume = 1.2 volume = 1.2
} }
end end
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Rename the vanill wooden chest! -- -- Rename the vanill wooden chest! --
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
data.raw.container["wooden-chest"].localised_name = {"entity-name.bi-wooden-chest"} data.raw.container["wooden-chest"].localised_name = {"entity-name.bi-wooden-chest"}
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
-- Create the bigger wooden chests! -- -- Create the bigger wooden chests! --
------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------
------- Large Wooden Chest ------- Large Wooden Chest
data:extend({ data:extend({
{ {
type = "container", type = "container",
name = "bi-wooden-chest-large", name = "bi-wooden-chest-large",
icon = ICONPATH .. "large_wooden_chest_icon.png", icon = ICONPATH .. "large_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "large_wooden_chest_icon.png", icon = ICONPATH .. "large_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
-- This is necessary for "Space Exploration" (if not true, the entity can only be -- This is necessary for "Space Exploration" (if not true, the entity can only be
-- placed on Nauvis)! -- placed on Nauvis)!
se_allow_in_space = true, se_allow_in_space = true,
flags = {"placeable-neutral", "player-creation"}, flags = {"placeable-neutral", "player-creation"},
minable = {mining_time = 1, result = "bi-wooden-chest-large"}, minable = {mining_time = 1, result = "bi-wooden-chest-large"},
max_health = 200, max_health = 200,
corpse = "small-remnants", corpse = "small-remnants",
collision_box = {{-0.7, -0.7}, {0.7, 0.7}}, collision_box = {{-0.7, -0.7}, {0.7, 0.7}},
selection_box = {{-1.0, -1.0}, {1.0, 1.0}}, selection_box = {{-1.0, -1.0}, {1.0, 1.0}},
fast_replaceable_group = "container", fast_replaceable_group = "container",
inventory_size = 128, -- 64 inventory_size = 128, -- 64
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" }, open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" }, close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
impact_category = "wood", impact_category = "wood",
picture = { picture = {
filename = WOODPATH .. "large_wooden_chest.png", filename = WOODPATH .. "large_wooden_chest.png",
priority = "extra-high", priority = "extra-high",
width = 184, width = 184,
height = 132, height = 132,
shift = {0.5, 0}, shift = {0.5, 0},
scale = 0.5, scale = 0.5,
}, },
circuit_wire_connection_point = circuit_connector_definitions["chest"].points, circuit_wire_connection_point = circuit_connector_definitions["chest"].points,
circuit_connector_sprites = circuit_connector_definitions["chest"].sprites, circuit_connector_sprites = circuit_connector_definitions["chest"].sprites,
circuit_wire_max_distance = default_circuit_wire_max_distance circuit_wire_max_distance = default_circuit_wire_max_distance
}, },
}) })
------- Huge Wooden Chest ------- Huge Wooden Chest
data:extend({ data:extend({
{ {
type = "container", type = "container",
name = "bi-wooden-chest-huge", name = "bi-wooden-chest-huge",
icon = ICONPATH .. "huge_wooden_chest_icon.png", icon = ICONPATH .. "huge_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "huge_wooden_chest_icon.png", icon = ICONPATH .. "huge_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
scale_info_icons = true, scale_info_icons = true,
-- This is necessary for "Space Exploration" (if not true, the entity can only be -- This is necessary for "Space Exploration" (if not true, the entity can only be
-- placed on Nauvis)! -- placed on Nauvis)!
se_allow_in_space = true, se_allow_in_space = true,
flags = {"placeable-neutral", "player-creation"}, flags = {"placeable-neutral", "player-creation"},
minable = {mining_time = 1.5, result = "bi-wooden-chest-huge"}, minable = {mining_time = 1.5, result = "bi-wooden-chest-huge"},
max_health = 350, max_health = 350,
corpse = "small-remnants", corpse = "small-remnants",
collision_box = {{-1.2, -1.2}, {1.2, 1.2}}, collision_box = {{-1.2, -1.2}, {1.2, 1.2}},
selection_box = {{-1.5, -1.5}, {1.5, 1.5}}, selection_box = {{-1.5, -1.5}, {1.5, 1.5}},
fast_replaceable_group = "container", fast_replaceable_group = "container",
inventory_size = 432, --144 inventory_size = 432, --144
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" }, open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" }, close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
impact_category = "wood", impact_category = "wood",
picture = { picture = {
filename = WOODPATH .. "huge_wooden_chest.png", filename = WOODPATH .. "huge_wooden_chest.png",
priority = "extra-high", priority = "extra-high",
width = 184, width = 184,
height = 132, height = 132,
shift = {0.5, 0}, shift = {0.5, 0},
scale = 0.75, scale = 0.75,
}, },
circuit_wire_connection_point = circuit_connector_definitions["chest"].points, circuit_wire_connection_point = circuit_connector_definitions["chest"].points,
circuit_connector_sprites = circuit_connector_definitions["chest"].sprites, circuit_connector_sprites = circuit_connector_definitions["chest"].sprites,
circuit_wire_max_distance = default_circuit_wire_max_distance circuit_wire_max_distance = default_circuit_wire_max_distance
}, },
}) })
------- Giga Wooden Chest ------- Giga Wooden Chest
data:extend({ data:extend({
{ {
type = "container", type = "container",
name = "bi-wooden-chest-giga", name = "bi-wooden-chest-giga",
icon = ICONPATH .. "giga_wooden_chest_icon.png", icon = ICONPATH .. "giga_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "giga_wooden_chest_icon.png", icon = ICONPATH .. "giga_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
scale_info_icons = true, scale_info_icons = true,
-- This is necessary for "Space Exploration" (if not true, the entity can only be -- This is necessary for "Space Exploration" (if not true, the entity can only be
-- placed on Nauvis)! -- placed on Nauvis)!
se_allow_in_space = true, se_allow_in_space = true,
flags = {"placeable-neutral", "player-creation"}, flags = {"placeable-neutral", "player-creation"},
minable = {mining_time = 3.5, result = "bi-wooden-chest-giga"}, minable = {mining_time = 3.5, result = "bi-wooden-chest-giga"},
max_health = 350, max_health = 350,
corpse = "big-remnants", corpse = "big-remnants",
collision_box = {{-2.8, -2.8}, {2.8, 2.8}}, collision_box = {{-2.8, -2.8}, {2.8, 2.8}},
selection_box = {{-3, -3}, {3, 3}}, selection_box = {{-3, -3}, {3, 3}},
fast_replaceable_group = "container", fast_replaceable_group = "container",
inventory_size = 1728, --576 inventory_size = 1728, --576
open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" }, open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" }, close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
impact_category = "wood", impact_category = "wood",
picture = { picture = {
filename = WOODPATH .. "giga_wooden_chest.png", filename = WOODPATH .. "giga_wooden_chest.png",
priority = "extra-high", priority = "extra-high",
width = 501, width = 501,
height = 366, height = 366,
shift = {0.88, -0.170}, shift = {0.88, -0.170},
scale = 0.5, scale = 0.5,
}, },
circuit_wire_connection_point = circuit_connector_definitions["chest"].points, circuit_wire_connection_point = circuit_connector_definitions["chest"].points,
circuit_connector_sprites = circuit_connector_definitions["chest"].sprites, circuit_connector_sprites = circuit_connector_definitions["chest"].sprites,
circuit_wire_max_distance = default_circuit_wire_max_distance circuit_wire_max_distance = default_circuit_wire_max_distance
}, },
}) })

View file

@ -1,77 +1,77 @@
if not BI.Settings.BI_Bigger_Wooden_Chests then if not BI.Settings.BI_Bigger_Wooden_Chests then
return return
end end
local BioInd = require('common')('Bio_Industries_2') local BioInd = require('common')('Bio_Industries_2')
local ICONPATH = BioInd.modRoot .. "/graphics/icons/" local ICONPATH = BioInd.modRoot .. "/graphics/icons/"
BioInd.writeDebug("Creating items for bigger wooden chests!") BioInd.writeDebug("Creating items for bigger wooden chests!")
data:extend({ data:extend({
--- Large wooden chest 2 x 2 --- Large wooden chest 2 x 2
{ {
type = "item", type = "item",
name = "bi-wooden-chest-large", name = "bi-wooden-chest-large",
localised_name = {"entity-name.bi-wooden-chest-large"}, localised_name = {"entity-name.bi-wooden-chest-large"},
localised_description = {"entity-description.bi-wooden-chest-large"}, localised_description = {"entity-description.bi-wooden-chest-large"},
icon = ICONPATH .. "large_wooden_chest_icon.png", icon = ICONPATH .. "large_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "large_wooden_chest_icon.png", icon = ICONPATH .. "large_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
fuel_category = "chemical", fuel_category = "chemical",
fuel_value = "32MJ", fuel_value = "32MJ",
subgroup = "storage", subgroup = "storage",
order = "a[items]-aa[wooden-chest]", order = "a[items]-aa[wooden-chest]",
place_result = "bi-wooden-chest-large", place_result = "bi-wooden-chest-large",
stack_size = 48 stack_size = 48
}, },
--- Huge wooden chest 3 x 3 --- Huge wooden chest 3 x 3
{ {
type = "item", type = "item",
name = "bi-wooden-chest-huge", name = "bi-wooden-chest-huge",
localised_name = {"entity-name.bi-wooden-chest-huge"}, localised_name = {"entity-name.bi-wooden-chest-huge"},
localised_description = {"entity-description.bi-wooden-chest-huge"}, localised_description = {"entity-description.bi-wooden-chest-huge"},
icon = ICONPATH .. "huge_wooden_chest_icon.png", icon = ICONPATH .. "huge_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "huge_wooden_chest_icon.png", icon = ICONPATH .. "huge_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
fuel_category = "chemical", fuel_category = "chemical",
fuel_value = "200MJ", fuel_value = "200MJ",
subgroup = "storage", subgroup = "storage",
order = "a[items]-ab[wooden-chest]", order = "a[items]-ab[wooden-chest]",
place_result = "bi-wooden-chest-huge", place_result = "bi-wooden-chest-huge",
stack_size = 32 stack_size = 32
}, },
--- Giga wooden chest 6 x 6 --- Giga wooden chest 6 x 6
{ {
type = "item", type = "item",
name = "bi-wooden-chest-giga", name = "bi-wooden-chest-giga",
localised_name = {"entity-name.bi-wooden-chest-giga"}, localised_name = {"entity-name.bi-wooden-chest-giga"},
localised_description = {"entity-description.bi-wooden-chest-giga"}, localised_description = {"entity-description.bi-wooden-chest-giga"},
icon = ICONPATH .. "giga_wooden_chest_icon.png", icon = ICONPATH .. "giga_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
icons = { icons = {
{ {
icon = ICONPATH .. "giga_wooden_chest_icon.png", icon = ICONPATH .. "giga_wooden_chest_icon.png",
icon_size = 64, icon_size = 64,
} }
}, },
fuel_category = "chemical", fuel_category = "chemical",
fuel_value = "400MJ", fuel_value = "400MJ",
subgroup = "storage", subgroup = "storage",
order = "a[items]-ac[wooden-chest]", order = "a[items]-ac[wooden-chest]",
place_result = "bi-wooden-chest-giga", place_result = "bi-wooden-chest-giga",
stack_size = 16 stack_size = 16
}, },
}) })

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